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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Jul 2002
Location: Scotland, UK
Posts: 552
Downloads: 31
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Running the new TMO 2.5 with RSRD too.
Its January 1942, and I was tasked to perform choke point patrol ops in the Makassar Straight, when I ran into what appeared to be what I can only describe as a dedicated Japanese Hunter-Killer group, what I ascertained to be 4 Destroyers operating as a group. It was approaching dark, with the sun setting in twilight, but the darnest thing is.....no sooner had my lookouts spotted them and I was trying to ascertain what they were through my binos, the two lead destroyers opened fire pretty much immediatly!!! It was no big deal, I just dove down to 350ft and snuck away in my Sargo class. But.....how did they know I was there!!! They spotted me from a ridiculous range and opened fire!! ![]() |
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#2 | |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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The TMO AI is pretty brutal. From what I have read (I use RFB, BTW.) the AI is operating at relative peak despite the historically variable level of performance from the IJN. It will capitalize on the slightest mistake you make. It is one of the big selling points or chief complaints (depending on your view) of TMO is that the IJN performs as well as the Royal Navy in the game. I am not a fan of that concept because the quality of ASW varied greatly amongst the IJN. One moment, you could have IJN's equivalent of Bernard on you and the next encounter could drop Bungo Pete in your lap. The uncertainty is missing. Everything I have read about the TMO AI says that your chance of detection is very high and the punishment is coming when they do find you.
If a veteran TMO player wishes to override anything I have said, I will gladly step aside as I do not use TMO. From what I read in the manual, the AI boost was to add extra "action" to encounters. Quote:
Another thing you haven't stated was how far away you were when you were spotted, your speed and, more importantly, where the sun was as it set. If the sun was behind the hunter-killers in relation to you, their visibility was excellent. |
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#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() I'll go along with the previous post, and add a couple things: |
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#4 | |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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![]() Quote:
About the gun range issue, I read that ~20,000 yards is the maximum range for the caliber gun on most escorts. However, the uber-AI eliminates the human error resulting from parallax and curvature of the Earth in targeting, meaning that the guns are much more effective at maximum range than historical information would indicate. Regarding the lighting and visibility, I read about that in the RFB book or thread somewhere. Too bad there is no almanac or ephemeris to tell players what moon phase is up. SHII has one by default, but that feature never made it into the other games. |
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#5 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Well, I can understand Ducimus (and others') desire to make the game more challanging. It is to be expected that some people will play the game more, and in doing so will discover the AI's weak points. There are also aspects of the game that give the player the advantage (depending on how one plays), so there is a choice of either accepting the game more or less as is, or goosing up the AI capabilities some to compensate for the deficency. I kind of like what you said about having the AI so there is a high level of uncertainty for the player, though. |
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#6 | |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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![]() Quote:
I like the dynamic campaign idea. It presents something completely different. There can be AI scripts based on a standardized difficulty, rather than an attempt to re-create a historical mean level of performance, which is much harder to do. As far as the "unknown" factor in judging an individual platform's competence, I think this would add an element of suspense and the need for good judgment on the part of the player to deal with upon each encounter. The biggest "enemy" in sims is predictability. It doesn't matter how hard or easy an AI is if it is predictable. Worrying sick about a destroyer, only to find out that Bernard is the skipper can rob one of convoy kills due to excess caution. Likewise, running into too many Bernard destroyers sets one up for an HMS Walker the hard way. Keep a player guessing and everything flows. |
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#7 |
Admiral
![]() Join Date: Jul 2009
Location: Now, alot farther from NYC.
Posts: 2,228
Downloads: 105
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With all due respect Schwartzritter, you're critiquing TMO and, according to your first post ("The TMO AI is pretty brutal. From what I have read") you haven't even tried it. I'm not trying to say that you'd like it. I'm just having difficulty reconciling your opinion of the mod w/o having played it.
Personally, I like TMO and do not find the AI overwhelming. Challenging yes, overwhelming no. I think you might actually be surprised if you ever fire it up. ![]()
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