Sure, I'm about to head out for a week long conference but I can replay the scenario from my "Just before action" save and then Post some examples with a save from that time period. I have one or two saves from the above but not extensive.
So not all "Bubbles" the SEAD/Strike aircraft certainly need to go into harms way to do their job, the frustration is loosing control of the aircraft at the stage when they "Engage Defensive/Offensive." I see a few things I think can be done for this...Looking at the first example, it looks like what you would like to see is that friendly aircraft avoid AAW bubbles (not just 2D areas; it may be perfectly safe to fly over a SHORADS ceiling, for example) when their mission does not dictate it. However, presumably you want this rule to be flexible and toggable because in many cases you do want them to step into harm's way in order to do their job.
1. I think this could be as simple as allowing the player to regain control of the aircraft by having a toggle button that allows the player to toggle off the algorithm and take direct control (In small scenarios or ones where the player is taking phased actions that may be enough). Just let the player control their aircraft rather than taking them away. Also I wouldn't do this for all time. a set timeframe, like five (5) minutes. Then the player has the best of both worlds, an automated evasion, but control when they need it.
2. For the algorithm, an evaluation of known SAM density (to the unit) when the "Engaged Defensive" algorithm kicks in. Currently, to avoid the SAMs the aircraft are corkscrewing toward the denser SAM areas to put the nose toward the SAMs. Now I do recognize you might have to place the nose toward a heat seeker to avoid a lock on but in general they should be flying away from the greatest SAM density.
3. Evaluation of nearby terrain. Once again in this example the aircraft flew OVER a mountain (Mount Herman!!!!) to avoid a SAM, again the opposite of what it should be doing. So it seems to me a tweak to have the aircraft seek out the lowest ground near the aircraft's location would improve the algorithm's performance.
Could be, but again, I think it could be as simple as just giving the player the toggle suggested above. I could have saved about 4 out of 6 aircraft shot down if I could have just gotten control of them for a short time.So we are probably looking at a doctrine setting? Something like "Avoid AAW threat coverage" ?
All of that sounds promising, BUT this is the next frustration. The loadout mission profile is an aircraft killer!!!!!! Again, I fly a SEAD mission up the Bekaa Valley, The F-16I with an AGM-88A HARM and SkyShield DECM Pod has a High-Medium-High profile, but that's not desirable for a flight pattern where I want to fly Low-Low-Low until I am out of the "Hot Zone" or "SAM Kill Zone" and then they can RTB at a waypoint. so some suggestions hereAnd within it you would have a series of values:
1) "Never": This would be the default? In order to maintain backwards compatibility with existing behaviors & scenarios?
2) "As dictated by mission": So for example if the aircraft is tasked with destroying a certain SAM site, by necessity go for it. Or if it's on a supprot mission and one of the legs is inside the threat zone, go for it. Otherwise plot around it.
3) Always: No matter what you are tasked to do, always stay clear of danger. This would make sense for certain HVAs like tankers, C4ISTAR aircraft etc. But even in that case sometimes you do need a certain asset to remain in place regardless of the threat (hence the need to have this toggable).
4) Some other value?
In all cases a manual-plotted course (or strike logic-plotted course) would override this setting.
In Doctrine...
1. "Ignore Mission Profile" Yes/No. Default the no to Low-Low-Low and then let the player set up their strike profile using waypoints and altitudes.
2. Adding a few buttons on waypoints.
a. RTB (Flight Path), Keeps aircraft at waypoint designated flight path and course when it RTBs, I.e. no more popping up to 12 KFT or even 36 KFT right in front of the very SAMs you've flown in at 1 KFT to engage.
b. RTB (Mission Profile), Reinstates the default mission profile and takes the aircraft home as normal.
c. Launch Weapons/RTB, Launches weapons at targets from that waypoint and then RTBs to the mission profile set for the mission. So if "Ignore Mission Profile" is set to "YES" (off) the RTB defaults to the "Flight Path" but if it is set to "NO" it RTBs defaults to the Mission Profile altitude.
IMHO, this gives the player the best of both worlds If you're launching a stand off strike and want to save fuel the mission profile is it, but if you need to get in close to launch with limited OPFOR reaction time then a tailored mission would work. So let the players tailor those strike profiles they want to and let the game do the rest.
I think some of this is the "Mission Planner" I've seen players asking for.
Yes, I can see this might cause more CPU calculations, but maybe not if we just leave some of these critical issues to the player.I can quickly imagine a few issues with having this logic:
1) Each individual aircraft would need to regularly re-evaluate their entire flight paths for bingo/joker considerations, both the ingress and egress routes. If you thought navigation/pathfinding is currently CPU-taxing, imagine a 100x increase. (Also: Your tankers now need to be a lot closer to the front line)
Agreed the scattering is an issue I brought up, but I've seen "groups" where one aircraft decides to engage and is 100-120 km from their wingman(men). Keeping aircraft together is an issue. I've had to break up groups in flight because of this.2) You have to consider the effect on carefully planned air operations. That complex strike you are putting together? Disrupted. That "wall of Eagles" you are putting up in order to sweep the air opposition? Thrown all over the place. Some players already complain when their aicraft scatter right and left because of an incoming missile; now picture the same scattering happening merely upon stepping into an estimated AAW ring.
So aircraft are a bit easier as the player's aircraft will, many times, get the opportunity to engage the other aircraft. With SAMs the total loss of control of the aircraft doesn't even allow the aircraft the opportunity to engage the same sites with their munitions as you are our of the weapons tolerances, or the OODA loop doesn't allow it. I hope others chime in here, but I see the helplessness of the player with SAMs to be the most egregious issue. I'm not sure the aircraft engagements are as much of an issue.3) How do you define the threat bubble for enemy aircraft? SAMs are fairly simple; draw the AAW max-range ring and "DO NOT STEP IN". What about the equivalent ring for an enemy aircraft? If you simply copy the SAM logic, your orbiting AWACS can be ambushed by a fast incoming fighter.
OTOH, if you counter this by saying "consider the AAW threat bubble to be 1.5x or 2x of the AAW range ring" (to give your planes enough slack to run away), you can very easily find yourself in the situation that the enemy effectively paralyzes your airforce by having just a few widely-distanced fighters in the air, and "blanketing" the theater with their AAW bubbles.
So thanks for hearing me out! Sorry about the tone of some of the posts above but I was in a snaky mood yesterday, not all of which had to do with C:MO. Two daughters and Prom Night with a hyped up wife contributed!!!!!Plenty of food for thought, to be sure. Comments welcome.
Now that I've gotten out of design, I would love to help here! IMHO this would really help the community out