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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Officer
![]() Join Date: Aug 2004
Location: Aussie
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i'd be real interested in that XabbaRus, sounds very good
![]() mind you I have only just got the game and am completely overwelmed at this point ![]()
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#17 |
Navy Seal
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I want to make SP scenarios that will last 3-5 hours, be fun with a decent amount going on.
I also want to make MP scenarios that will be fun but take no more than 2 hours. I love the Kilo and so want to bushwhack someone in an FFG. |
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#18 | ||
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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While in reality, the way the political winds are blowing sometimes has a great deal to do with military decisions (war of all kinds is, after all, politics) when making scenarios, I think of it more as a background. It helps me decide what the players are trying to accomplish, why they're there, what kinds of forces are involved, whether they're shooting or not, but I don't know if it'd be a good idea to go into the whole "now the war is on, now the war is off" kind of thing. When I think about that, it's actually kind of boring. Now.. here's what I think might be a fun way to play it. It's a period of heightened tension, where you're not at war, but the different forces involved are acting aggressively (you'd need to figure out very carefully what "aggressively" means.) The US ROE is peacetime and the players know that. Now, create a random trigger so that there's some uncertainty in the ROE for the opposing side. That makes the intentions of the other side a little bit of a mystery. You don't really know if the war is on or not, so somehow you have to figure it out. I think there'd be a certain amount of realism to this one because as a general rule, democracies in general do not wage aggressive war. They usually let the other side shoot first, and THEN get aggressive. In this sense, democracies tend to wage defensive wars. You should also make the goals work so that if you make a mistake, and engage when the other side is peacetime, you get nothing. I'd also make it so that there's only a small probability of the opposing forces being at wartime. That way, trigger happy people get penalized most of the time. That's ALL the plot you need. Your goal is to get a supertanker across a finish line unharmed. That's enough complications right there. The only other thing you'd need to make it realistic is an intelligently put together opposing force. I can't tell you what that might be. The probability of things turning hot or not has less to do with politics, though, and more to do with how often do you think people are willing to play it and without any shooting, without making it so simple as a coin flip. Last edited by SeaQueen; 07-06-06 at 10:15 PM. |
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#19 |
Seaman
![]() Join Date: Mar 2002
Location: France
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What would be great (imho) is to work on a dynamic campaign. I had a chance once to be in a team which launched a dynamic campaign supporting 3 simulations at the same time though a storyline, sims were Operation Flaspoint, Sub Command and FA18. Great experience and it was really funny to see how people could be proud of their side, and read the (good spirit) forum war and propaganda between two games
![]() So I'd really support a dynamic campaign project which could involve players from all the communities but it requires skills ! (and time...) could be a good thing to unite everyone around a common project ![]()
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#20 |
Officer
![]() Join Date: Aug 2004
Location: Aussie
Posts: 249
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That sounds great Phullbrick.. heaven help the team that got me though .. I am madly out of my depth but happy to just plug away, going to go find my spiral bound manual for 688I and have a read and see if that helps... I REALY would love a Collins class to go hunting in but a Kilo will do :hmm:
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#21 |
Navy Seal
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What SeaQueen wrote is exactly what I had in mind.
The only difficult bit would be to have the enemy acting agressively. I suppose that could be shown with ships and aircraft darting quickly in and out of the Straits of Hormuz for example, or "test firing" of a missile. I think the one goal I would have would be, stop civilian shipping being sunk. Nothing else... |
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#22 | |
Sailor man
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Location: Wisconsin, USA
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It was on high counsel I once heard given to a young person, always do what you are afraid to do. --Ralph Waldo Emerson |
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#23 | |||
Sailor man
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Location: Wisconsin, USA
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It was on high counsel I once heard given to a young person, always do what you are afraid to do. --Ralph Waldo Emerson |
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#24 | |
Naval Royalty
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We got our ideas from books, movies and the news. All the plot we needed was what was going on in the New York Times, Frontline, or 60 Minutes. Their coverage of the Tanker Wars really got our juices flowing. The USS STARK got hit. The USS VINCENNES hit someone else by mistake. Red Storm Rising and The Hunt for Red October were great. Everyone wanted to imagine stalking a Soviet SSBN under the ice. What was it like to go to the North Pole? All of our dads had participated in the Vietnam War, The Gulf of Tonkin Incident wasn't alien to us. Every once in a while, the paper would report a Soviet YANKEE, NOVEMBER or VICTOR surfacing off North Carolina. What the heck was going on out there? We all wondered. We'd all been up to Nag's Head, RIGHT THERE in front of us an undersea naval war could have been going on. The whole Libyan "line of death" thing was interesting to watch. TOP GUN was totally rad. Growing up in the Washington DC suburbs was great for kids with an eye on current events because world news WAS local news. The Walker spy ring was busted down the street from my house and used to make their drops up and down the road in front of my house. When I found out this, my imagination just soared! A few years ago, they came out with a great documentary on the Discovery Channel, where they covered the RIMPAC exercise. It was called Fleet Command. I really wish I could find that one on DVD. There's so much good material in there for wargaming. We didn't need drama. The drama was there for anyone who payed attention. We needed data: orders of battle, lat/longs, etc. All the little details they don't make public because if you had them you'd be able to figure out what was going on. We couldn't get specifics, but through research we could make good guesses. The Internet totally makes that kind of thing easy, these days. Back then, it meant hanging out in the library going through newspapers, books and magazines. It's still worth doing that too, because there's an awful lot of stuff that's not on the Internet, but it's faster now. Our scenarios weren't intended to be novels, but instead they put us in the drivers seat so we could get a feel for what it was like to be the decision maker. To me, that's what wargames are about. All of this storybook stuff, is usually just noise. Sometimes the drive for a plot actually makes me angry because I don't want a scenario designer to act as the "hand of god" and inject some arbitrary event into my perfectly happy little approach. What have I learned then? A reactor scram ruins my day? Duh! A good scenario leaves the fate of the player in the hands of the player. It's a wargame, for heaven's sake! Not a role playing game. If we wanted melodrama, we'd have played D&D (we did that too)! Last edited by SeaQueen; 07-08-06 at 09:38 AM. |
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#25 |
Officer
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Location: Aussie
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That makes oh so much perfect sense
![]() I watched Hunt for Red October yesterday and am half way through rereading Red Storm Rising and all I need is a good scenario and my mind will quite happily flesh out the details ![]()
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#26 | ||
Sailor man
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Location: Wisconsin, USA
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It was on high counsel I once heard given to a young person, always do what you are afraid to do. --Ralph Waldo Emerson |
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#27 |
Naval Royalty
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Thank you. I'm starting to get very opinionated about scenario design. I didn't used to be this way. I WAS DRIVEN TO IT I TELL YA! :-)
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#28 |
Eternal Patrol
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Location: Netherlands
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Not to spoil your guys fun, but shouldn't this thread move to the mission designer forum?
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#29 | |
Naval Royalty
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Location: Washington, DC
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I wish more players would at least talk about what they liked and disliked about scenarios. After action reports are important, I think. I wish people said, "this scenario stinks/is great/somewhere in between." People don't talk about scenarios and what they liked and disliked about them enough. That always strikes me as funny, though, because when it comes right down to it, that's what makes a given game fun. Last edited by SeaQueen; 07-13-06 at 10:50 PM. |
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#30 |
Sea Lord
![]() Join Date: Feb 2004
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Well we must encourage our resident guru SQ to convert theory to practice. It seems from his output of scenario(s) that he is a little long on theory and short on product.
Kara was an acquired taste and one wonders whether further output will reach a greater market and if he will venture into the MP sector ? I ca'nt honestly say that I'm holding my breath ! More like I'm nursing some disappointment that such early promise has yet, in my oppinion, to be realised !
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