A2A and raids algorithm.

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
MrKane
Posts: 790
Joined: Sat Mar 09, 2013 1:54 pm
Location: West Poland

A2A and raids algorithm.

Post by MrKane »

Hi Guys,

I like ask general question. It question to folks who are interesting in topic and they have a few minutes to write down they thoughts. It is not question start some unnecessary argue, I am rally interesting in yours opinions.

So, How in yours opinion should look air raid executing algorithm. Question is not how it looks now in WITP-AE but you guys should look, let say in WITP-AE 2. What should influence raid itself, next A2A over target, CAP, returning home etc...
I will be very grateful for any response/hint/opinion ...

Tom

PS: My English ..., So I just hope it is possible to understand my question. ;)
User avatar
DanSez
Posts: 1023
Joined: Sat Feb 04, 2012 10:02 pm

RE: A2A and raids algorithm.

Post by DanSez »


at Command Level:
Recon (detection level currently)/ Weather/ Distance from base/ Time of launch,Time over target/Recent,Previous Raid History of Units,Command

very important on if strike gets to where you want it to go

then Unit Level:
Morale/ Fatigue/ Leadership/ (stick-to-it-ness: possibly a National Rating that can shift over time)/AA and,or Fighter Disruption

If the pilots actually fly over the target and try to drop the load
Concept: Stick-to-it-ness would be if the pilots drove thru fighters and flak to make the run (increasing chances of the run but also increasing the chances of taking damage or being shot down). You would have to give the Japanese pilots a higher value here. Correspondingly Japanese planes were more easily damaged, would not return, or would return and be OPS loses for both the cause of lower armor and because the pilots would be more likely to fly into the teeth of the enemy. How you would rate US/Brit/Aussie pilots in comparison or by the year of the conflict (that might be another debate)...

then you get into pilot/ weapons specifics:
pilot skills/ altitude/ speed/ plane characteristics/ weapons load, accuracy, effects (like dropping GP or SP Torpedoes or Napalm)

and finally you get to hear **BOOOM**

(then a possible 2nd interception by enemy cap) - and the long flight back.

I would guess the best efficiency of coding would be to have 3 algorithms of a raid should be like a microscoping lens where bigger picture things defeat the raid even showing up, then you get to the 'gut check' (target approach), then the actual laying of the ordinance.

Great question - looking forward to the replies of the more knowledgeable.
thanks



The Commander's job is to orchestrate and direct the three major dimensions of combat - space, time and force. Shattered Sword, the Untold Story of the Battle of Midway
Dili
Posts: 4713
Joined: Fri Sep 10, 2004 4:33 pm

RE: A2A and raids algorithm.

Post by Dili »

Ok, for an AE V2 daydreaming then i would add in route interception, shuttle mission possibility, also the bigger the range more odds of mission failure: I am not sure if something like that happens in current AE, but seeing a text saying that 2 bombers in 10 had to return due to engine, problems, excessive fuel consumption etc...
User avatar
LoBaron
Posts: 4775
Joined: Sun Jan 26, 2003 8:23 pm
Location: Vienna, Austria

RE: A2A and raids algorithm.

Post by LoBaron »

For starters I would:

a) drop the whole 'coordinate by alt' section for a manual strike designation (i.e. select number of raid and then assign squadrons to it), while at the same keeping the current model for other coordination factors.

b) enhance escort mission with two basic types (close and high escort) enhanced with some finetuning (distance to main formation/relative alt). Concept would be that close escort performs similar to the current escort mission with a high chance of keeping the CAP from the bombers while high escort acts similar to sweep but as a drawback in case CAP rolls the initiative HE cannot protect the bombers in time.

c) rebalance the whole sweep/CAP/LRCAP algorithm, most of all in when which type of mission is engaged.

d) (if possible, and the most radical of the 4) replace the point-to-point type missions with something more resembling the BoB/BtR series. Am aware though that the impact on anti naval and ASW mission types would be significant, so I guess this requires a lot of thought put into.
Image
Dili
Posts: 4713
Joined: Fri Sep 10, 2004 4:33 pm

RE: A2A and raids algorithm.

Post by Dili »

LoBaron all that coordination, high cap should at same time increase escort failure to meet and be related to crew/air HQ quality.
Post Reply

Return to “Scenario Design and Modding”