David Clark -> RE: air warfare & close combat (12/31/2016 7:23:28 PM)
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My thinking runs in the opposite direction to some of the discussion so far. My opinion is that the CMANO engine has been optimized to depict position, direction, motion and time. These are considerations that dominate the operational level of combat. Trying to build too much tactical fidelity into an operational engine risks shoehorning a very difficult modeling problem (dogfighting) into a simulation that was never intended to go there. Inevitably you end up with not only an inadequate depiction of dogfighting, but an actively misleading one, and one that forces the players to try to micromanage turns and acceleration moment-to-moment. I would like to see a recognition that the mechanics of dogfighting simply take place at a more tactical level than the game intends to model directly (or is really capable of doing so), and something more in line with Harpoon P&P's approach: opposing aircraft when in sufficiently close proximity with an intention to dogfight enter a 'dogfighting state'. In this state, they: - No longer display movement vector information - Have reduced situational awareness regarding outside threats - Lose altitude as they trade it for energy - Struggle for advantageous position and take shots as they achieve it - Continue until they run out of altitude or fuel, or are able to extend out of the dogfight if their enemy has no heatseakers The dogfight itself would be an entity, and might move short distances randomly. I like the idea of eliminating vector information since it would no longer really accurately reflect what's going on, and more importantly, the lack of heading/speed information would signal to the player that the aircraft are no longer under their direct control. The 'struggle for advantageous position' would be abstracted, and not determined by the geometry the engine normally uses. Instead it would be a statistical function with all the inputs you'd expect - off-boresight capability, pilot training, g-loading capacity, cornering speed, energy, etc etc. The goal is to acknowledge the limitations of an operational model, and use probability to resolve engagements that are necessarily outside the model's area of competence. As for the mk-1 eyeball stuff, one enum you're missing in the list is multi-crew aircraft, such as bombers with tail gunners - 360 degree coverage, but with some ability to monitor multiple headings at once, and with some coordination problems. Great game, fun discussion, thanks for reading.
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