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Multi-unit triangulation on passive contacts?

Posted: Fri Dec 14, 2007 9:33 pm
by MarkShot
In terms of resolving bearing only passive contacts:

(1) Does the game automatically combine data from multiple platforms to triangulate?

(2) If yes to #1, does the game do such triangulation even when the passive detectors are submerged subs which in principle are out of contact with the rest of the comm net?

Thanks.

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I know H3* allows the player to decide how real he wants his subs to be. Effectively, you can order your subs out of contact with you by diving (and not know what they are up to). Are there any behavioral concessions made in HCCE in this area in terms of gameplay mechanics or is this aspect of sub warfare simply ignored?

* By unchecking the AUTO DATALINK option under realism configuration.

Thanks.

RE: Multi-unit triangulation on passive contacts?

Posted: Fri Dec 14, 2007 9:38 pm
by TonyE
1) yes
 
2) yes
 
that said, it isn't as fancy as you hope, it is more the impact of multiple platforms from different angles narrowing down the detection, and less of some fancy coordination of event and information.
 
HC has no interest in placing player units outside of user control, so you could say it ignores that aspect of submarine warfare but really it ignores situational limitations in communications globally.

RE: Multi-unit triangulation on passive contacts?

Posted: Fri Dec 14, 2007 9:42 pm
by MarkShot
Yes, I understand the "global" aspect, but perhaps their impact is most profound when dealing with subs.

However, it does seem that many H3 vets play with AUTO DATALINK enabled. Would that be a correct assumption on my part regarding play styles?

RE: Multi-unit triangulation on passive contacts?

Posted: Fri Dec 14, 2007 9:52 pm
by TonyE
True, most H3 play is done with auto data linking, imho mostly because the player feels (with good reason) that he is far more capable of handling each unit than the AI is.  That is one of the things with H3 to watch, from a development perspective there is a desire to make the player more a commander and less a pilot/captain/SAM button pusher.  Making that move alienates a lot of players unless that AI is incredibly capable.  Using H3 in a military training capacity you would like your overall battle area commander to give the broad orders, not be manipulating a single plane to avoid being shot down by AAMs. 

Anyway, something to watch as the products continue their evolution.  I for one am happy with what HC gives me, I want a logistics model long before I want a 'realistic' comms network.