Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

How to prevent player from IDing Side to quickly

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Mods and Scenarios >> How to prevent player from IDing Side to quickly Page: [1]
Login
Message << Older Topic   Newer Topic >>
How to prevent player from IDing Side to quickly - 8/15/2021 10:29:29 PM   
texag11

 

Posts: 7
Joined: 1/19/2014
Status: offline
Scenario - I've put 10 7m Sailboats (2 Venezuelan side, 8 "Civilian" side) near Roosevelt Roads and a US MPA with Radar on will almost instantly know those 2 are the "bad guys".

I'm trying to set up a scenario where the AI has several small boats parked near the players base (Puerto Rico) that are mixed in with true civilian ships and able to provide some level of intel to the AI side except my MPA are quickly able to ID them. This would give the USCG Cutters something to do for "harbor defense".

I could set up another side but I wanted to see if there is another way to do this.


Post #: 1
RE: How to prevent player from IDing Side to quickly - 8/16/2021 12:44:37 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
This is always a bit of a tricky thing when you have observant players with good ISTAR. Here are a couple ideas:

-Have your two sides with very similar names: 'Civilian' and 'Civilian.' or something like that. It will only fool folks who aren't paying too much attention.
-Give your bad guy side some jamming capability
-equip craft on both sides with a similar radar, so some sailboats have navigation radar and some don't but it doesn't instantly allow the player to ID them based on emission
-Have the innocent guys doing things that are suspicious
-Keep them all on the same side and at the appropriate time, change sides to give the player a bit of a surprise
-random start placement helps

Just some thoughts

_____________________________

Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/

(in reply to texag11)
Post #: 2
RE: How to prevent player from IDing Side to quickly - 8/16/2021 2:47:06 PM   
texag11

 

Posts: 7
Joined: 1/19/2014
Status: offline
Thanks Gunner!

Your first suggestion was what I figured I would have to do but I wasn't sure if there was another way around it.

I had planned on giving them a couple MANPADS/RPGs for a bit of a surprise but I like the idea of jamming capability too, I hadn't thought of that one.

(in reply to Gunner98)
Post #: 3
RE: How to prevent player from IDing Side to quickly - 8/16/2021 3:26:20 PM   
Kushan04


Posts: 683
Joined: 6/29/2005
Status: offline
You can also put all the units on the same side and turn off collective responsibility. The entire Civilian side would see the US as hostile, but the US would only see the units that fired on it has hostile.

_____________________________


(in reply to texag11)
Post #: 4
RE: How to prevent player from IDing Side to quickly - 8/16/2021 8:02:18 PM   
Randomizer


Posts: 1473
Joined: 6/28/2008
Status: offline
quote:

-Have your two sides with very similar names: 'Civilian' and 'Civilian.' or something like that. It will only fool folks who aren't paying too much attention.


You can also use a space after the Side name to give even less away so that "Civilian" is indistinguishable to the Player from "Civilian ", once you drop the quotation marks.

You can actually have multiple spaces after the side name, which allows a greater potential for deception by the AI. Lua scripts also remember spaces after the side name for scripting purposes.

Another trick could be to set the posture to Neutral and then trigger a Change of Posture event at a time or under conditions convenient to the AI. The change side script is also handy for this sort of thing.

-C

< Message edited by Randomizer -- 8/16/2021 8:03:12 PM >

(in reply to Kushan04)
Post #: 5
RE: How to prevent player from IDing Side to quickly - 8/16/2021 9:23:51 PM   
AndrewJ

 

Posts: 2318
Joined: 1/5/2014
Status: offline

quote:

ORIGINAL: Gunner98

This is always a bit of a tricky thing when you have observant players with good ISTAR. Here are a couple ideas:

-Have your two sides with very similar names: 'Civilian' and 'Civilian.' or something like that. It will only fool folks who aren't paying too much attention.
-Give your bad guy side some jamming capability
-equip craft on both sides with a similar radar, so some sailboats have navigation radar and some don't but it doesn't instantly allow the player to ID them based on emission
-Have the innocent guys doing things that are suspicious
-Keep them all on the same side and at the appropriate time, change sides to give the player a bit of a surprise
-random start placement helps

Just some thoughts


Darn near sank a civilian ferry in one of your PF series because it happened to be heading towards a coastal airbase when things kicked off.

(in reply to Gunner98)
Post #: 6
RE: How to prevent player from IDing Side to quickly - 8/16/2021 10:50:04 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
quote:

Darn near sank a civilian ferry in one of your PF series




_____________________________

Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/

(in reply to AndrewJ)
Post #: 7
RE: How to prevent player from IDing Side to quickly - 8/17/2021 4:28:38 PM   
CHM


Posts: 63
Joined: 9/17/2017
Status: offline

quote:

ORIGINAL: AndrewJ


quote:

ORIGINAL: Gunner98

This is always a bit of a tricky thing when you have observant players with good ISTAR. Here are a couple ideas:

-Have your two sides with very similar names: 'Civilian' and 'Civilian.' or something like that. It will only fool folks who aren't paying too much attention.
-Give your bad guy side some jamming capability
-equip craft on both sides with a similar radar, so some sailboats have navigation radar and some don't but it doesn't instantly allow the player to ID them based on emission
-Have the innocent guys doing things that are suspicious
-Keep them all on the same side and at the appropriate time, change sides to give the player a bit of a surprise
-random start placement helps

Just some thoughts


Darn near sank a civilian ferry in one of your PF series because it happened to be heading towards a coastal airbase when things kicked off.


I went berserk during an early Indian Fury and wiped out some 'suspicious' fishing boats before checking my score. Ah.

(in reply to AndrewJ)
Post #: 8
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Mods and Scenarios >> How to prevent player from IDing Side to quickly Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.500