Ship unit proficiency

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SunlitZelkova
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Ship unit proficiency

Post by SunlitZelkova »

When building a scenario, I've heard that one measure of how to apply a baseline proficiency to a side is to correlate the five proficiency levels in the game (novice, cadet, regular, veteran, and ace) to average flying hours for pilots. This is for aviation-oriented scenarios of course. Novice might represent one of the worst air forces in the world (like the KPAAF, average 15-25 flying hours per year), cadet representing a conscript air force (like the Cold War VVS, 100-120 hours a year), regular representing a well-trained professional air force (modern PLAAF, 200 hours a year), and veteran and ace being reserved for world-class air forces with rigorous and intense training regimes (USAF, 250 hours a year). From there, individual units can be tweaked and adjusted to give units more personality and character, or to accurately represent their skill level (for example, some Soviet units would be just as well trained as their USAF counterparts, even if the majority were not).

But what about deciding the unit proficiency for ships? I'm not sure what a good metric for that would be. Would the amount of time vessels spend at sea be a good measure? With the US Navy having "veteran"-like proficiency on account of their constant globe-trotting deployments, Russia at a lower level, and North Korea perhaps representing "novice" (assuming they get as little or worse training than their air force comrades).

I'm curious to hear if experienced scenario designers have any set system for figuring out a standard, or if they do it on a more ad hoc and case-by-case basis.
"One must not consider the individual objects without the whole."- Generalleutnant Gerhard von Scharnhorst, Royal Prussian Army
BDukes
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Re: Ship unit proficiency

Post by BDukes »

Very sticky and not sure exactly where it is in the documentation. I suspect this is so subjective we'd have a string looking like the Pak Defense and Bharat Rakshak forum strings asking who won :shock:

Here is another way you can manipulate it without being locked into what each proficiency level does but can turn the crank on detection, targeting, and evasion. Suppose if I was posting up for the mob I'd add a note that I did it and why.

--Lower Values are Better. These are modified by proficiency and combat system in game.
local unit = SE_GetUnit({guid='myunitguid'})
unit.OODA = {detection = 9000, targeting=10, evasion=5}

Mike
" You have to be realistic about these things." ~Logan Ninefingers
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