hermanhum -> Harpoon Classic Scenarios (11/23/2008 11:58:45 PM)
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quote:
ORIGINAL: JohnnyNeptune Back then scenarios usually (not all) went something like this : Pick a side. Do lots of micromanagement. Detect enemy first. Overwhelm him with repeated missile barrages to overcome superb missile defense. While that was rather interesting for awhile eventually that cycle would nevertheless become somewhat monotonous. Some things have changed, but some have not. Unfortunately, the "overwhelm him with repeated missile barrages..." part is unchanged. Although ships and submarines have limited munitions, aircraft are still able to launch an infinite number of airstrikes. If you would like to try the ANW demo ( http://www.computerharpoon.com/public/demo/ ), you should find that they pretty much have the Aircraft Logistics function working. You have to be very selective of your munitions when you only get a few of them. [;)] Contemporary scenario designers use a variety of different methods to limit the infinite number of air strikes in HCE. Things like overwhelming the player defences, only giving the player few planes, giving the player planes with limited loadouts, written orders telling the player that certain loadouts are dis-allowed, short scenario duration times, etc. are all techniques that I have seen. The 'detect enemy first' is always a sound tactic in any wargame. I don't think that it is unrealistic in any way.
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