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UNLOCKING the Extra Features - 5/19/2017 12:00:34 AM   
DWReese

 

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Can someone explain to me what gets UNLOCKED in the Scenario Features + Realism Settings for the three categories (Communications Jamming, Tactical EMP (Directional), Hypersonic Glide Vehicles (HGVs)?

It appears to me that they are only available by purchasing the additional "Professional) add-on. If so, how much are they? Do any of you have them? Use them? Is it really more for actual military use, or advanced game players?

To use the Communications Option as an example: We can apparently use Communications Disruption, but have to unlock Communications Jamming. What's the difference? What differently do one do over the other?

Any information would be appreciated.

Doug
Post #: 1
RE: UNLOCKING the Extra Features - 5/19/2017 12:58:45 AM   
Baloogan


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For actual military use.

The difference is explained in this post here: http://www.warfaresims.com/?p=4454

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http://baloogancampaign.com

(in reply to DWReese)
Post #: 2
RE: UNLOCKING the Extra Features - 5/19/2017 1:46:33 AM   
DWReese

 

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Thanks for the link. I knew that I had read that before, but I couldn't locate it again. IIRC, there were three. I've seen the rail gun and then one that you just provided, but there was another on plane damage that I would like to read again.

Also, when you say "military only", does that mean that I couldn't purchase those features without a license, or spending gobs of money? Or, are they off-limits altogether?

Lastly, regarding the "communications disruption" feature: If I check the box, but don't actually assign any adverse effects to a unit, either manually or via LUA, does that box actually do anything? In other words, just checking the box (I assume) only enables the feature to work, it does actually stop things from working by clicking it to the "on" position, correct?

Doug

< Message edited by DWReese -- 5/19/2017 1:51:13 AM >

(in reply to Baloogan)
Post #: 3
RE: UNLOCKING the Extra Features - 5/19/2017 1:52:11 AM   
Baloogan


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Details on Professional Edition: http://www.warfaresims.com/?page_id=3822

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http://baloogancampaign.com

(in reply to DWReese)
Post #: 4
RE: UNLOCKING the Extra Features - 5/19/2017 1:54:07 AM   
Baloogan


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quote:

ORIGINAL: DWReese

Lastly, regarding the "communications disruption" feature: If I check the box, but don't actually assign any adverse effects to a unit, either manually or via LUA, does that box actually do anything? In other words, just checking the box (I assume) only enables the feature to work, it does actually stop things from working by clicking it to the "on" position, correct?

Yes, checking the box will enable communication disruption checks. For example if a unit gets all of its comm devices and datalinks disabled, if the checkbox is on the on position, that unit is out of communication until the crew is able to repair communication devices.

_____________________________


Command Developer, Warfare Sims.
Command Videos: http://youtube.com/baloogan
http://baloogancampaign.com

(in reply to DWReese)
Post #: 5
RE: UNLOCKING the Extra Features - 5/19/2017 2:07:44 AM   
DWReese

 

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I guess what I'm trying to say is will my Growler still "jam" and "disrupt" enemy communications regardless of whether I check the box or not? I just want to know that if I'm noy using a manual edit of the unit, and I'm not using a Lua script, that the Growler will still work like it used to work, with or without that button being turned to the on position.

Doug

(in reply to Baloogan)
Post #: 6
RE: UNLOCKING the Extra Features - 5/19/2017 2:29:56 AM   
Baloogan


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Yes, OECM (Like the EA-18G Growler) will still work like they always have in Command no matter what.

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(in reply to DWReese)
Post #: 7
RE: UNLOCKING the Extra Features - 5/19/2017 3:01:03 AM   
DWReese

 

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That's perfect. Thanks for responding. I can tell that I won't be getting much sleep tonight. I'll be sending some planes into a "hot zone" to see what kind of damage they can sustain from some heavy AA guns, and whatnot. <lol>

Doug

(in reply to Baloogan)
Post #: 8
RE: UNLOCKING the Extra Features - 5/19/2017 11:47:17 AM   
kevinkin


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So a designer can build disruption into a scenario e.g. via lua and the player can turn disruption on or off as they like? If this is the way it works, then briefings probably should be clear as how the battle should be fought based on the designer's intent. The issue with legacy scenarios was outlined in the "new features" explanation. I would imagine these should be played first with Communications disruption "off".

This from the new features explanation:

"A “unit enters area” trigger where a friendly unit representing a jammer (ie, an EA-6B Prowler or similar) arrives on station. The script is fired, and representing its jamming capabilities, units on the opposing side have their comms taken out."

That seems god-like to me and goes against the notion of tactical fidelity. I know it's merely an idea but I would rather see this implemented via a "cyber attack" than a lone EW platform.

That being said, thanks for the new features and new tools for our tool box.

Kevin





< Message edited by kevinkin -- 5/19/2017 11:48:01 AM >

(in reply to DWReese)
Post #: 9
RE: UNLOCKING the Extra Features - 5/19/2017 1:59:01 PM   
DWReese

 

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I agree with everything that you said with regard to the disruption of communications and Lua.

A problem that I can see for me, personally, is that I have no idea how powerful a unit (like an EA-6) would be. As you indicated, the plane shows up, it triggers a massive disruption for how ever far, I don't know because I don't actually know their capabilities, and then everything goes dark. After that, the US forces kill everything with any shots being fired back. That's probably how it really works, but I don't have that kind of knowledge, and it doesn't seem like too much fun.

Does anyone know of a scenario that has been completed for COW, or otherwise, where this is programmed into it? That might give us (me) some kind of idea as to how to do it, and exactly how powerful something like an EA-6 is capable of being.

I love the idea and the concept, but I don't trust my own knowledge as to what I should reasonably expect from this type of action.

BTW.....sorry if I am rambling. I stayed up all night playing with this game! I'm more hooked than I was before. Sleepless nights.....

Doug

(in reply to kevinkin)
Post #: 10
RE: UNLOCKING the Extra Features - 5/19/2017 3:11:26 PM   
DWReese

 

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The only new scenario that I see that features Communication Disruption is one called Salvo. It uses the Special Actions section of the Event Editor. That is the first time that I have seen that used.

This scenario looks excellent. Kudos to the scenario devs.

Doug

(in reply to kevinkin)
Post #: 11
RE: UNLOCKING the Extra Features - 5/19/2017 4:14:27 PM   
kevinkin


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Using a special event to trigger a "cyber attack" had been worked out in principle before. But the new lua commands will make it far less tedious i.e we might see more use of the those special events for various comm disruptions.

Kevin

(in reply to DWReese)
Post #: 12
RE: UNLOCKING the Extra Features - 5/19/2017 5:26:00 PM   
DWReese

 

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It looks very interesting. Designing it is way over my head for the time being, so I guess that I will just have to wait until I have a bunch of examples to follow and copy.

This looks really good, though. It's very impressive.

Doug

(in reply to kevinkin)
Post #: 13
RE: UNLOCKING the Extra Features - 5/20/2017 12:03:47 AM   
DWReese

 

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I took a look at the new scenario, Salvo, and can see that the scenario dev used Communications Disruption when making the scenario. In that scenario, at times, the entire TF is blacked out. Would that mean that they wouldn't have the ability to fire their defensive weapons, as well? Or, does Communication Disruption ONLY block units from communicating, and sharing, information with other units? In other words, it can defend itself, but it can't pass along info to other units.. Is that correct?

Doug

< Message edited by DWReese -- 5/20/2017 12:04:18 AM >

(in reply to Baloogan)
Post #: 14
RE: UNLOCKING the Extra Features - 5/20/2017 12:46:45 AM   
Baloogan


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Yes, it can defend itsself, and still use its own sensors. Its in a 'bubble' where it can only see its own sensor readouts and make decisions off of that alone.

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Command Developer, Warfare Sims.
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http://baloogancampaign.com

(in reply to DWReese)
Post #: 15
RE: UNLOCKING the Extra Features - 5/20/2017 2:00:50 AM   
DWReese

 

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Joined: 3/21/2014
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Thanks. That's exactly the info that I needed.

This is a really great upgrade!

Doug

(in reply to Baloogan)
Post #: 16
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