From: Sydney, Australia
In the military 'weapons tight' is not the same as 'weapons hold'.
'Weapons tight' means to only engage contacts that have been positively identified as hostile, while 'weapons hold' means do not fire.
For example, say radar picked up an unidentified air contact, under 'weapons tight', no unit would fire until it was positively identified as hostile, which might mean waiting until it was in visual range, if the contact was not emitting and did not fire.
However if the human player saw that the contact was moving at mach 1.1, it obviously is not a civillan aircraft and the human player could choose to engage it, without waiting for the contact to be identified as a hostile aircraft.
Basically the 'weapons tight' functionality gives the player the choice of whether to engage a contact that has yet to be positively identified as hostile.
'Weapons hold' is not modelled in Harpoon, although in earler versions 'weapons tight' actually meant 'weapons hold'. This was changed in the HUE version of Harpoon and did not please everyone, plus probably broke a few scenarios that were built around the old model, where 'weapons tight' actually meant 'weapons hold'.
As to the AI ignoring the 'weapons tight' setting, I imagine because there is no human player to override the 'weapons tight' order for the AI, it would be redundant and excessively restrict the AI in comparison to a human player, who would be able to approach AI units, avoid being identifed and engaged by the AI, until their units either launched their weapons, or were otherwise identifed as hostile by AI.
< Message edited by noguaranteeofsanity -- 12/3/2011 4:09:14 AM >