How to Hide a Task Force

Share your best strategies and tactics with other players by posting them here.

Moderator: MOD_Command

Post Reply
Rudd
Posts: 468
Joined: Wed Jul 10, 2013 10:34 am

How to Hide a Task Force

Post by Rudd »

This article has tactics on how to hide
How to Hide a Task Force by Andy Pico
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: How to Hide a Task Force

Post by magi »

Interesting....
User avatar
KungPao
Posts: 353
Joined: Mon Apr 25, 2016 3:00 pm
Location: Winnie the Pooh's dreamland

RE: How to Hide a Task Force

Post by KungPao »

Thanks for share, great reading
Sir? Do you want to order a Kung Pao Chicken or a Kung Fu Chicken?
falcon2006
Posts: 57
Joined: Tue Jul 08, 2014 10:52 am

RE: How to Hide a Task Force

Post by falcon2006 »

Interesting question. Due to limits in the game system, you can not hide a task force in the game, or at least like what the military does nowadays. In reality, a task force can make fake radio signal and imitate formation of merchants just like the Americans did in NORPAC 82. But in the game, the difference between sensors on a satellite and on an airplane is not accurate. For example, in reality, it takes days to read the photo taken by a satellite and find the location of the task force, but in the game, if the sensor detects the task force, it just knows that this is the task force. This even happens on the radio reconnaissance satellite in the game, it just knows that this radio frequency is made by the real task force, and even knows the exact model of every ship in it just through the signal.
User avatar
Dysta
Posts: 1909
Joined: Fri Aug 07, 2015 9:32 pm

RE: How to Hide a Task Force

Post by Dysta »

My best trick is using the teleport script. Order the unit to the specific area with a teleport trigger. When enter, it will teleport it/them to another place with a specific duration of time, and then re-teleport back again.

But it's very flawed and limited script to 'hide' your unit(s). Like I wished before, would like to see the garrison system works for ground units, to enter a building for both hiding, and covering from hostile attack.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: How to Hide a Task Force

Post by mikmykWS »

ORIGINAL: falcon2006

Interesting question. Due to limits in the game system, you can not hide a task force in the game, or at least like what the military does nowadays. In reality, a task force can make fake radio signal and imitate formation of merchants just like the Americans did in NORPAC 82. But in the game, the difference between sensors on a satellite and on an airplane is not accurate. For example, in reality, it takes days to read the photo taken by a satellite and find the location of the task force, but in the game, if the sensor detects the task force, it just knows that this is the task force. This even happens on the radio reconnaissance satellite in the game, it just knows that this radio frequency is made by the real task force, and even knows the exact model of every ship in it just through the signal.

We definitely know about the speed of communications but we also know about selling games. If we slowed things down as they are in real life the game wouldn't be as fun so we've decided to make a tradeoff.

There are a couple of ways you could design a scenario to account for this.

1)Create a satellite side thats neutral. Use a on station or enters area trigger with a message action that reports what's seen.

2)Add civilian radars to ships.

3)lua adds a number of possibilities.

Hope these suggestions are helpful

Mike
thewood1
Posts: 9909
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: How to Hide a Task Force

Post by thewood1 »

As Mike said...I do this all the time. Create sides based on time lag in communications. You'd be amazed what you can do. I do this a lot with submarines. I let the AI control it with detailed prebuilt plans. People need to use the tools they are given. There are even ways to simulate communications detection and setting up decoy ships.

One thing I haven't tried is setting up an enemy radar on a neutral ship and see what happens through the detection and ID process.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: How to Hide a Task Force

Post by magi »

ORIGINAL: thewood1

As Mike said...I do this all the time. Create sides based on time lag in communications. You'd be amazed what you can do. I do this a lot with submarines. I let the AI control it with detailed prebuilt plans. People need to use the tools they are given.
Very interesting...... I have been thinking about doing this.....
User avatar
Gunner98
Posts: 5940
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
Contact:

RE: How to Hide a Task Force

Post by Gunner98 »

One thing I haven't tried is setting up an enemy radar on a neutral ship and see what happens through the detection and ID process.

Sorry, I missed this thread when it came out. I have done this and it works brilliantly, both with aircraft and ships. Neutral side, friendly to bad guys will share info.

There are a couple of tricks you can use to disguise it as well. Two sides, both neutral to player, names slightly different, both with same emitter. Like for instance a fishing fleet (NF 9.1) and when the Shipwrecks start coming in from the Oscar, it's not safe to be a whale as the player hunts down the snooper sub and the fishing fleet just moves on...

Save idea with civil air traffic (NF-3).

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/
Post Reply

Return to “The War Room”