SeaQueen
Posts: 1451
Joined: 4/14/2007 From: Washington D.C. Status: offline
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I wrote some LUA code that allows you to build a hierarchical IADS, with various echelons of command posts and radars. The code makes SAM sites more survivable, but at the same time facilitates the possibility of "clipping the kill chain" in various places by striking command posts you identify (how do you know which one is the right one? ;-) ). I've found that it makes SEAD/DEAD a lot more interesting and rewarding, because it's no longer about just attacking the missile sites. It's now about attacking the network and its constituents. For example, if you have a strike that needs to flow through a sector, you might choose to strike that sector operations center in the hope of crippling that area, or at least forcing the missile sites to reveal themselves for follow on strikes or avoidance purposes. Using the LUA code I wrote, you can do all that, provided you have a vision for the IADS architecture to depict in the game, and an assumption about how the computer controlled side might respond to a strike on a command post. The Iraqis, for example, might have just shut down and given up, or maybe only a fraction of them would have chosen to continue the fight and operate autonomously. How many even were trained to operate independently? A more advanced military might just reconnect to another command post and continue the fight with minimal interruption. There's lots of things to play with in the code. I'm still messing with it. I've found that it adds a lot of nuance to the game.
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