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Combat! (in color)

 
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Combat! (in color) - 4/2/2008 5:54:32 PM   
darknite

 

Posts: 57
Joined: 7/31/2006
Status: offline
Kudos to Tony for the updated naval gunfire model! It's great to see the rounds banging out in the message log.

I have a few q's regarding other combat issues as it stands, however (actually more of a wishlist)...

1) Can you create a gunfire 'cease fire' button? I hate wasting ammo on a dead target!

2) <dead horse> SAM control </dead horse>. I like the ability to control global SAM fire rates/engagement ranges. I'd like this to be granular to the individual platform and be able tell a platform not to fire SAMs (besides turning their radar off). Better yet I'd like to be able to issue engagement priorities to each platform - not issue orders for SAM fire itself, just limit a platform as what to target its' SAMs at.

Example - Select the Bunker Hill in the unit window, click the SAM control button in it's Details window and scroll down/map click to tell it to concentrate on Missile Group XYZ. It would do this until Missile Group XYZ ceased to exist and then go back to automatic mode.

Some sort of graphic next to the icon in the unit window, like the lightning bolt used for jamming, would indicate that a platform is under individual SAM control and would help management. ("Why doesn't the Bunker Hill fire! Oh yeah, I told it not too!")

3) Waypoints for I/M/TARH type weapons. Limit them to their H4 number of waypoints but plot missile fire using a screen similar to Set Course, with the seeker going active on the final waypoint. I haven't tried it for a while but I seem to recall being able to set torpedo courses once launched. Or was that H3...?

4) An optional 'Time on Target' field in the Attack screen that would tell you when the selected weapon being launched would reach the targetted point (would be nice for each Waypoint, too, if implemented). Very handy for planning saturation attacks.

5) An optional 'best weapon' range circle option for enemy forces. When a given range circle is selected for the enemy side it will display the one for the longest ranged appropriate weapon capable of being carried on that platform, regardless of the platform's actual current loadout. This range circle does not change regardless of the platform's armament status (no freebie intel!).

6) Add an optional 'guns only' range circle option which toggles with the surface & air weapon range circle.

7) Add a value to a platform's Details page showing it's current 'noise' level for Passive Sonar detection purposes. This provides feedback to users trying to walk that line of stealthiness vs speed during sub stalks. For me this would singlehandedly improve using subs in the game.

8) Add an optional flag to the scenario editor that allows a scenario designer to suppress a facility's inherent SAM &/or sensors. This allows the scenario editor to place unit defenses and sensors at a facility without concern for the ones embedded with it in the DB.

9) Allow the scenario designer to alter aircraft ready times. This could be as global as saying that Clean/Air-to-Air loadouts take X minutes, Loaded/Strike loadouts take Y minutes and Helicopters take Z minutes - with differences allowed between prepping a/c at a land base and on a ship.

10) We need Godzilla modeled now that we have the WestPac! :>

Thanks for listening!

DN

< Message edited by darknite -- 4/2/2008 5:57:33 PM >
Post #: 1
RE: Combat! (in color) - 4/2/2008 6:24:30 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: darknite
Kudos to Tony for the updated naval gunfire model! It's great to see the rounds banging out in the message log. I have a few q's regarding other combat issues as it stands, however (actually more of a wishlist)...


And why aren't these in the Wish List thread?

quote:

10) We need Godzilla modeled now that we have the WestPac! :>


I actually considered adding the King of the Monsters when Westpac first became available to us some years ago. Just for some fun scenarios. But the problem arose of how to best model a beast that is equally comfortable on land or in the water. In the end I wasn't satisfied that a decent job could be done.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to darknite)
Post #: 2
RE: Combat! (in color) - 4/2/2008 8:15:36 PM   
darknite

 

Posts: 57
Joined: 7/31/2006
Status: offline
Whoops! Is there a mod who can move this there?

DN

(in reply to CV32)
Post #: 3
RE: Combat! (in color) - 4/2/2008 8:45:56 PM   
CV32


Posts: 1046
Joined: 5/15/2006
From: The Rock, Canada
Status: offline
quote:

ORIGINAL: darknite
Whoops! Is there a mod who can move this there?


No biggie. Tony could move it, but it might be easier for you to just copy and paste into a new post at the wish list thread. Thanks.

_____________________________

Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner

(in reply to darknite)
Post #: 4
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