BeirutDude
Posts: 1976
Joined: 4/27/2013 From: Jacksonville, FL, USA Status: offline
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quote:
i pretty much uped all the missions and ready times by 3 hrs... So I get it nobody wants to wait to start shooting , but by doing this you've shifted the balance to the Greeks. All the Turkish ready times and missions are set to a six (6) hour Greek ready time. The converse is true when playing the as the Turks. This is a scenario designers dilemma in this game! 1. If I pick the load outs then someone isn't happy,, because I didn't pick their favorite load out of the dozens of munitions available for each aircraft. Or I didn't assign the aircraft to the mission they wanted it to fly. I got butchered on that with Med Tsunami!!!!! 2. OK so then I let the players pick the load outs. "Now I have to wait, 3, 6 or 20 hours to start shooting!" 3. Set something based on a certain time, and experienced players go into the Editor and change it to their liking, throwing off the balance and timing of the entire scenario. I've tried everything I can here, I don't know what to do!!!!!!! Not criticizing your choice but it is frustrating as a designer! Command is the hardest game to design for, for these reasons and I have been designing scenarios since SSI's "Tanks!" You might want to go into the editor and adjust the Turks times as well to get the feel of a full Aegean melee! quote:
i can tell it is going to be intense over the Aegean.... Real world yes it would be. I'd expect dozens of downed aircraft and many sunk vessels in the first day of a Greek-Turkish conflict. Consider the Cold War and the Soviet/WP "Tattle-Tails." quote:
one thing i dont think is not working out so good... is with all the missions in the Aegean... both sides are closing in on each other to point blank rang... when the first shot is fired there will be a totally chaotic melee engagement.... i unassigned many of the surface and sub surface groups so that i might manage them a little..... Agreed. The missions were originally set up from the one scenario playable from both sides aspect. I did think about deleting the TG/SSK missions for the human player, but figured they would themselves if experienced and for the newbies, they are set up to try to avoid the A/I from hanging up on the islands. That is why I kept them, so far. I did go in and change the mission Doctrine to maintain course in attack mode and gave the TGs/SSKs a course that will keep them going for six hours so they don't sail around in big circles, but welcome to the littoral . Both sides will be jockeying for position. One thing CMO A/I can't do well is use the islands for cover as a real TG commander would be doing in this situation (An issue with the Hormuz scenario I just did as well). Thanks for the help, but please do consider adjusting the Turkish timing to get the full Turk A/I reaction to your initial attacks.
< Message edited by BeirutDude -- 4/8/2020 6:05:09 PM >
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"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem." PRESIDENT RONALD REAGAN, 1985 I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
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