When Radar A is destroyed (and this one is deep in the defended zone and the only one radiating)
Radar B, EW jammer A, SAM A, B, C & D Turn ON - and hopefully they are behind the HARM shooter [8D]

Moderator: MOD_Command

ORIGINAL: ColonelMolerat
Gunner - now that's just CRUEL!!
Primarchx - from what I understand in that blog post is that any unit that loses comms will act as though it were on a different 'side' - it doesn't report its position (so you can only see it with radar, etc), you can't control it, and it only does what it was previously told to (eg, it will follow a mission it was given, but if it wasn't given a mission or waypoints, it will loiter uselessly).
Lua scripting.ORIGINAL: Dan109
How will comms loss be affected for submarines, which typically will go deep when transiting to a patrol area?
Up to the scenario designer.Will they go back to comms depth every so often? Even if they have the doctrine enabled to investigate a contact, I would think they would want to communicate that contact before proceeding (in case they are sunk).
Again, it's up to the scen designer to dictate that behavior.What about Patrol aircraft, they should periodically report in if they determine there is an area in which comms are jammed.
Then it's a good thing we made it an optional feature, yes?This is a great and bold feature, I just see lots of problems with units going off the grid and dying like fools.
Let's take the submarine as a simple example. I set the course, in a simple one direction vector. I then manually tell the sub to go to max depth. At some point during the decent, the sub loses comms. So what happens? The sub continues to dive, going to that single way point I described, and just sits at the bottom of the ocean until the end of the scenario? Will I be forced to make an ascent back to comms way point every single time I move the sub deep??
ORIGINAL: Dan109
Sounds like a pretty hollow feature, if the scenario developer has to do 100% of the logic behind what happens when a unit goes out of comms, including units for the human player. So I take that the comms breaking therefore can't be used with older scenarios (including ones created by the devs) unless the scenario designer specifically coded it to handle this. That's a shame, I would fully expect a few doctrine options for a unit. Example, for a sub, to come back to comms depth every 2 hours. Things with reasonable defaults that are conservative so units are not lost foolishly. Yeah, now I see why there is an option to enable/disable this feature.
ORIGINAL: Dan109
Sounds like a pretty hollow feature, if the scenario developer has to do 100% of the logic behind what happens when a unit goes out of comms, including units for the human player.
ORIGINAL: Sunburn
ORIGINAL: Dan109
Sounds like a pretty hollow feature, if the scenario developer has to do 100% of the logic behind what happens when a unit goes out of comms, including units for the human player.
You may want to re-phrase that.
There is a whole paragraph here ("...and Effects") explaining what happens when a unit goes off-grid and also what happens when the unit re-joins its parent side's comms network, including the very complex process of merging its private contact information. This is the mechanics side.