2. Administrators Jabo Posted July 27, 2009 2. Administrators Posted July 27, 2009 I like the idea of #3 DT, although as you say, this may be impractical, esp later in the campaign as damage (hopefully) becomes more widespread. I think #2 may be the only practical solution, as reducing the AAA and speed of 'damaged' ships will make it easier to get in closer and therefore improve accuracy despite the number of hits required to sink being the same. I don't suppose there's any way of increasing the ship's vulnerability to damage? (I was going to say 'hp' there, but a bit too D&D I thought! Quote
Tribunus Posted July 29, 2009 Posted July 29, 2009 Here's my 2 cents. I would recommend that a slightly damaged ship lose one of its movement factors. Quote
Jediteo Posted July 29, 2009 Posted July 29, 2009 Well the respawning ship could simulate the damage control made by the crews, they would not be able to repair things like guns, but flooding can be contained and pumped. It is an imperfekt system, but unless a lot of work is put into it, damaging ships is quite a difficult thing to do. If you gt for admin damage, DT would have to put an exact amount of firepower in the exact right spot. The sim has quite a bit of problem with ship damage. After all it is a flight sim and not a naval simulator. Quote
Tribunus Posted July 30, 2009 Posted July 30, 2009 After all it is a flight sim and not a naval simulator. It's not much of a Ground War simulator either. Quote
Perfesser Posted July 30, 2009 Posted July 30, 2009 I read somewhere about the official 4.09 having "triggers". A certain event triggers AI to do something. Taking off triggers an AI plane to inflict damage? A hit (50% damage) triggers the AI to RTB? If they're going to add it there is probably a mod for it?? Quote
1. DDz Quorum Friar Posted July 30, 2009 1. DDz Quorum Posted July 30, 2009 as the ships are stationary how about a traffic light system. Quote
DoubleTap Posted July 31, 2009 Author Posted July 31, 2009 as the ships are stationary how about a traffic light system. Quote
2. Administrators Jabo Posted July 31, 2009 2. Administrators Posted July 31, 2009 Do you get smoke plumes from torpedo hits DT? Jabo Quote
DoubleTap Posted August 1, 2009 Author Posted August 1, 2009 Do you get smoke plumes from torpedo hits DT? Jabo WELL, now that you mention it...No. Did some quicks tests, and after numerous torp hits, carriers and battleships show no smoke. Quote
1. DDz Quorum FoolTrottel Posted August 1, 2009 1. DDz Quorum Posted August 1, 2009 Problem – Damage to ships does not carry over mission to mission, so ships struck but not sunk are “healed†Quote
Enforcer57 Posted August 5, 2009 Posted August 5, 2009 Yknow, he may be onto something. Most heavily damaged ships withdraw from combat areas as quickly as they can, Though I think DTs first idea is pretty good to. (I know Ive not been in on this cmpn yet, but Ive got a bit of experience in the FMB, so.....). I copied a technique Dubbo (bless him in whatever universe he is in) used in his priceless "castaways" cmpn; I've made misns where I wanted the flyer to take off from a damaged base or one that is under attack and pass very near destroyed and burning planes, or have them explode before he gets to them. I place an enemy heavy AA (85,88,76) very near the selected static plane, pointed toward it so it won't engage anything else. It will fire and destroy said plane nearly the instant the misn starts, and is so close that explosion destroys it as well. I have to be careful not to allow friendly AA to have a chance to fire at it, or friendly fire will be going everywhere. I don't know how the static PTs or subs or small corvette like ships do,or but perhaps an experiment to see if they fire torps enough to damage said ship in a reasonable time before they are destroyed by the ships return fire etc. I just don't have time to experiment with this right now, but it might bear some interesting results. I don't even know if a static torp armed boat etc will fire the fish or not, so you might have to have it moving. AND PERHAPs a smaller vessel can be programmed to COLLIDE with the larger ship, as that usually causes some serious damage to the big ones and always results in small ones sinking. This would take a bit of experimentation to see which types would avoid sinking both, and to see if it works better with a friendly ship or an enemy one with gunfire adding to the effect. Maybe the little rusky subchaser types etc. Rig it where there would be a few seconds before any of the involved forces arrived. Im not sure what size the colliding ship would have to be, or even what damage it inflicts, but Ive seen ships sink after they collide. Im pretty sure I saw a Bismark collide with a small vessel and survive once, but Im not sure how much of the damage it had came from the collision. Dubbo referred to this as "set dressing". Quote
Enforcer57 Posted August 8, 2009 Posted August 8, 2009 Yeah, ships AI is pretty unreliable and certainly illogical. They have always been a weekpoint in any cmpn or misn Ive made, so I usually try to limit it to just some turns and and adjustments to Brains and ROF. I really don't think this can be re-created with any regularity or reliability. Quote
Zeus-cat Posted August 15, 2009 Posted August 15, 2009 I have used several techniques to damage ships in my campaigns. Quote
Tribunus Posted August 16, 2009 Posted August 16, 2009 Straight Out of the Mist campaign I've enjoyed the whole series. Quote
DoubleTap Posted August 18, 2009 Author Posted August 18, 2009 2) I place SBD’s or other bombers close to the ship so that they crash into it at mission start. Quote
Tribunus Posted August 18, 2009 Posted August 18, 2009 I hear you are in Egypt; my wife and I are headed over there in October as part of our vacation. Quote
Zeus-cat Posted August 19, 2009 Posted August 19, 2009 My wife does our trip planning and this is what she has put together. Quote
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