Rory Noonan
Posts: 2816
Joined: 12/18/2014 From: Brooklyn, NY Status: offline
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Playable Side: United States Date: 22 October 1962 Region: Carribean and West Atlantic Duration: 7 Days It's 1962 and the world is on the brink of nuclear war. Take the role of Commander South Atlantic Theatre, United States Navy (COMSOLANT) and fight to turn back the Soviet build-up in Cuba and maintain the security of the continental United States while avoiding escalation into all-out nuclear warfare. Design Notes This scenario makes use of Lua scripting to add various features and mechanics. Tension The actions of the player will affect the decisions of the AI. If the player does not put enough pressure on Cuba and the Soviet Union by reconnoitring the island of Cuba and identifying and shadowing Soviet merchants and naval vessels, then the AI will become more likely to ignore the diplomatic steps historically taken to resolve the situation. On the other hand, too much pressure may spark a retaliation and escalation into a limited conventional exchange or all-out nuclear war. Activation of Units Many units available to the player throughout the scenario are not 'deployed' at scenario start. USN ships participating in the scenario will become available at their home ports in the first few hours of the scenario, while USAF units can be requisitioned from the special actions menu. Beware that the activation of 'offensive' units (particularly with nuclear capability) will increase tension, and therefore the likelihood of a 'misunderstanding'. DEFCON The United States armed forces defense readiness condition (DEFCON) is modelled in this scenario. Along with tension, DEFCON influences the AI's actions. The player will be able to raise DEFCON one level via special action. However, the consequences of this could be significant. --------- This is a really ambitious scenario that spans an entire week, and makes heavy use of Lua scripting to allow the AI to respond realistically to player actions and scripted events. This is a beta release for testing, and as such only the first 24 hours or so are really 'fleshed out' with activities for the player. It is possible to have the scenario end historically (merchants turned around, tense stand-off but no fighting) or spiral out of control to the level of nuclear war. I'd really appreciate any feedback players have, particularly relating to the behaviour of the AI and the tension mechanic. Because it is so script-heavy (the civilian ship traffic script alone is over 25,000 characters) if there's any bugs or other problems please post a save file, otherwise I will probably not be able to easily reproduce it. UPDATED 0900Z 12 JUL 17 From Beta 5 onwards the scenario will be CoW only. I have included a copy of the intermediate Beta 4 which fixes some bugs from previous versions and is compatible with non-CoW setups. Change Log: (Task) SD-51: Add NAS Bermuda - Complete v0.24 Beta 5 (Task) SD-50: Add early P-3A squadrons at NAS Pax River and NAS Brunswick - Complete v0.24 Beta 5 (Feature) SD-49: Add Guantanamo Air Defences via Special Action - Complete v0.24 Beta 5 (Feature) SD-46: Add aircraft damage, out-of-comms and other CoW features - Complete v0.24 Beta 5 (Bug) SD-45: Bug after save/load: USSR_B59_Zone failing - Fixed v0.24 Beta 5 (Feature) SD-27: Add Operation Blue Moon - Complete v0.24 Beta 5 (Feature) SD-22: Add Key West Air Defences via Special Action - Complete v0.24 Beta 5 (Bug) SD-44: MiGs chasing early AAW patrols right up the Florida peninsula, - Fixed v0.23 Beta 4 (Bug) SD-42: Lua script execution error - SovNucClassified - Fixed v0.23 Beta 4
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