Best Smaller/Less Violent Scenarios?

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stilesw
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RE: Best Smaller/Less Violent Scenarios?

Post by stilesw »

Especially sometimes if I put a building on the map somewhere, like maybe in the general vicinity of where I USED to work...just to watch it go POOF/GONE!
Scott,

Right on!
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Kushan04
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RE: Best Smaller/Less Violent Scenarios?

Post by Kushan04 »

ORIGINAL: 1nutworld

This is a military/war simulation, why in the world would we want "less weapons" and "violence"? [X(]

Maybe I'm just weird but sometimes I throw up a BUFF into the air with a Nuke on it and just say ok, let's make things go boom and sizzle. Especially sometimes if I put a building on the map somewhere, like maybe in the general vicinity of where I USED to work...just to watch it go POOF/GONE!

I've never never done or even thought about doing that... [:-][;)]
KnightHawk75
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RE: Best Smaller/Less Violent Scenarios?

Post by KnightHawk75 »

ORIGINAL: Kushan04

One of the ideas I've had on the list(Gunners NF3 is were the idea started to form) is a USCG scenario set in either the Caribbean or Alaska. Caribbean would be anti-drug operations mostly, some fishery protection, and random event such as ship catching fire and needing rescue. Alaska would be SAR either trying to find and rescue lost hikers along the coasts or rescuing Barents Sea fisherman. Would be no combat at all in either of them. Didn't think there would be much interest in a no combat scenario.

That's funny cause I had a similar prototype scene started just after CMO came out, with crab boats where you had to drop and pickup pots, complete with timers on each 'pot' (seafloor sosus unit, was considered a string), where the location as well as temp\depth\timer + some randomness generated if you got some crab in your pots, and how much. Each boat had a quota to fill and a capacity and cannery off-load\port dates to meet, along with random chances for a mishap (damage\fire\flood\over-board|injury\sinking) happening where coast guard assets would come into play. Lots of Lua and special actions to to make it function.

The POC scene (maybe 33% done) was obviously called 'Deadliest Catch', and was just to see 'could it be done?', I lost interest quick in developing\finishing it cause I figured I'm the only nutjob that would be interested in playing a crab fishing sim inside CMO and even I wasn't 'that' interested. [>:] Also still had a ton of scripting work left to do\redo for making it very re-playable and add some automation to the fishing itself so I could just watch it run by itself to some degree. But I did get the answer I wanted with the proof of concept, it could be done. Now that I'm reminded of it, it's probably a little easier to do now with some of the bug fixes and recent additions to lua. Along the same lines I was screwing around a little the other day with an airline company\tycoon sim concept, but again started to wonder why am I doing this other than just to see if I can? [&:]

jimbursch1
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RE: Best Smaller/Less Violent Scenarios?

Post by jimbursch1 »

How does CMO measure up as a civilian air traffic control simulator? Has anyone tried to model the ATC problem of 9/11?
KnightHawk75
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RE: Best Smaller/Less Violent Scenarios?

Post by KnightHawk75 »

ORIGINAL: jimbursch1

How does CMO measure up as a civilian air traffic control simulator? Has anyone tried to model the ATC problem of 9/11?
I haven't tried that specifically (9/11 scene), I bet someone probably has though. I swear some time ago someone had a ATC focused scenario, can't remember if I saw it here or years ago on steam workshop or something. But a 9/11 and 4100'ish aircraft units (I think it was figure close to that) scene not counting airports would probably crawl on my old system till I got the first 1000 landed, and trying to check fuel status on 1000's of planes and constantly checking remaining estimated airport capacity (how many of x size unit can I fit in x size hangers, doesn't strike me as fun (I like logistics challenges..but not that much), though maybe abstract some of it with single units and automate some of the estimation via SA's to generat capacity reports on selected airport perhaps.

As for ATC sim in general idk exactly what you mean,I assume you mean more game oriented and not professional use, my ATC experience consists mainly of watch 'Pushing Tin' a couple times over the years.[:)] For getting planes back and forth in the game in general via say ferry missions i mean it works so long as you don't care much that they take shortest direct routes. If you're trying to get things to stay in or use air-corridors though you'll need to either manually direct them each via waypoints, or automate some of it via checking and maintaining extra state for each aircraft unit, trapping that a successful takeoff event has occurred, figuring out who said aircraft is\where it's supposed to be going (can be as easy as parsing missionname_xxx dest code) and assign the appropriate route\waypoints for them via the script based on where they are coming from (location of where it was last hosted on the ground which you have to updated upon trapping a landing event to keep updating to have for the next trip).

I don't think mid-air collisions are a thing in CMO (?) but you could probably do constant too-close at same altitude location compares to simulate it for added risk, but that's something that would have to run for every airborne aircraft against nearly every other airborne aircraft nearly ever second and that might get expense with enough aircraft. If you just want to play around with say directing randomly generated traffic near constantly appearing on the scope for a given area like say NY region with semi-random fuel loadouts and alternating among a dozen initially generated flight paths to the 3-4 major airports (assigned as their 'home base' at generation) and your job is to order\arrange them by fuel priority and then rtb each after you've already lined them up for approach, you could do that much easier. Throw in a random declared emergency here and there to help screw up your best laid plans too. :)
Francois5
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RE: Best Smaller/Less Violent Scenarios?

Post by Francois5 »

I was thinking of doing something similar to what P Gatcomb had done here: youtube watch?v=vnxk4Wfe8lQ
But adapted to the OEF (CTF-150) in the Northern Indian Ocean, where you have to fence the Somali pirates with a mix of frigates aircraft from Djibuti, and heavy commercial traffic around that doesn't cooperate.
Unfortunately, I am struggling with my first ever scenario built at the moment.
Twistedpretzel
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RE: Best Smaller/Less Violent Scenarios?

Post by Twistedpretzel »

Lightning Strike!

Depending on how you play you can end up going to war with all of Iran and Pakistan, just Pakistan, or win by just eliminating a small decently defended pocket of nuclear armed separatists. One of the first CMO scenarios I played and I continue to go back to it.

I also enjoy like Beyond Kashmir, but I am not sure if that would fit the definition of "small" or just "contained".
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1nutworld
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RE: Best Smaller/Less Violent Scenarios?

Post by 1nutworld »

ORIGINAL: Kushan04


I've never never done or even thought about doing that... [:-][;)]


It probably means you are on the whole, a better individual than I am, Kushan! [:D]
USS Dwight D. Eisenhower (CVN-69) 1990-1994.
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Mgellis
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RE: Best Smaller/Less Violent Scenarios?

Post by Mgellis »

ORIGINAL: Kushan04

One of the ideas I've had on the list(Gunners NF3 is were the idea started to form) is a USCG scenario set in either the Caribbean or Alaska. Caribbean would be anti-drug operations mostly, some fishery protection, and random event such as ship catching fire and needing rescue. Alaska would be SAR either trying to find and rescue lost hikers along the coasts or rescuing Barents Sea fisherman. Would be no combat at all in either of them. Didn't think there would be much interest in a no combat scenario.

I think the trick here would be to make "non-combat" both as much "fun" as combat (i.e., the player gets an obvious "reward" for doing something right) and as "easy" as combat (i.e., it fits into the game more seamlessly). You can model some of these things by having one ship get real close to another ship (e.g., boarding operations) but it's a bit clunky, requires a small amount of setting up lua scripts, doesn't always work properly anyway, and even if it does work, I think it can be hard to make it as satisfying for the player as combat is.

I don't know how much work it would be to set this up but we really need menu-level options for "Boarding Action" (success would cause an asset to change sides) and "Non-Lethal Attack" (which could model shots over the bow, fire hoses, etc.; maybe success would trigger a return to port--if there is one--or a change of side, if there is no home port for the unit). Give players more control over doing things like this and make it easy to do them.

There should also be appropriate sound effects. Gunfire for boarding actions. Ship's horn for non-lethal attacks.

Anyway, my two cents on the issue.

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