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SirVival's Wishlist


SirVival

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- PE: A "PlatformTransferManager", a tool for transfering Platforms from one Database to another (for Example: HCDB*.mdb --> HCCW*.mdb)

 

- Harpgamer.com: A new HCE Download Category for single Platforms (Ships, Subs, Aircraft, Weapons, Sensors) where Members can up- and download own-created Platforms. Perhaps a "structured" DataFile, which can be exported from and imported into the "pfData2005.mdb" - Database. (see Platform Transfer Manager above)

 

- GE/PE: Boarding Teams, Assault Troops, Special Forces as deployable Units.

actually I created those Troops as "Missiles/Annex09" (when deploying from Aircraft/Helicopter -> single Attack, and then they are dead), or as "Helicopters/Annex05" (w. RunwayType = (0)<none>, MaxAlt = very low, NOE, and Carrier Capable,etc; when deploying from Ships -> multiple Attacks)

 

- PE: ICBMs with MIRVs - I use a "Baka-like" Plane (new created RunwayType: 08/LaunchPad) as ICBM with several Missiles/Annex09 as MIRVs

 

- PE: More than 2048 useable Entrys per Ship, Aircraft, Installation, Loadout Mount, etc.

 

- PE/SE: TACTICAL Targets as Land Units/Annex01; such as Unit-HQs, hidden Airstrips (for Example: Op.Eagle Claw / "Desert One") and FOBs with Runways or Helo-Pads (w/o CarrierCapable-Flag) for land-based (STOL-)Aircraft; not as position-fixed Installations/Annex25

 

- GE: Flexible Loadouts for Aircrafts / Helicopters. An Aircraft can be armed from a list of "Mission-/Aircraft-compatible" Weapons (Same MissionType with different Ranges (MaxPayload/MinRange --> MinPayload/MaxRange; for Example: A-6E/ASuW with 1, 2, 3 or 4 AGM-84 and 4, 3, 2, or 1 DropTanks (Range: 1772nm, 1608nm, 1444nm, 1280nm). Calculating Range from MToW and Fuel.

 

I think it's not easy, but I hope some of them are possible.

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I have been trying a similar angle on ICBM's. Using an "aircraft" that is set at flying "Too High" and 9000 knots is a good approximation of the launch vehicle. This makes possible a "boost phase" interception, or an interception before the warheads (represented by missiles) are separated from the bus. The only drawback is the "aircraft" returns to base.

Another angle is if a base is set up with 50 Minuteman (or SS-18) silos, and the missiles are owned by the computer player, is the base will fire all 50 missiles at the one target. Using the aircraft workaround as given by Sir Vival, the scenario editor can be worked to launch a given number of "aircraft" at each target.

Another workaround I have tried has been to set up a single launcher with 50 rounds (or how ever many is assigned to a squadron/regiment/what have you) and not have the "automatic" box checked, but a fast reload rate. This again gives the scenario designer the ability to select the number of missiles launched at a target, but does not simulate MIRV's. A workaround tried on that would to set the tubes quantity equal to the number of warheads carried by the missile. The number of weapons carried by the launcher is actually the number of warheads possessed by the squadron/regiment/what have you. This also allows for hardening the launcher - the platform editor having a data field for the mount armor. Drawback - All 50 silos are one mount, and can be knocked out by a single warhead.

To that there is a potential workaround as given on my short wishlist. A new "ship" type that is a fixed location asset (instead of an installation annex object, that annex is getting a little full). This ship type would need to be found first (by recon aircraft or satellite), but once found does not disappear.

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Yeah, you're right. I know, that my workaround is far from perfect. The reason, why it's on my wishlist. :)

 

I got this idea, when I tested Cosmos-Satellites and Buran-Shuttles as recon-devices and intercepted

them with a F-15A with ASM-135ASAT loadout.

"Then a russian General became insane and launched a single SS-18 with up to 14 MIRV and 40 Decoys.

The defending YAL-1 and the BMD-Ticos had a hard work to do..." B)

 

 

The only drawback is the "aircraft" returns to base.

HCE - 2009.037

==============

- Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that

contains the fragment Baka (case sensitive) indicates a kamikaze

weapon that if fired will shoot down the launching plane making

in essence a kamikaze weapon. (thanks Brad)

 

This makes possible a "boost phase" interception, or an interception before the warheads (represented by missiles) are separated from the bus.
You can also intercept the warheads after seperation. (YAL-1, SM-3 LEAP)

 

Another angle is if a base is set up with 50 Minuteman (or SS-18) silos, and the missiles are owned by the computer player, is the base will fire all 50 missiles at the one target.

You like to play "Armageddon"? ;)

I don't like Total Nuclear War - scenarios very much, but in this case I would use 50 silos; each one a Platform/Annex01 or Annex25; with each one single ICBM(Aircraft!) on the lauchpad. Then the silos are independent and it's much harder to destroy one nations First Strike Capability.

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I was testing some years ago, in the old Harpoon Classic Gold Edition, the idea of some reconnaissance satellites, simulated with very fast and high flying aircrafts (Too High), but I remember from Too High the sensors were "blind", it was must to "re-entry" the satellite to Very High, and the satellite was interceptable with normal planes, and the satellite were incapable to reach Too High after from Very High, and the fun was out ! :(

 

Some units:

US satellites:

 

KH-11 (optical reconnaissance satellite):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: IRST, TCS, FLIR, In flight refuelling, all weather capable, carrier capable.

Sensors: Satellite IR camera (SPIR, not implemented, range 100, PD 10).

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Patrol loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

 

White Cloud (SIGINT/optical reconnaissance satellite):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: ESM, RWR, IRST, TCS, FLIR, In flight refuelling, all weather capable, carrier capable.

Sensors: White Cloud IR camera (SPIR, not implemented, range 450, PD 10).

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Patrol loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

 

Soviet satellites:

 

RORSAT/RLS (1971-1988)(radar-equipped maritime reconnaissance satellite):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: In flight refuelling, all weather capable, carrier capable.

Sensors: 2xHigh Spy RORSAT radar(SS, airborne, range 216, PD 10).

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Patrol loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

 

EORSAT/RTR (1978+) (SIGINT/optical reconnaissance satellite):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: ESM, RWR, IRST, TCS, FLIR, In flight refuelling, all weather capable, carrier capable.

Sensors: Satellite IR camera (SPIR, not implemented, range 100, PD 10).

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Patrol loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

 

Cosmos Series (SIGINT/optical reconnaissance satellite):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: ESM, IRST, TCS, FLIR, In flight refuelling, all weather capable, carrier capable.

Sensors: Satellite IR camera (SPIR, not implemented, range 100, PD 10).

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Patrol loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

 

Common booster:

 

Satellite Booster (a tanker simulating the first stages of the satellite rocket):

Runway: Large aircraft.

Propulsion: VTOL&Helicopter.

Flag codes: RWR (for implement self-defence), In flight refuelling, all weather capable, carrier capable.

Sensors: none.

Only cruise speed, 9800 on all the altitude bands.

Fuel 65535 (the maximum amount permisible).

Max Alt: Too High.

Range 29999, in his Tanker loadout (the maximum range permisible).

Climb rate 10000.

ECM 99.

RCS 73.

DATA 95.

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I was testing some years ago, in the old Harpoon Classic Gold Edition, the idea of some reconnaissance satellites, simulated with very fast and high flying aircrafts (Too High), but I remember from Too High the sensors were "blind", it was must to "re-entry" the satellite to Very High, and the satellite was interceptable with normal planes, and the satellite were incapable to reach Too High after from Very High, and the fun was out ! :(

Yes, my tests came to the same results. It doesn't work very well.

I launched the satellite, set a (long range) course and from time to I had to go down to Very High to use the sensors. When continuing course the Sat went (automaticaly?) into orbit again, and the sensors are blind (I'm not really sure about this, i tested it a long time ago).

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I like the workaround for its creativity, but won't be adopting it for the official DB.

 

I'd prefer to wait until (if) we can work out some code that properly models platforms and weapons that disgorge or dispense other platforms and weapons.

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I love the discussion and hope you all keep exploring the ramifications of the wishes. This makes me want to undertake units carrying units as a major feature once multiplayer is in place. The game data structures and AI have no clue how to operate with mirved warheads, launch Marines from LCACs from ships but human players do. That makes this capability a big-benefit follow-on to multiplayer in my mind.

 

So if you dare, explore how units carrying units would impact the SE, the AI, and the character of the game in general. Happy wishing!

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- GE: Flexible Loadouts for Aircrafts / Helicopters. An Aircraft can be armed from a list of "Mission-/Aircraft-compatible" Weapons (Same MissionType with different Ranges (MaxPayload/MinRange --> MinPayload/MaxRange; for Example: A-6E/ASuW with 1, 2, 3 or 4 AGM-84 and 4, 3, 2, or 1 DropTanks (Range: 1772nm, 1608nm, 1444nm, 1280nm). Calculating Range from MToW and Fuel.

Good idea.

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explore how units carrying units would impact the SE, the AI, and the character of the game in general.

Maybe Tony shall play http://www.download-free-games.com/freewar...el_panthers.htm and Civilisation 4 for a while.

 

From my point of view if it shall be very realistic, then each unit need in the DB the information of it lenth, with, hight and max. weight at nomals operating condition. Further for ferry there must be factors or dimensions for the lenth, with, hight and empty weight at transport condition, and the flag notes swimming capable and para jumping capable.

If it shall transport other units or equipements, than the unit need in the DB the information of its cargo area with cargo are lenth, cargo area with, cargo door hight, cargo door with, number of cargo boxes and max. cargo weight. All other information shall be part of the GE so far.

 

Inside of the game every unit shall be possibile to carry every unit which fit through cargo door, fit inside of a cargo bay and is not heavier then the max cargo weight so long the "mother unit" is not full (cargo area or weight). If a "mother unit" carry then a "child unit", the "mother unit" shall have a list of all "child units". All "child units" itself soll be "inactive" (for sensor, weapons, but still able to receive orders) and indicate the "mother unit", regardless if itself is also an "mother unit" for ther childs. With this apporach a Port-dock could "carry"(include) some an LPD. The LPD itself could include 1 - 2 LCAC's. The LCAC's iself 1 - 2 M2 Bradley's. The M2 Bradley itself a SAM team or a assault team to capture an enemine airstrip.

 

To disload a unit there shall be the "child unit" selected in the order of battle and orderd to dismount.

(Routine A/) If the "mother unit"(here M2 Bradley) is in ground then the selected "child unit" (here assault team) dismount to the ground. If the "mother unit"(here M2 Bradley) is in on a LCAC then the selected "child unit" (here assault team) dismount to the LCAC so fare there is empy space.

If on the "mother mother unit" is not enought space, then the "child unit" (here assault team) dismount to the LPD so fare there is empy space.

If on the "mother mother mother unit" is not enought space, then the "child unit" (here assault team) dismount to the Port-dock, or if on sea dismount to the wather (and maybe die if not swimming capable. The same (die) if unit dismount of a flying (speed > 0, AGL > 0) cargo a/c with not para jumping capability). (/Routine A)

 

For a more efficient dismount the "mother unit" (here LACA) shall be selected in the order of battle and orderd to drop the "child unit" (here M2 Bradley). The GE shall then only drop all the "child unit" (here 2 M2 of the one LCAC) and not drop the childs from the childs (here the assault team remain inside of the M2 Bradley). If the selected "mother unit" is not on ground; the system shall follow the Routine A.

 

In case of an "emergency" dismont the "mother unit" (here LACA) shall be selected on the map and trough short cut (F9 ?) orderd to drop the "child unit" (here M2 Bradley). The GE shall then only drop all the "child unit" (here 2 M2 of the one LCAC) and not drop the childs from the childs (here the assault team remain inside of the M2 Bradley). If the selected "mother unit" is not on ground; the system shall follow the Routine A.

 

When child units are dismountet on the ground or sea an still alive the staff message could come up with the question to order the units. I guess this could be very painfull in bigger battles. Alterative to this; by order a dismount via "order of battle" there shall be a button inside of the "order of battle" to order the dismounting units.

 

To load unit on the ground inside of an other unit on a simple way ther shall be a short cut (F10 ?) so fare it fit inside of the "mother unit" and the "mother unit" is not overloaded.

 

In case of loading LAV-25, M2 Bradley's, Assault team's in a LCAC on a LPD, there for shall be inside of the "order of battle" selected 1st the child units, the a button "Load to" and then the "mother unit", or alternativly, 1st selected to mother unit and then the button "Load in" and then with Ctrl-multiselection all "child units" till the capacity is full.

 

 

 

"The game data structures and AI have no clue how to operate with mirved warheads, launch Marines from LCACs from ships but human players do."

when I compaire with other games, then a smart AI deals very well with units inside units.

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