RE: Simulating sub comms diifficulty
Posted: Fri Oct 09, 2015 1:12 pm
Yeah, but this game goes from the 50's up...so there is not magic bullet.
What's your Strategy?
https://forums.matrixgames.com:443/
I remember one line from manual of Falcon 4.0. Something like, "Don't ask what they want, ask what they need to learn. If you want to build a simulator without any compromise, you end up building the aircraft itself". I like it very much. It is almost impossible to simulate all comm situation in combat, but some modifications may make the BEHAVIORS of units more realistic. For example, you could increase the range penalty for BVR AAMs so a blind shot at Rmax2 would miss most of time. That will force the players drop the idea of BVR hit and run at max range. Slight change of AI doctrine would force AI unit to engage air target at closer range, thus ensure they break lock only after the BVR missile go autonomous. Of course, you could leave the “maintain stand off” doctrine as it is, in this case, the air unit would not try to close in and shoot BVR missiles easily. If both sides maintained stand off, they won’t easily sprint in and pick a fight but monitor their opponents at a distance.ORIGINAL: thewood1
Did you read anything I wrote...it is exactly the opposite of that. You can create one of the most realistic commercial-grade naval comms sims if you want. SO you are basically saying that unless every comm situation is modelled for every unit, its not worth using as a simulator?
If you want realistic, start the game and use only the message window with most of the messages turned off to run it. Or better yet, sit in a dark and hot room and just have a friend print out messages and deliver them to you.
ORIGINAL: thewood1
I suspect you aren't understanding anything I am saying.