Mark Targets Hostile, Netrual, Freindly or Unknown

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

User avatar
Darojax
Posts: 588
Joined: Fri Apr 29, 2011 10:24 am

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by Darojax »

I have only played Harpoon I which works fine, so can't comment on the others. If indeed Harpoon 2+3 crashes like that it needs to be addressed. Still one may say what one will, it doesn't change the obvious fact:

Having to drop a contact as a workaround for by mistake having marked it hostile is not a proper solution worthy a 100$ game. There should be a way to assign side status to contacts.
Image
Pergite!
Posts: 546
Joined: Wed Jun 07, 2006 3:40 pm
Location: The temperate climate zone

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by Pergite! »

I can't understand why this feature hasn't been implemented. The GUI could be a lot better since it does not currently use the full palette of standard symbols and colours. If I detect and classify a contact as a civilian tanker, I do no longer want that contact to remain yellow I.e. "unknown". I want to manually classify as neutral and by that clarify my operational picture (which the GUI represents). The same goes with other nations warships that I want to mark as something other than yellow (unknown).

Since this game have all different features acquired for the user to manually classify tracks from intercepted signals (ESM/ELINT) I believe it is a waste, not to implement it fully. From different intercepts the simulation currently offers a selection of different corresponding platforms. With the knowledge of the scenario (active platforms in the area) and additional data for the track (speed, heading and flight profile) the player should be able to guesstimate the type and class of a contact and enter it into the GUI.
I also lack the possibility to add tracks myself with heading and speeds, and by this be able to asses movement by platforms that I can no longer track. This tool is also vital if I want to implement other intel than my own sensors. For example: My SAS patrol on mainland Argentina reports that four Etendards just left NAS Almirante Quijada heading SW. I immediately setup a manual track form the airbase with an assessed speed and rough heading to my fleets position. Any radar-contact that I get that I can collate with my manual track will be treated as hostile. Interceptors can also be launched in a timely manner to be in place well before any Exocets can be fired.

Situational awareness an intelligence are of key importance in any kind of combat and certainly in modern air and naval warfare. These are however components that I feel could use a lot of improvement in.

Dangerous Waters was a game that handled all this in a good way.
TMP95
Posts: 177
Joined: Fri Nov 29, 2013 5:34 pm

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by TMP95 »

Agree - Adding this feature would be nice - I've been playtesting to see how (if at all) you can provide an "unfriendly" to go hot Vs you. Here I had a couple of F-14s harassing some North Korean Mig-29s. They have yet to go hot. Would be a nice feature (and maybe they will still at some point) that an unfriendly, computer-AI can go hot if it feels overly provoked.

Image
Attachments
NK.jpg
NK.jpg (137.45 KiB) Viewed 82 times
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by mikmykWS »

Hi Guys,

We realize its important to you and will take a look at it. The issue is its not just like flipping a switch and its all of a sudden fixed there are many things going on in the engine that occur once a posture is taken. In the meantime its best to ID your targets or let the AI figure it out as it works through identifying a target. If you do mark a target as hostile by accident drop it.

We do hear you and will take a look.

Thanks!

Mike
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by mikmykWS »

ORIGINAL: TMP95

Agree - Adding this feature would be nice - I've been playtesting to see how (if at all) you can provide an "unfriendly" to go hot Vs you. Here I had a couple of F-14s harassing some North Korean Mig-29s. They have yet to go hot. Would be a nice feature (and maybe they will still at some point) that an unfriendly, computer-AI can go hot if it feels overly provoked.

You can do this.

Add an exclusion zone. If a unit violates the zone the contact will be defined as hostile or unfriendly. You can also filter by unit type.

Thanks!

Mike
TMP95
Posts: 177
Joined: Fri Nov 29, 2013 5:34 pm

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by TMP95 »

@Mikmyk - Thanks for exclusion zone tip -

Now, what about an "unfriendly" AI unit. If a Nation is designated "Unfriendly". Will they fire on you sometimes on their own (sans any need for making exclusion zones or other triggers).?
User avatar
Darojax
Posts: 588
Joined: Fri Apr 29, 2011 10:24 am

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by Darojax »

@Mikmyk - Thanks for acknowledging the issue.
Image
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by mikmykWS »

ORIGINAL: TMP95

@Mikmyk - Thanks for exclusion zone tip -

Now, what about an "unfriendly" AI unit. If a Nation is designated "Unfriendly". Will they fire on you sometimes on their own (sans any need for making exclusion zones or other triggers).?

No the value of the unfriendly posture is they do everything a hostile setting does but shoot. This makes for great cold war intercept missions where you don't want to be the first shooter.

There are a couple of ways you can cause things to shoot when they normally wouldn't

First use the exclusion zone and set the contact to be hostile. When the contact violates the zone it is ruled as hostile and mission logic treats it as such.

Turn Engage Hostile Targets ROE to on. This will causing things to shoot at any friendly/neutral/unknown or hostile target and is probably best suited for SAM sites.

User avatar
KewDok
Posts: 31
Joined: Tue Dec 17, 2013 10:13 am
Location: Norway

RE: Mark Targets Hostile, Netrual, Freindly or Unknown

Post by KewDok »

Thanks for letting us know that it is being worked on. I would love to mark the Biologics swimming around my mission as Neutral, so my ASW patrol won't keep pinging them to find out if it a threat or not.

Right now I have an Orion going crazy above a herd of whales, potentially missing out on real subs...
Post Reply

Return to “Command: Modern Operations series”