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Bladerunner Administrateur
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Joined: 25 Jan 2016 Posts: 1,316
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currymutton Beta-testing
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Joined: 27 May 2016 Posts: 723
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Posted: Mon 20 Jun - 03:25 (2016) Post subject: [Done] Search pattern (v1.2) |
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Looks good, will give this one a go. Does AI perform this also?
Hope to get my hands on this one soon.
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Bladerunner Administrateur
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Posted: Mon 20 Jun - 16:04 (2016) Post subject: [Done] Search pattern (v1.2) |
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The Japanese won't have for now which is a plus for the player
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currymutton Beta-testing
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Posted: Tue 21 Jun - 07:11 (2016) Post subject: [Done] Search pattern (v1.2) |
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Allow me to go a little off-topic, cause this discussion reminds me a lot about the Formation Editor of Harpoon (Classic version shown here), which is actually the core of the game itself:
A TF here does not mean all the ships (and submarine) and planes are congested into an abstract "space" unit (there is no hex in Harpoon). The formation has a center, where you normally put asset(s) you must protect, and there are 3 concentric circles, of which the distance form the center can be adjusted by the player.
Each of these "circles" are also further divided into 8 sectors, which represent a direction the unit is looking out to. The player can place (picket) ships and planes inside each sector. The ship/plane in the sector is responsible for looking out and acts accordingly to threat of that direction(s)/sector(s). Say I put a pair of F14 in the sector between West and North West as (BAR)CAP, if there is an incoming MiG from that direction, the F14 will try to intercept the MiGs. The player can assign the ship/plane to patrol more than one sectors, with lower efficiency. On the other hand, if the enemy slips though an empty sector, the CAP can still be directed to intercept but the chance of success will be lower too.
The Editor also works with air searching, e.g. the player can place an ASW heli with dipping sonar onto a sector and any boat attempt to pass though the sector which is within effective search radius of the sonar, will likely to be picked up.
This arrangement requires the player to plan and take flexible tactical decision: I can send out strikes from land base from a direction the enemy is expecting. At the same time, I launch a second attack from my sub/CVBG on the opposite side of the first attack and catch the enemy off guard.
Enough of the off-topic.
I have the following experience from CB4G, which is very close to the experience of the above: In a game of the Guadalcanal, I found the Japanese CV TF lurking north east to my Enterprise. It was close to dusk so nobody could do nothing. During the night, I moved Enterprise east and attempted to intercept. If the new search pattern had been in place, I would have sent out search planes to N, NE, E and may be SE to look for the CV TF. But by the next morning, to my nasty surprise, I found an air strike heading towards the Enterprise from SW! If there had been a Formation Editor like this, I would have put most of my CAP units facing N and E and Japanese bombers would have penetrated my defense unstopped!
My $0.02
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Bladerunner Administrateur
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Posted: Wed 22 Jun - 17:22 (2016) Post subject: [Done] Search pattern (v1.2) |
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Thanks for the Harpoon parenthesis CurryMulton ! A CAP-pattern may be ?
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Publicité
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Posted: Wed 22 Jun - 17:22 (2016) Post subject: Publicité |
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Bladerunner Administrateur
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Posted: Wed 22 Jun - 22:58 (2016) Post subject: [Done] Search pattern (v1.2) |
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An example of search patterns around a carrier task force.
Last edited by Bladerunner on Thu 23 Jun - 12:52 (2016); edited 3 times in total
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currymutton Beta-testing
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Posted: Thu 23 Jun - 01:45 (2016) Post subject: [Done] Search pattern (v1.2) |
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Why are there 2 pies in the image?
Anticipating the arrival anyway, when will be ETA?
You may extend this idea to CAP and it would be fun to see because catching/being caught off-guard is kinda fun.
BTW, I suppose the current search mode can be used as an option in the "easy" mode, if this mode ever gets materialized.
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Bladerunner Administrateur
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Posted: Thu 23 Jun - 12:58 (2016) Post subject: [Done] Search pattern (v1.2) |
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I have added the search pattern details for more clarity ETA for air unit stacks may be added on the counters if I remove the combat factors as not used today during scouting
If you want to play with the base search, just use the default search pattern which is 360°C and 20 hexes
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PirateJock
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Joined: 17 May 2016 Posts: 25
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Posted: Thu 23 Jun - 15:01 (2016) Post subject: [Done] Search pattern (v1.2) |
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Liking the screenshot of your example - in particular the segments for different search patterns off TF16. _________________ Cheers, PJ
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currymutton Beta-testing
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Posted: Fri 24 Jun - 02:42 (2016) Post subject: [Done] Search pattern (v1.2) |
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Bladerunner wrote: | I have added the search pattern details for more clarity ETA for air unit stacks may be added on the counters if I remove the combat factors as not used today during scouting
If you want to play with the base search, just use the default search pattern which is 360°C and 20 hexes
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When will 1.2 arrive?
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Publicité
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Posted: Fri 24 Jun - 02:42 (2016) Post subject: Publicité |
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Bladerunner Administrateur
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Posted: Sat 25 Jun - 12:37 (2016) Post subject: [Done] Search pattern (v1.2) |
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In July I will have a functional version for testing by 2 weeks
The screenshots you have above are coming from real development
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Bladerunner Administrateur
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Posted: Tue 28 Jun - 07:38 (2016) Post subject: [Done] Search pattern (v1.2) |
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Editing the search pattern
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currymutton Beta-testing
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Posted: Sat 2 Jul - 14:19 (2016) Post subject: [Done] Search pattern (v1.2) |
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Okay, after being beaten by the "invisible" Japanese CVBG once more, I really want this update now!
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PirateJock
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Posted: Wed 6 Jul - 22:11 (2016) Post subject: [Done] Search pattern (v1.2) |
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Looking forward to getting this update: really nice improvement of the search function. _________________ Cheers, PJ
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