Operation Beaver Dam, 2015 - V0.7 - Looking for testing/feeback
Moderator: MOD_Command
Operation Beaver Dam, 2015 - V0.7 - Looking for testing/feeback
This is my first attempt at a publicly available scenario which features a fictional ASW exercise between Canada (Human playable) and an Australia/Japanese (AI) alliance. Would love to hear some feedback to improve the scenario unless of course it's perfect right off the hop... [8D]
Thanks!
DrZaius
Scenario Updated Dec 21, 2015 - V0.7 Changelist:
- Fixed error when firing event after selected unit was killed
- Added more events to make the AI more challenging
- Added different weather for different days
- Added no-navigation zone extension to Puget Sound
- Re-set subs to 'auto' for speed and depth after realizing AI isn't smart enough to break 'manual' control to snorkel and keep batteries charged. Result was AI subs being dead in the water for most of the scenario. Should be fixed now.
- Re-balanced Harpoon and Torpedo stores on AJ subs for a greater challenge
- Small tweaks to briefing and messages
Scenario Updated Dec 20, 2015 - V0.6 Changelist:
- Removed Author's Notes from scenario description and added them as an optional file in the download zip
- Removed civilian and commercial vessels from scenario
- Added random spawn points for some RCN ships
- Added Biologics
- Made it rain a little bit harder
- Modified ready times to give the player a few more options sooner
- Added explicit victory conditions in the side briefing
Scenario Updated Dec 14th, 2015 - V0.5 Changelist:
- Reworked Reference points to eliminate confusion about exercise area
- Added no-navigation zone to simulate desire to keep war away from mainland
- Added HMCS Ottawa to simulate the current full strength of frigate force in the Canadian Pacific Fleet
- Changed out Gulf War Mod Sea King for 1984 version due to scenario needs
- removed CFB Comox and CFB Esquimalt and replaced with single-unit building to keep unit count low
- Modified available magazines and loadouts at CFB Comox to make them less plentiful near the end of the scenario
- Added Civilian ships with escort parameters to earn $$$POINTS$$$ and entice frigates to leave their safe home
- Modified Austra/Japan behaviour to adapt to less adventurous players who want the RCAF to do all the hard work
- Modified Briefings to reflect scenario changes
- Added more author's note in response to scenario comments from testers
- Increase scenario length by 12 hours to 3 full days
- Added a bit more rain
- Modified Austra/Japan Harpoon magazines to add a few more missiles at the cost of some torpedoes hoping to make the player less comfortable and the AI more effective
- Added victory conditions to end the scenario if a single side's subs (Austra/Japan) or frigates (CAN) are totally wiped out
Scenario Released Dec 12, 2015 - V0.4 Initial Public Release
Thanks!
DrZaius
Scenario Updated Dec 21, 2015 - V0.7 Changelist:
- Fixed error when firing event after selected unit was killed
- Added more events to make the AI more challenging
- Added different weather for different days
- Added no-navigation zone extension to Puget Sound
- Re-set subs to 'auto' for speed and depth after realizing AI isn't smart enough to break 'manual' control to snorkel and keep batteries charged. Result was AI subs being dead in the water for most of the scenario. Should be fixed now.
- Re-balanced Harpoon and Torpedo stores on AJ subs for a greater challenge
- Small tweaks to briefing and messages
Scenario Updated Dec 20, 2015 - V0.6 Changelist:
- Removed Author's Notes from scenario description and added them as an optional file in the download zip
- Removed civilian and commercial vessels from scenario
- Added random spawn points for some RCN ships
- Added Biologics
- Made it rain a little bit harder
- Modified ready times to give the player a few more options sooner
- Added explicit victory conditions in the side briefing
Scenario Updated Dec 14th, 2015 - V0.5 Changelist:
- Reworked Reference points to eliminate confusion about exercise area
- Added no-navigation zone to simulate desire to keep war away from mainland
- Added HMCS Ottawa to simulate the current full strength of frigate force in the Canadian Pacific Fleet
- Changed out Gulf War Mod Sea King for 1984 version due to scenario needs
- removed CFB Comox and CFB Esquimalt and replaced with single-unit building to keep unit count low
- Modified available magazines and loadouts at CFB Comox to make them less plentiful near the end of the scenario
- Added Civilian ships with escort parameters to earn $$$POINTS$$$ and entice frigates to leave their safe home
- Modified Austra/Japan behaviour to adapt to less adventurous players who want the RCAF to do all the hard work
- Modified Briefings to reflect scenario changes
- Added more author's note in response to scenario comments from testers
- Increase scenario length by 12 hours to 3 full days
- Added a bit more rain
- Modified Austra/Japan Harpoon magazines to add a few more missiles at the cost of some torpedoes hoping to make the player less comfortable and the AI more effective
- Added victory conditions to end the scenario if a single side's subs (Austra/Japan) or frigates (CAN) are totally wiped out
Scenario Released Dec 12, 2015 - V0.4 Initial Public Release
- Attachments
-
- Operation ...7, 2015.zip
- (37.33 KiB) Downloaded 38 times
-
- Posts: 2418
- Joined: Thu Dec 18, 2014 1:53 am
- Location: Brooklyn, NY
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
I like it. Nice and simple, yet challenging.
I lost 2 City class FFHs, and got all of my kills with MPAs or Helos.
I suggest changing the facilities to single units to save CPU time since they're not targets, and also putting in an 'end scenario' event. Very enjoyable overall.
I lost 2 City class FFHs, and got all of my kills with MPAs or Helos.
I suggest changing the facilities to single units to save CPU time since they're not targets, and also putting in an 'end scenario' event. Very enjoyable overall.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
I got a sub attacking me outside the designated patrol zone (close to the port), although briefing specifically states "no submarines will be outside the zone".
Well I may have misunderstood the briefing; I just drawn an area bordered by straight lines between the locked ref points, and expected all subs to be inside the area; this was obviously not the case, but if I consider there is no eastern limit on the area, the sub was in "legal" position.
Well I may have misunderstood the briefing; I just drawn an area bordered by straight lines between the locked ref points, and expected all subs to be inside the area; this was obviously not the case, but if I consider there is no eastern limit on the area, the sub was in "legal" position.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
AlexGGGG - I see what you mean, it's a little confusing. What I should change it to say is no enemy subs will be found outside of the 100nm boundary. Idea being that the reference points demarcate the outside of the exercise and everything within towards the Canadian coast is valid water to find subs. I'll modify that for the next release to make it clearer
Apache - Thanks for the suggestions. I've figured out how to end the scenario based on points alone but I'm struggling to figure out how to end the scenario if no enemy subs or no friendly FFH's remain. There doesn't seem to be any sort of 'and' logic in the event editor to that end. Any quick suggestions? Re: Airpower - it does seem rather easy if you just leave your FFH's in Juan De Fuca and let airpower take care of the subs. I need to work on randomizing a few things to spice it up a little and adding in some incentive to move the FFH's out.
Thanks for helping out guys!
Apache - Thanks for the suggestions. I've figured out how to end the scenario based on points alone but I'm struggling to figure out how to end the scenario if no enemy subs or no friendly FFH's remain. There doesn't seem to be any sort of 'and' logic in the event editor to that end. Any quick suggestions? Re: Airpower - it does seem rather easy if you just leave your FFH's in Juan De Fuca and let airpower take care of the subs. I need to work on randomizing a few things to spice it up a little and adding in some incentive to move the FFH's out.
Thanks for helping out guys!
-
- Posts: 2418
- Joined: Thu Dec 18, 2014 1:53 am
- Location: Brooklyn, NY
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
While I did make use of the FFHs, it would be easy to leave them in port. You could add an event to reduce score if the FFHs haven't made it to open ocean by a reasonable time. Even a pop up message if they haven't left the port area after 2 hours may be enough.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
"the reference points demarcate the outside of the exercise and everything within towards the Canadian coast is valid water to find subs",
yes, exactly. I somehow did not think of that last part. i thought my coastal waters are safe, which turned out wrong.
As far as air power goes, I could use AWACS if you have an unused one lying around somewhere.
Also some whales will make things more interesting.
yes, exactly. I somehow did not think of that last part. i thought my coastal waters are safe, which turned out wrong.
As far as air power goes, I could use AWACS if you have an unused one lying around somewhere.
Also some whales will make things more interesting.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
Nice scenario. 5 subs sunk unfortunately one of them was the Victoria![:(]. All the FFH's survived.
I like that you included a Cyclone, although I don't think they are flying yet, nice sensors but short range compared to the Sea King. Also having no helo on the Winnipeg was a bummer, no helo, not much use. Would deduct points if the FFHs did not enter the exercise area, but I would add in a couple more Ref Pts, one on the north side of the Jan de Fuca Straight and another up-island near Nootka or something. This way the exercise area will conform more closely with the coastline.
Sent the Vancouver up Johnston Straight which was probably a mistake, she was out of the fight for about 14 hrs until she got up north. CP-140s did most of the killing, had one on a strike mission and needed it as one of the Aussi subs took about 7 torpedoes to get a hit!
Would also recommend some Biologics and false contacts. If you want to have some fun, put in some Greenpeace boats which go hostile when you kill a whale, but then you lose points for sinking one! Very Canadian [:D]
To set up the events to end scenario when either all the subs or all the FFHs are sunk. Make two more sides, name them what you like but the only purpose is as counters. When a sub (Australian or Japanese) is sunk, give one of the 'counter' sides 1 VP, when you reach 6 VP trigger the end game. Same for the Cdn FFHs with the other counter side.
looking forward to more of your scenarios
B
I like that you included a Cyclone, although I don't think they are flying yet, nice sensors but short range compared to the Sea King. Also having no helo on the Winnipeg was a bummer, no helo, not much use. Would deduct points if the FFHs did not enter the exercise area, but I would add in a couple more Ref Pts, one on the north side of the Jan de Fuca Straight and another up-island near Nootka or something. This way the exercise area will conform more closely with the coastline.
Sent the Vancouver up Johnston Straight which was probably a mistake, she was out of the fight for about 14 hrs until she got up north. CP-140s did most of the killing, had one on a strike mission and needed it as one of the Aussi subs took about 7 torpedoes to get a hit!
Would also recommend some Biologics and false contacts. If you want to have some fun, put in some Greenpeace boats which go hostile when you kill a whale, but then you lose points for sinking one! Very Canadian [:D]
To set up the events to end scenario when either all the subs or all the FFHs are sunk. Make two more sides, name them what you like but the only purpose is as counters. When a sub (Australian or Japanese) is sunk, give one of the 'counter' sides 1 VP, when you reach 6 VP trigger the end game. Same for the Cdn FFHs with the other counter side.
looking forward to more of your scenarios
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
I've uploaded a new version of the scenario with some tweaks and changes based on feedback.
Gunner98: Thanks for the event know-how to solve the scenario-ending force annihilation event, it works like a charm. Added a no-navigation zone ostensibly to prevent fighting from happening in close to the mainland, but really it's to force the user to take the straights of Juan De Fuca... Can't possibly avoid the 'Beaver Dam' now, you crafty players! Answered your Cyclone and Sea King comments in the 'author's notes' section of the briefing, assumed you wouldn't be the only one to wonder what the heck I was thinking The Greenpeace idea is a good one... maybe I'll hold that one in my back pocket for an Arctic sovereignty scenario featuring polar bears and disappearing ice flows.
It's definitely less simple than it was in initial release so hopefully I didn't bite off more than I can chew while just learning the ropes. Appreciate everyone's feedback!
DrZaius
Gunner98: Thanks for the event know-how to solve the scenario-ending force annihilation event, it works like a charm. Added a no-navigation zone ostensibly to prevent fighting from happening in close to the mainland, but really it's to force the user to take the straights of Juan De Fuca... Can't possibly avoid the 'Beaver Dam' now, you crafty players! Answered your Cyclone and Sea King comments in the 'author's notes' section of the briefing, assumed you wouldn't be the only one to wonder what the heck I was thinking The Greenpeace idea is a good one... maybe I'll hold that one in my back pocket for an Arctic sovereignty scenario featuring polar bears and disappearing ice flows.
It's definitely less simple than it was in initial release so hopefully I didn't bite off more than I can chew while just learning the ropes. Appreciate everyone's feedback!
DrZaius
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
somehow in the last version I get detection messages (New contact designated WHATEVER) about civilian ship side detecting my ships and my aircraft.
New contact! Designated BOGEY #4 - Detected by Commercial Large Trawler [1,250t DWT] [Sensors: Mk1 Eyeball] at 193deg - 5.2nm - No Contrail Detected. - that was my Orion detected.
New contact! Designated BOGEY #4 - Detected by Commercial Large Trawler [1,250t DWT] [Sensors: Mk1 Eyeball] at 193deg - 5.2nm - No Contrail Detected. - that was my Orion detected.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
ORIGINAL: AlexGGGG
somehow in the last version I get detection messages (New contact designated WHATEVER) about civilian ship side detecting my ships and my aircraft.
New contact! Designated BOGEY #4 - Detected by Commercial Large Trawler [1,250t DWT] [Sensors: Mk1 Eyeball] at 193deg - 5.2nm - No Contrail Detected. - that was my Orion detected.
That sounds like the Civilian side sees the player as an ally, which it shouldn't. A simple downgrade to friendly/neutral in the side editor would fix that, iirc.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
"The entire Canadian Pacific Fleet" (value of more than 10000 millions USD) will put into danger because 2 commercial vessels cannot receive orders?
This is fantasy but not a realistic approach.
Our strategy should also include measures to give orders to the 2 commercial ships we have to escort.
The name of the operation sounds for me a bit infantile. Normally operation's name are more heroic like Operation Home Run or so.
There is a military operation name generator on the internet.
I dont like/read any "Author' note" in the briefing because that breaks the immersion and influences the strategy. I am the commander and not a trainee who needs advices. You could tag that notes with a "spoilerfree" remark at the beginning if a authors note is absolutely necessary.
The briefing/background story is excellent.
This is fantasy but not a realistic approach.
Our strategy should also include measures to give orders to the 2 commercial ships we have to escort.
The name of the operation sounds for me a bit infantile. Normally operation's name are more heroic like Operation Home Run or so.
There is a military operation name generator on the internet.
I dont like/read any "Author' note" in the briefing because that breaks the immersion and influences the strategy. I am the commander and not a trainee who needs advices. You could tag that notes with a "spoilerfree" remark at the beginning if a authors note is absolutely necessary.
The briefing/background story is excellent.
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
Adding in civ/commercial traffic was a ham-handed attempt to convince the player to leave port without forcing them to move for victory points as was suggested earlier in the thread. I didn't like how it turned out either so I've removed civilians/commercials in the latest release. Author's notes were moved out of the description and into a separate file within the download making them completely optional to the player. Operation name isn't changing but I appreciate your overall feedback!
RE: Operation Beaver Dam, 2015 - Looking for testing/feeback
Version 0.6 was a little bugged after having changed too much and not tested thoroughly enough. Version 0.7 uploaded in post #1, should be a much smoother and challenging experience.