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#1 |
Sea Lord
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I would welcome any feedback on MP experience where the FFG has been immobilised or slowed to a max of 10 knots.(But did not sink)
I am currently testing to see what weight of weapon attack could achieve this for a scenario under construction. If you witnessed such an event - what weapon did you use and if relevant at what aspect ?
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#2 |
Sonar Guy
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Immobilised (or maybe only slowed down) would be also very heavily damaged with almost all systems disabled... but you can immobilise FFG by placing it in area covered by ice :-)
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#3 |
Sea Lord
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![]() ![]() It will not then be able to hit its time/distance objective. So the selection of the lighter warheaded weapons is called for. I am hoping someone will say - 'when the FFG was hit by an X or 2 X she slowed to appx Y knots. Another way of approaching it is - how many of each weapon is normaly required to sink the FFG ?
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#4 |
Sea Lord
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Clearing a 'Double post'
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#5 |
Navy Seal
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Just set a damage level, so when 50 percent damage then goal complete.
One torp should do that. |
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#6 | |
The Old Man
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#7 |
Sea Lord
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![]() ![]() A 50%(Or whatever) damage goal trigger does not of itself achieve this. FFG may be about to cross the finish line :hmm: I think Reds need a a triggered message confirming the damage level - then the player can calculate what other action he needs to take to achieve the primary objective. My question about weapon effectiveness related to the choice of platform/weapon availability - if the player is given the right tools he must make the appropriate tactical decisions.
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#8 |
The Old Man
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I might suggest moving this to the Mission Designer side of the forum. I'm sure there is a "trigger" and goal that can be used for time frame.
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#9 |
Sea Lord
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![]() ![]() weapon deployment (My original question.)
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#10 | |
The Old Man
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#11 |
Sonar Guy
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In this you have a problem.
The best that can happen is a damaged propeller, (systems damage doesn't seem to happen to AI, by the way) which will slow him down to 15 knots until repaired. (Which can take anywhere from 5 to 130 minutes or so, or seconds with quick repair.) If the mission is to have a "do not sink" order, then you have a problem, though, as it's pretty much random what systems are damaged. Particular directions help the probability of damaging a particular system, but... Essentially, you'll have to make sure it's a major win (and that the player feels like it) instead of a minor win for sinking it. There is a possibility still though. Set a trigger such: When ffg is >50% damaged, and speed is over 5 knots, run a script that reduces it to 5 knots. Make sure the trigger refires after a few seconds. I'm not positive on how to make it fire on over 5 knots right now, though. But even if you have to use a "negate trigger". Or you could have it set to 0 knots and force the FFG player to use the small outboards... I forget what they're called...
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#12 |
Sea Lord
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![]() ![]() on your list of priorities. ![]() ![]() Sonar - I hoped for feedback to shortcut testing. :hmm: Whilst exploring scripting issues with MaHuJa I was trying also to examine the problem from the players perspective. To be specific I need to know, from player experience, what weight of Kilo weaponry has proved to cripple, slow or immobilise (But not sink) the FFG. Any specifics welcome - if one ''torpedo'' - which ? If one missile - which ? etc.
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#13 |
Sea Lord
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