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gbethel -> RE: New scenario for testing - The Straits (12/7/2014 9:06:23 PM)
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The scenario features a high density of non-combatant forces and low visibility due to environmental conditions. There are about 700+ AU in the scenario and perhaps 95% are non-combatants. Points are deducted for non-combatant kills. SSM's are available but their use is discouraged in most situations. There are four playable sides. Each will play differently and have varying levels of difficulty. Please provide feedback on items such as force strength, events, scoring, missions, magazine loadouts, ROE, postures, EMCOM, ,weather, complexity rating, difficulty rating, etc. The scenario is finished of course, but I am sure there is room for tweaking. Designer notes and spoilers. I had a few goals with this scenario. 1. I wanted a scenario focused on combat between ships. Air power is used only for surveillance and identification. 2. I wanted the seas to seem alive. A place of commerce, transportation, and recreation, instead of just a battleground. The majority of vessels encountered are not legitimate targets. Weapons expended against non-combatants costs you points and means less weapons on hand when dealing with the real adversary. Shipping traffic. I estimated the density of shipping traffic based on the number of ships that pass through the Straits annually. Further breaking that down on ships per day. Then guessing the speeds of the ships transiting to be about 12-15kts, figured that the merchant vessels should be about 4-5nm between then while traveling in each direction through the straits. Traffic density in this scenario is a little lower than that figure. Shipping channel. Using AIS viewers like http://www.vesselfinder.com/. https://www.marinetraffic.com/. http://shipfinder.co/, I noticed that the shipping lane through the Straits of Malacca tends to stay on the Malaysian side of the strait. It may be because the water depths are greater there or because more piracy attacks occur in the Indonesian side of the strait. Magazine loadout. I added additional gun ammo to most of the ships in the scenario. They were expending their ammo too quickly and not doing enough damage. This was strictly a game play decision. SSM's. Scenario is easier to play without any SSM's because non-combatant kill count against the player. I am debating whether or not to remove some or all. ESM identification. I added a generic 2D air search radar to a couple of ships. I found that some ships were being ID'd too quickly by ESM. AI would then launch SSM's against targets. Too many non-combatant kills resulted. I am trying to encourage more visual identification. Surveillance. Is there too much surveillance forces provided?
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