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CV32's Wish List

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In line with #21, My list includes the ability to place reference points for patrol stations rendesvous,' etc. Although I was thinking SE at the time, maybe something along those lines could be included in the GE as well, and answer us both.

 

Buddha

  • 2 months later...
  • Author

Bumping wish No.24 - Armor penetration for bombs (as exists for missiles) - as I was reminded of it by the (excellent) upward change to non-nuclear DP values.

 

One of the more challenging tasks for a HCE DB is to model penetrating bombs (i.e. bunker busters) because:

 

1. There is no field for 'Armor Penetration' in the PE

2. Harpoon 4.1/High Tide annex values for bunker busters tend to have lower DP values than their general purpose bomb equivalents, due to the thicker bomb case and smaller explosive charge.

 

Would this really be a difficult thing to implement? (Forgive me if we've discussed this before, Tony, but I cannot recall it).

One of the more challenging tasks for a HCE DB is to model penetrating bombs (i.e. bunker busters) because:

 

1. There is no field for 'Armor Penetration' in the PE

2. Harpoon 4.1/High Tide annex values for bunker busters tend to have lower DP values than their general purpose bomb equivalents, due to the thicker bomb case and smaller explosive charge.

 

Would this really be a difficult thing to implement? (Forgive me if we've discussed this before, Tony, but I cannot recall it).

 

In terms of space in the current structure. There are two missile flag spots available. I think they would go to terminal maneuvers rather than armor penetration. There are no flags for dumb bombs. So you'd probably need a DB structure change, plus rules saying how to use that new armor penetration field (as the flags aren't going to cut it). Not a trivial adjustment at all.

  • 3 weeks later...
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  • 1 year later...
  • Author

Added #34

 

34. Better, smarter AI control of weapons allocation and release.

 

To elaborate ...

 

You will often notice that if the AI spots a single ship or one ship in a formation at a time, rather than a bunch or a group simultaneously, it will attempt to pummel that single target into oblivion. Usually by launching multiple salvoes of its most longest ranged weapons, one after another.

 

A smarter AI, as far as weapons allocation and release goes, would perhaps ...

 

1. Wait a period of time to see if that single target turns into a group of targets

 

2. Fire only as many missiles are required to penetrate a target's defenses and destroy it. Perhaps weapons equal to 2-3 times the target's DP value, or some other similar approach.

 

3. Wait a further interval of time to see if its initial attack had any success, and if not, launch repeat attacks.

  • 2 years later...

35. Better in-flight refueling/tanker modeling. Even if it is a kludge, maybe something like permitting up to 10 refueling rendezvous before the tanker is empty.

Can someone please try entering a range value other than 0.0 for the Refuel Store weapon and see how it affects gameplay? It could be the key to entering an amount of fuel available for offloading that is different from the tanker's range.

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