April 18, 201115 yr I'd like to see boarding parties (like that of the the pirate dhow) on patrol boats like Australian Armidale class. Would be particularly nice if one day there is a 'take command' function as an option to damage. I have been trying a pirate dhow against the new suicide boat, the dhow has lost each time so far. Don
April 18, 201115 yr I'd like to see boarding parties (like that of the the pirate dhow) on patrol boats like Australian Armidale class. Would be particularly nice if one day there is a 'take command' function as an option to damage.I have been trying a pirate dhow against the new suicide boat, the dhow has lost each time so far. Don Good testing and good idea. In my personal DBs I've incorporated some time ago the "pirate launch" to Armidale, LCS and other pertinent naval ships ...
April 18, 201115 yr Good testing and good idea. In my personal DBs I've incorporated some time ago the "pirate launch" to Armidale, LCS and other pertinent naval ships ... I have occasionally considered doing the same, but modeling the 'boarding party' as a low RCS missile, a torpedo or a gun is not ideal, and so I've refrained from going there until (maybe someday) something better comes along.
April 18, 201115 yr Good testing and good idea. In my personal DBs I've incorporated some time ago the "pirate launch" to Armidale, LCS and other pertinent naval ships ... I have occasionally considered doing the same, but modeling the 'boarding party' as a low RCS missile, a torpedo or a gun is not ideal, and so I've refrained from going there until (maybe someday) something better comes along. It would be hard to do and you have to add a flag to some ships as uncapturable, such as carriers or other military ships that have preventative measures against boarding or are simply to massive for an effective boarding vs a smaller vessel. Is it possible that the game engine allows you to remove a vessel and replace it with a duplicate on the opposite alignment? I am not a programmer, just throwing my 2c.
April 19, 201115 yr Author Good testing and good idea. In my personal DBs I've incorporated some time ago the "pirate launch" to Armidale, LCS and other pertinent naval ships ... I have occasionally considered doing the same, but modeling the 'boarding party' as a low RCS missile, a torpedo or a gun is not ideal, and so I've refrained from going there until (maybe someday) something better comes along. It would be hard to do and you have to add a flag to some ships as uncapturable, such as carriers or other military ships that have preventative measures against boarding or are simply to massive for an effective boarding vs a smaller vessel. Is it possible that the game engine allows you to remove a vessel and replace it with a duplicate on the opposite alignment? I am not a programmer, just throwing my 2c. Yeah, I guess the boarding party weapon would need to be vulnerable to defensive action. I have recently wondered about a scenario/ database package, maybe a small fictional database with just what is necessary for the scenario (mention of Godzilla brought this to mind), maybe this is a possible. That would let us do some things a bit beyond what we can but without corrupting the standard data base. I'll give it a whirl (must have Tony's F14 with 5" cannon (or what ever it was)) Don
April 20, 201115 yr I have occasionally considered doing the same, but modeling the 'boarding party' as a low RCS missile, a torpedo or a gun is not ideal, and so I've refrained from going there until (maybe someday) something better comes along. Leaving the problem o capturing the ship aside, there is a "weapon" like the Seal Team (ID18743). Why not using something like this as a "boarding party", only making it much faster (fast boat)?
April 21, 201115 yr Leaving the problem o capturing the ship aside, there is a "weapon" like the Seal Team (ID18743). Why not using something like this as a "boarding party", only making it much faster (fast boat)? Yes, that works - in the sense that it can be used to attack a ship at close range - but its less than ideal. As Don pointed out, modeling the 'boarding party' as a weapon either prevents defensive action altogether (if modeled as a torpedo, gun, rocket, etc) or allows defensive action by less than ideal means (if modeled as a missile, you could 'shoot down' the boarding party).
April 21, 201115 yr Yes, that works - in the sense that it can be used to attack a ship at close range - but its less than ideal. As Don pointed out, modeling the 'boarding party' as a weapon either prevents defensive action altogether (if modeled as a torpedo, gun, rocket, etc) or allows defensive action by less than ideal means (if modeled as a missile, you could 'shoot down' the boarding party). Currently it is not possible to make a missile-like weapon "targetable" only by guns?
April 22, 201115 yr Author Yes, that works - in the sense that it can be used to attack a ship at close range - but its less than ideal. As Don pointed out, modeling the 'boarding party' as a weapon either prevents defensive action altogether (if modeled as a torpedo, gun, rocket, etc) or allows defensive action by less than ideal means (if modeled as a missile, you could 'shoot down' the boarding party). Currently it is not possible to make a missile-like weapon "targetable" only by guns? Brad or one of the other database genie might answer you on that specifically but what I'm trying is a very small database for a particualar scenario dealing with this. (probably more work than it deserves but fun trying). So far I've tried a vlow flying missile travelling at 30 knots and a helicopter travelling vlow at 30 kts, the target is a boat armed only with a gun (to simulate say a semi auto rifle). The helo has a bomb as the weapon with a 0 nm range so the helo has to get right over the target. So far the point defence against the missile version isn't very good, against the helo it seems better. My thinking is that by fiddling the ph of the gun I can simulate a probability that the target resists or doesn't resits. As the type of target has no air radar it must rely on visual detection and that seems to be a bit of a problem with the missile (but I'm still testing). The helo version doesn't seem to work for AI, it won't attack, it might be how I have it set as I don't know much about most of the DB settings, this is my learning experience. If AI has a missile version it will fire but my defences won't as yet but I'm pretty sure that is my error somewhere, I have to have a close look at point defence weapons in established DBs. So at the moment I don't have anything that looks good for both p;ayer and AI. I'll post something (and maybe a scenario) if I get something satisfactory. Don
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