musurca wrote: Mon Feb 06, 2023 3:48 am
If I can summarize your arguments against this (and correct me if I'm misrepresenting anything):
1) You don't care for really big scenarios;
I think that's missing my point. My point is that if a scenario grows too large it's no longer realistically represented by CMO. It's the wrong game. At it's most extreme, The POTUS, for example, doesn't care what the WEZ of a given missile looks like, nor does he care how an aircraft of a given RCS will interact with a radar in a given frequency band, with a given power output. They just don't. That's someone lower on the totem pole's problem. He's not planning ingress routes, and probably not even picking targets (unless you're President Johnson in 1968, planning the Rolling Thunder Campaign from the oval office, a practice that is universally reviled as exactly NOT how to wage an air war). This is all the substance CMO. CMO doesn't make sense for someone commanding the entire US military. It becomes silly. It hits peak realism somewhere far below that level.
2) A lot of scenarios aren't wisely designed, so who cares about updating them;
And I would group megascenarios in that group. Just because it runs doesn't mean it's a good idea.
3) We should tune all worthwhile scenarios by hand instead of using a default rule;
Yes. If you don't understand why the shot distance is what you're choosing it to be, then you probably shouldn't be picking it.
4) We shouldn't delegate decisions to computer programmers;
Ideally not if that decision means locking you into specific tactics that reasonable people choose differently.
5) There are no shortcuts and it would be better for everyone to study the database for hours before embarking on a scenario.
That's called "planning." People in the war business do that. If it's supposed to be a warfare simulation, you should too. You'll probably do better.
I'll skip over #1 and #2 because I think you can see that's a matter of opinion, no?
Maybe, but it's a pretty well reasoned opinion, with a lot of professional experience behind it. Just because something is an opinion doesn't mean you should discredit it.
Regarding #3, there are currently 575 scenarios in the Community Scenario Pack alone, so I'd argue that tweaking all of these by hand, even if you only did the 'wisely designed' ones, wouldn't be a practical approach.
Maybe, but I doubt all those scenario receive equal playtime. Popular scenarios should be adjusted first, and less popular ones should not be prioritized.
#4: We delegate decisions all the time in CMO! For example, we set an engagement doctrine because we don't want to micromanage the waypoints for each aircraft when they enter combat. If you're a person who absolutely doesn't want to do this, there are probably some great tabletop air-combat simulations for you. But we are here, in CMO.
That's true, but they've taken great pains to provide many options to affect the behavior of the AI so that it avoids locking players into one specific tactic. If, by delegating a decision to the programmer, you're forced to play with what you believe to be "correct" tactics (which I can tell you, if it's in the public domain and not historical, it's probably either wrong or a lie), then it's something that you shouldn't be delegating.
#5: There are INDEED shortcuts. Here is one of them: I just wrote a Lua script called BETTER_BVR (attached below) that you can run on any scenario, and will set the WRA for BVR weapons to a value that makes much more sense than NEZ for the given circumstances, using the 'most dangerous range' approach you laid out earlier. I'm not arguing that this is the BEST solution (please improve it!) but it yields much more lifelike BVR tactics and behavior by default, and gives players a good starting point for further customization.
I use LUA to enable the AI to behave more realistically too. I'm not sure that's a shortcut, though. The scripts I use for one country might be entirely different from the scripts I use for another. It's also important to recognize most players do not use LUA. Most players won't even do math, hence there was a push for an "autoplanner" or whatever. But, that's a very nice script. I wouldn't use it, but do what you think is good. I don't think that an "insert script here" approach is wise. The best way to use LUA is when there's behaviors that are more specific than can be represented by a single "one size fits all" approach. Maybe, for example, you have a historical document suggesting that SAM tactics in China aren't the SAM as they were in Russia in the same time period. You could use scripts to cue radars and missiles reflecting to reflect those differences.
I'm not really sure that your script is really that much of an improvement over the existing logic, though. Why 2/3s? What if your sensor range is longer than that and his sensor range is shorter than that? You can't shoot what you can't see. You might get an improvement in lethality with no decrease in survivability by closing shorter than that? Without looking at it on a case by case basis, you don't know. The engagement timeline is dictated by more than just the range of the weapon, it's also dictated by the sensor performance. Your script doesn't do that.