DWReese
Posts: 1824
Joined: 3/21/2014 From: Miami, Florida Status: offline
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So that Dimitris does have to take his time to provide a more in-depth answer, I'll kind of explain what black boxes usually mean by providing some examples. Often, your Doctrine will be set up to allow your units to function "automatically", if you will. If the unit evaluates a situation, and the Doctrine is set up properly, it will override your commands and turn some thing "on" to deal with an emergency. For example, you ship has its emissions turned off, but receives data that it is under an ASW missile attack. The ship will turn on those things that need to be activated so that it can deal with the threat. But, in keeping with your original commands, it won't automatically turn EVERYTHING on. So, the black box kind of says, "I've got this." Without it, you would be surprised how many ships would get sunk because it's difficult for you, the game player, to go around and turn this one on, and this one off. So, it's like a fail safe. After the threat is gone, the box will be removed. I've been playing the game for a long time. If you look deep under the hood, you will discover layers of thought that have been built in. I haven't found very many errors pertaining to this issue. I do believe that they would have been reported by now, so I'm inclined to believe that things are probably working properly. I encourage you to play around with various units using the Editor. Have some shoot at each other and then switch back and forth and watch what happens. It will amaze you how coordinated this game/simulation really is. If you have a specific example, zip up your scenario and post it. There are PLENTY of helpful souls here who would be more than happy to look into it for you. Doug
< Message edited by DWReese -- 11/30/2018 7:34:32 PM >
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