Call to try long duration scenarios

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CCIP-subsim
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RE: Call to try long duration scenarios

Post by CCIP-subsim »

ORIGINAL: mikkey
ORIGINAL: hellfish6
... DD commander who has to spend 3-weeks on patrol off RVN doing NGFS or VBSS/whatever/etc. Or an FFG captain in the Tanker Wars for a month.
These are very interesting ideas for long time scenarios.

I was thinking of doing something along these lines, actually! Just need to find a bit of research on that. As I said, long-term scenarios offer a lot of possibilities for very low-intensity scenarios to be made interesting. I also thought of the other way and, with some Lua trickery, making a scenario where you play the pirates and have to dodge or bluff your way out of confrontations with warships while capturing high-value shipping :)

Another one that I would like to do is relatively low-intensity air operations - for example enforcing a no-fly zone, or commanding a single squadron/air wing for operations in Mig Alley in Korea.
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hellfish6
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RE: Call to try long duration scenarios

Post by hellfish6 »

I'd be a bit hesitant to do something air-centric at the moment, until we get something like an aircraft maintenance effect system (not a full-fledged maintenance simulator, mind you, but something that allows the player to deal with delays/changes to air ops caused by maintenance issues). I've been a part of real-world air ops in the past and every day something happens to delay, abort or cause changes to an air campaign, even among the best airforces in the world. In other words, aircraft experience in-flight emergencies that require aborts, or random chances for maintenance failures/issues that disrupt the normal aircraft ops cycle - doesn't have to be detailed, but just like some kind of failure table that you roll against every time you launch an aircraft, modified against sortie rate (the more times you launch that aircraft without a maintenance stand-down, the more likely the failure) and maybe side proficiency (better air forces do better maintenance). There are reasons why a carrier in the real world only does X number of sorties a day when it could physically actually launch far more. And also reasons why beloved planes that are maintenance hogs (F-14) are retired before they are obsolete.

not sure if LUA scripting permits anything like that.

I'm sure the C:MANO devs have a plan to address all of this in the future. Hell, you could probably make a whole game out of just dealing with Air Tasking Orders for an air campaign (Flint 15 experiences IFE, has to divert. You failed to slot in a CSAR team to secure the aircraft at the divert location. Flint 15 is arrested by local authorities. Game over.)
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Yeah lua can do this.

Mike
Rudd
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RE: Call to try long duration scenarios

Post by Rudd »

ORIGINAL: hellfish6

I'd be a bit hesitant to do something air-centric at the moment, until we get something like an aircraft maintenance effect system (not a full-fledged maintenance simulator, mind you, but something that allows the player to deal with delays/changes to air ops caused by maintenance issues). I've been a part of real-world air ops in the past and every day something happens to delay, abort or cause changes to an air campaign, even among the best airforces in the world. In other words, aircraft experience in-flight emergencies that require aborts, or random chances for maintenance failures/issues that disrupt the normal aircraft ops cycle - doesn't have to be detailed, but just like some kind of failure table that you roll against every time you launch an aircraft, modified against sortie rate (the more times you launch that aircraft without a maintenance stand-down, the more likely the failure) and maybe side proficiency (better air forces do better maintenance). There are reasons why a carrier in the real world only does X number of sorties a day when it could physically actually launch far more. And also reasons why beloved planes that are maintenance hogs (F-14) are retired before they are obsolete.

not sure if LUA scripting permits anything like that.

I'm sure the C:MANO devs have a plan to address all of this in the future. Hell, you could probably make a whole game out of just dealing with Air Tasking Orders for an air campaign (Flint 15 experiences IFE, has to divert. You failed to slot in a CSAR team to secure the aircraft at the divert location. Flint 15 is arrested by local authorities. Game over.)
Not exactly what you're asking for but wouldn't the 'sustained' air ops tempo(20hr ready times), with different ready times at the scenario start, be a simple solution to simulate some of the above concerns.
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Hi Guys

Looks like MichaelM has provided a lua idea for resupply.

http://qa.commandmodernairnavaloperatio ... e-resupply

Mike
USSInchon
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RE: Call to try long duration scenarios

Post by USSInchon »

That is exactly what I was looking for. I have a mission that simulates a deployment to a FOL. However, the only way I was able to simulate the delivery and resupply of munitions was to teleport the ammo dump to the base from another location. As for a longer duration mission, I have a few that I am working on that are going on 4-7 days. In building these longer missions, I feel sometimes it is difficult to find things to keep the player interested between major events. It may be my ADHD that is getting the best of me though.
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Added a request for a new lua function/method that might be more efficient.

Mike
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Gunner98
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RE: Call to try long duration scenarios

Post by Gunner98 »

OK
Built a long scenario to test: Northern Fury 12.6 The Longest Battle. tm.asp?m=4086126&mpage=1&key=&#4086126

It's not really finished yet but it will take some time to get it right. It's also big so may not be ideal for what you were wanting, but I got carried away [:'(]

Enjoy.

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/
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Anything helps. Thanks!

Mike
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Just to follow up. Perfect example. Thanks!
zclark
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RE: Call to try long duration scenarios

Post by zclark »

I concluded an 11 day long campaign. It primarily was an air land battle but had surface and sub-surface naval elements as well. I ran out of targets late morning on Day 3 after about 4,800 sorties were flown.
Included in the 1,000+ enemy land targets were 8 air bases. I noticed that none of the air base facilities ever initiated repairs even when there were messages saying a facility was fully repaired. A full week had gone by since the bases were struck and tarmacs, runways, etc still showed the same level of damage 7 days earlier.

I mirror what some have already said they would like to see in the future such as maintenance issues, crew fatigue, reinforcements, and resupply. Any of these that can become part of the main UI and not Lua would be great. Scripting is something I just have had a hard time wrapping my head around.

Again, great program and I look forward to seeing it continue to evolve.

mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Thanks do you have a file somewhere showing the air base issue? If so please do send.

Mike
zclark
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RE: Call to try long duration scenarios

Post by zclark »

Attached is a scenario I built to test facility damage behavior. Once all targets were heavily damaged or destroyed, I deleted BLUFOR forces to speed up time acceleration. I also included a snapshot a month after the initial strikes took place to show what facilities remain. It doesn't look like any of them made any progress repairing themselves during the month the scenario ran.

I look forward to your feedback.
Attachments
AirbaseDamageTest.zip
(700.97 KiB) Downloaded 13 times
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

Thanks. Having our programmers take a look.

Mike
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Mini_Von
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RE: Call to try long duration scenarios

Post by Mini_Von »

Here are a few ideas for increased scenario length. I think more units in a scenario will help lengthen the game.

Would it make sense to be able to filter (toggle ON/OFF) different unit types? We could add many more units per scenario without dragging the performance down.

Example: Maybe you could have 15 detailed airfields in the scenario but only display them when needed. I'm not sure if just having the units in the scenario decreases performance or if displaying them adds to the decrease in performance.

Or would it make sense to use groups for detailed airfields. 1 airfield icon (group view) could be toggled with a detailed (unit view) which would show all items attached to the airbase?

I am not a programmer and I have no idea if this might help, just throwing out some ideas.
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

ORIGINAL: Mini_Von

Here are a few ideas for increased scenario length. I think more units in a scenario will help lengthen the game.

Would it make sense to be able to filter (toggle ON/OFF) different unit types? We could add many more units per scenario without dragging the performance down.

Example: Maybe you could have 15 detailed airfields in the scenario but only display them when needed. I'm not sure if just having the units in the scenario decreases performance or if displaying them adds to the decrease in performance.

Or would it make sense to use groups for detailed airfields. 1 airfield icon (group view) could be toggled with a detailed (unit view) which would show all items attached to the airbase?

I am not a programmer and I have no idea if this might help, just throwing out some ideas.

You can add and remove using lua. Done this a couple of times already and works pretty good.

Thanks for adding this!

Mike
USSInchon
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RE: Call to try long duration scenarios

Post by USSInchon »

That resupply script command works great, just remember to make it not automatically detectable. As I am embarking on creating a 21 day mission, is there a way to change the homebase via a script or trigger?
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Dysta
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RE: Call to try long duration scenarios

Post by Dysta »

Actually, I have a huge military drama-esque, near-future (2020s) Nuclear Holocaust which is involved with two main characters from US and China, doing their own campaigns when their own commissioner/commissar died during the direct assault at western pacific sea, and both gone rogue to do their own objectives.

My estimated series of scenarios be around 6 to 8, with two different endings from player's decision. Each may last around 1-8w consider their logistics. Not just involved with lots of advance weapons (with customized weapon mounts and loadouts), but also some extremely unique asymmetrical tactics, some even breaking the Geneva Conventions to do much worse damages than expected.

And in between each chapters of scenarios will have text-only stories when not fighting, focusing on character developments and understand everything behind the war.

This might takes a year to finish because most of them will involved with huge amounts of units, scripts and such. I can propose the idea first to see if anyone is interested.

Nothing relateive to the recent war story called Ghost Fleet, or anything that bolster the fate and hegemony from both nations. They are just rogue admirals doing their own vengeances.
mikmykWS
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RE: Call to try long duration scenarios

Post by mikmykWS »

ORIGINAL: Dysta

Actually, I have a huge military drama-esque, near-future (2020s) Nuclear Holocaust which is involved with two main characters from US and China, doing their own campaigns when their own commissioner/commissar died during the direct assault at western pacific sea, and both gone rogue to do their own objectives.

My estimated series of scenarios be around 6 to 8, with two different endings from player's decision. Each may last around 1-8w consider their logistics. Not just involved with lots of advance weapons (with customized weapon mounts and loadouts), but also some extremely unique asymmetrical tactics, some even breaking the Geneva Conventions to do much worse damages than expected.

And in between each chapters of scenarios will have text-only stories when not fighting, focusing on character developments and understand everything behind the war.

This might takes a year to finish because most of them will involved with huge amounts of units, scripts and such. I can propose the idea first to see if anyone is interested.

Nothing relateive to the recent war story called Ghost Fleet, or anything that bolster the fate and hegemony from both nations. They are just rogue admirals doing their own vengeances.

Sounds great.

More interested here on game mechanics etc. though so if you could keep the discussion focused on that instead of your crusade against Western bias that would be useful.

Thanks!

Mike
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michaelm75au
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RE: Call to try long duration scenarios

Post by michaelm75au »

IMHO, long scenarios don't have to have hundreds of units. While interesting (and nothing against the great NF12 scenario), all that really does from my own perspective is probably slow down the program, and cause long term memory issues (hitting the 32-bit limit).
A long duration game with fewer units, like the convoys across the Atlantic (very much like that in the NF12 scenario) with a limited play field between continental US and Europe/Med, could still be manageable and exercise this new functionality.
Michael
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