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Missile reliability - 7/24/2015 1:55:49 AM   
thewood1

 

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http://news.usni.org/2015/07/22/destroyer-uss-the-sullivans-damaged-after-missile-explodes-after-launch-no-injuries-reported

This makes you wonder how many missile failures you might get in a war where 1000's might be launched. Either exploding on ignition (maybe seriously damaging the ship), dud engine, dead guidance, explode in flight, bad programming, etc.

I don't think there is a real way to answer it right now, but obviously, it happens.
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RE: Missile reliability - 7/24/2015 5:41:37 PM   
Glenn Beasley

 

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would make for an interesting Sim/scenario if this "randomness "could be added as an "Option" by a certain %age that the player could Adjust in the "Game Options" The samething with A/C systems going down in Flight ( having to abort ?),Pilots ejecting, and being injured,KIA,Captured,Rescued Again as an Option without out having to Manually "add" a downed pilot marker. The "Pilot marker would be (automatically) added when the pilot hit the silk,Hit the water/land with a Messege "Option " on his/Her Condition. Maybe in the next patch update ?

< Message edited by Glenn Beasley -- 7/24/2015 6:42:42 PM >

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RE: Missile reliability - 7/25/2015 1:57:17 AM   
Tomcat84

 

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Weapons already have the option to malfunction. It just happens at the endgame calculation but I believe that is to represent a failure at any time during the whole process.

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RE: Missile reliability - 7/25/2015 12:57:14 PM   
mikmykWS

 

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Yes weapons malfunction is there. Random accidents and rescues are on our list but may not be within the scope of what we're trying to accomplish.

You can actually use the recent editor and Lua actions if you wanted to build a scenario where a rescue is the plot device.

Mik

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