herwin
Posts: 6059
Joined: 5/28/2004 From: Sunderland, UK Status: offline
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quote:
ORIGINAL: Mike Scholl quote:
ORIGINAL: herwin quote:
ORIGINAL: Mike Scholl quote:
ORIGINAL: herwin Right. To avoid problems with targeting, each ship should have a primary target, with no more than three ships firing on any specific target, and with all enemy ships engaged before doubling up. Secondary armament can be directed at a second target. Fall back on local control (ineffective). I agree..., but given the original programming, that may be a lot to ask for. Hopefully a sensible distribution of realistically appropriate weaponry shouldn't be out of the question if we all ask nicely. You might take a look at this, this, and this. Interesting examples of doctrine and theory, but I'm not sure how they apply. As I mentioned, the basic problem seems to be with the limitations of 2by3's original coding..., and the question of how much and how effectively it can be tweeked. Secondly, given the unforseen nature of the surface fights in the Pacific..., it's hard to say how much effect "doctronal solutions" had on any of the actual engagements. You look at a mess like "1st Guadalcanal" (basically the naval equivilent a knife fight in a dark closet) and it's hard to see much "doctrine" on either side. Even when one side had a significant number of capitol ships in a fleet, as the Japanese did of Samar, "doctrine" wound up being abandoned in favor of a disorganized "general chase". The military operates on doctrine. If the guys on both sides of you have deadly weapons, you want to be able to rely on what they will do. Friendly fire is no fun. So if the programme implements doctrine and something gets screwed up, it will get screwed up according to doctrine.
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Harry Erwin "For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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