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suicide ship attack

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I was wanting to include a suicide ship attack in a custom database and used a copy of the baka... missile from the kamikaze loadouts of the hcww database.

While I can get the missile to destroy the target I can't get it to destroy the suicide ship. I assume the magic code is specific to air launched weapons (somehow) or there is some trick I've missed. Anyway my question is whether there is a general desire for suicide ship attacks eg fast launch loaded with explosives?

You could do a fair bit of damage in a shared commercial/naval harbour with the right setup.

Don Thomas

I await with anticipation the input of the crowd. I know depth charges were sinking player ships if the player is moving too slowly (per the paper rules actually, Brad and I looked that up one day) so a depth charge is a weapon type you could use. Nukes also do the trick but that's a whole different ball of wax.

Don pinged me with a PM on the idea and I can't say I am opposed to it.

 

There is a nuke version of this kind of a weapon - a merchant ship with a suitcase nuke aboard - already in the HCDB, but I can certainly see how a non-nuclear suicide attack boat might be a useful platform.

 

(For that matter, an MLU too).

 

Collision or at least, a close approach, would be simulated by the short range of the weapon.

 

I would suggest sticking with a coded phrase, 'baka' for example, so that it remains manageable both for the DB guys and in the code.

  • Author
Don pinged me with a PM on the idea and I can't say I am opposed to it.

 

There is a nuke version of this kind of a weapon - a merchant ship with a suitcase nuke aboard - already in the HCDB, but I can certainly see how a non-nuclear suicide attack boat might be a useful platform.

 

(For that matter, an MLU too).

 

Collision or at least, a close approach, would be simulated by the short range of the weapon.

 

I would suggest sticking with a coded phrase, 'baka' for example, so that it remains manageable both for the DB guys and in the code.

I've tried editing my hcww db to launch the baka 250 from a v2 launcher pad mounted on a small troop carrier. I can hit and sink ships but my troopie stays intack.

There is a suitcase nuke mount in the hcdb (and weapon) but I mount it on a luxury yacht and can't fire it, it looks like its all there (I modified the suit case for ship as well as existing land targets). (funny this one, when I close the game the closure box is titled "no weapon' - I've never seen this before.) Meantwhile I'll look harder for the ship already loaded up with suitcase nuke (I haven't found it yet).

Depth charges only work against subs, correct? I don't know why they had actually destroyed launching ship so I don't know where to go from there.

Now I think this idea is a goer. These days suicide attacks of different sorts are becoming the biggest threat in some theatres. Was it five years back a US frigate in the middle east got hit by a rubber duckie or outboard skiff packed with explosives and a couple of years ago a refugee boat off the Australian coast apparently tried to scuttle by explosion of fuel as a boarding party approached.

What do others think, I can easily bodge up something for myself but if I can do a decent job of it then I can share it around.

Don

  • 2 weeks later...

My potential interest in making this possible has been piqued by reading about Libya's large number (125 or so) of Cypriot, Libyan and Swedish constructed, remotely controlled 'suicide boats' acquired in the 1980s and used for coastal defence. (Not to mention the future potential for the same type of weapon in the Persian Gulf and elsewhere, of course).

Okay guys, we have the Baka construct from http://harpgamer.com/harpforum/index.php?s...411&hl=baka for aircraft. Do we want to code that same kludge into ships/subs/MLUs?

 

 

Note that the release notes say that Baka is case sensitive, perhaps that was your issue earlier in the thread Don?

Okay guys, we have the Baka construct from http://harpgamer.com/harpforum/index.php?s...411&hl=baka for aircraft. Do we want to code that same kludge into ships/subs/MLUs?

 

 

Note that the release notes say that Baka is case sensitive, perhaps that was your issue earlier in the thread Don?

 

yes... off course... :rolleyes:

 

what a question... :o

 

maybee with a "hidden weapon" feature....

 

Example: a "Civil" Unit carries such a Weapon. But the player sees it (camouflaged) as unarmed and/or as a neutral unit, :rolleyes:

 

Like the little Girl asking GI Joe for some sweets while pressing the ignitor for her C4 Packpack.... B)

 

 

Real world example USS Cole... they got hit before they realized a suicide attack

  • Author
Okay guys, we have the Baka construct from http://harpgamer.com/harpforum/index.php?s...411&hl=baka for aircraft. Do we want to code that same kludge into ships/subs/MLUs?

 

 

Note that the release notes say that Baka is case sensitive, perhaps that was your issue earlier in the thread Don?

Thanks for the reminder to the release note.

I'll double check re the 'case', from memory one of my tries was in HCWW db using the stock Baka 250 launched from a ship using my new mount. I'll double check.

Has anyone else tried to get it to work? You guys are more experienced than me especially with DBs.

 

<edit1>

I was using a Baka with upper case 'B', in fact as I thought I used the HCWW db and used the actual Baka 250 for some tests. Used other Baka self made weapons too.

I tried using the merchant ship (HCDB-) with the suitcase nuke but had problems: when ship is player it is very hard to get within range, when ship is AI it only seems to fire machine gun. Also the suitcase nuke isn't 'ship target', so I modified for 'ship target' but still didn't do much good until I increased the range. (also to use the nuke nuclear release must be given, why did that take me so long to work out?? :huh: )

Don

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