Page 2 of 2
RE: Coordinated Attacks
Posted: Fri Feb 28, 2014 7:48 pm
by CommanderNimitz
I made a simple formula that can be used for making coordinated missile strikes. I'll post it here when I get home later.
RE: Coordinated Attacks
Posted: Sat Mar 01, 2014 1:56 am
by CommanderNimitz
Here it is: S = F x 60[(d/r)-(d1/r1)]
S=launch time of second missile (type)
F=launch time of first missile (type)
d=distance to target of first missile
d1=distance to target of second missile
r=speed of first missile
r1=speed of second missile
RE: Coordinated Attacks
Posted: Sat Mar 01, 2014 1:07 pm
by guanotwozero
ORIGINAL: Sunburn
Tornado's developers (DI) had stated in an interview that the sim's mission planner was the bit "that drove them absolutely lunatic" (quoting from memory). So not sure we want to emulate that development _too_ closely [:)]
Not tried Tornado, though I was reasonably impressed with Falcon 4's mission planner. It really only handled a single formation at a time, though.
It strikes me that the main coordination part of a multi-formation strike planner will be relatively straightforward, albeit a ton of work. However, the tricky part will be how to cope with in-game events that affect components of the missions.
An example: four formations are flying from different bases to a RV point, whence they will sequence to the target. All four are needed to fully complete the mission. One of the formations encounters a threat while en route to the RV - what should happen?
Doubtless different players will have different opinions based on the relative threat level, importance of mission, ability to deal with threat, etc. Maybe the easiest way to handle it is just to alert the player and let them decide, but then that leaves the AI side without a response plan for such events.
So yeah, I can see it could be a tough one...