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[DONE] Montevideo Reach (1973) -- New scenario for testing

Posted: Sat Nov 23, 2013 12:41 am
by Mgellis
A new scenario for testing...

It is 1973 and Uruguay has had a coup. The Soviets are sending a task force...their intentions are unknown, but the United States has hastily organized a task force of its own, centered on the Guadalcanal, and sent it to Montevideo to make sure the Soviets do not set up a blockade or do anything else unacceptable.

I'm looking forward to seeing what people think. Thanks!

(NOTE...as of 4:44 on 11/23 a new version has been uploaded. The Soviets are a little more capable and a little more lethal, this time, I think. Enjoy!)

(NOTE...as of 10:19 on 11/24 a new version has been uploaded. A few minor changes--I added names to the Soviet vessels, etc. One change that might make a difference is I unclicked the "maintain standoff distance" radio button for the Soviet ROE. This seems to make them a little more aggressive.)


(Note...as of 3:31 PM on 11/29/13, rebuilt with the database for Build 469)


RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Sat Nov 23, 2013 9:10 am
by Russian Heel
Mgellis:

First off, I like your scenarios, they usually have an interesting premise. This one is no different, the unlikeliness of it is of no consequence to me but I could see where a few players might find it 'unrealistic' or something. But they should look past that because at its heart this is a fun little low to medium complexity early 70's ASW/ASuW scenario. I think it has a good balance of forces., but there is some behavior with the Soviets and the Uruguayans you might want to look at.

First, as for Uruguay they launched an S-2 which found the Kresta, orbited it and was shot down. Uruguay immediately responded by launching another S-2 to orbit the Kresta and be shot down. It's the computer logic to do with the mission I think. I didn't look in the editor to confirm but maybe assign each Tracker to different missions so they don't act like lemmings.

For the Soviets - I didn't see anything wrong with the submarine behavior that was the most challenging part of the scenario, I never killed a sub, the Uruguayans killed a Whiskey but the Whiskey got the destroyer that killed her (him in Russian.) However, the surface group was a different story. After the Kresta shot its 4 SSMs at Guadalcanal (Little Rock downed them all) the Kresta went to a station and sat there with the Kotlin. I moved the Little Rock forward into gun range, Only the Kotlin engaged me and the Little Rock sank both with naval gunfire, the Soviet ships didn't do anything evade me. I know that once the Kresta shoots her SSMs she is pretty useless in an ASuW role, but she should do more than sit and die.

I'm not sure the Soviets have the forces to defeat the player. This needs some work, but I had fun right up until I understood the Soviets were sitting there waiting to die. Lots of potential with this one, I'd suggest adding a Soviet ship that can shoot it out with the Little Rock, maybe a Sverdlov?

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Sat Nov 23, 2013 10:37 am
by Mgellis
Thanks for the feedback.

Yes, I've noticed the AI does some questionable things. (One trick I've learned...you almost never want to set an AI-run side as treating someone else as "unfriendly." It will relentlessly send units to orbit the units of that side, but not do anything else. I suppose this is useful if the goal is to get into an exclusion zone as the AI units are now in a position to start shooting when its posture switches from unfriendly to hostile, but I'm not sure what else it is good for.) If all you want is to have it patrol an area, and move from contact to contact, it should treat other sides as neutral or hostile, but not unfriendly.

Yes, setting up separate missions for the Trackers might work. I'm not sure it will do any good, but I will have to try that out. Thanks.

The Soviets probably do not have the surface forces to defeat the player. What they do have is submarines. There's more than just a Whiskey out there. :) I figured that would be enough, but maybe they do need a little more help. Again, thanks.






RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Sat Nov 23, 2013 4:10 pm
by JCR
The passive behaviour of the russian ships when attacked by surface is due to the bug/feature of Command that ships not assigned to ASuW missions will not defend themselves against surface attack.

I had the same. I sank the destroyer with my SSN but the Kresta sped away from it, so I used Little Rock to intercept it. It just sat there and took 5 and 6 inch shells without ever doing anything :(

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Sun Nov 24, 2013 12:22 pm
by Mgellis
Just posted a new version...some tweaks, including changing the Soviet ROE so that ships will no longer automatically maintain standoff distance, which I think makes them act a little more aggressively. I hope people like it. Is it ready for the Community Scenario Package or is there anything else that needs to be done with it?

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Wed Nov 27, 2013 9:15 pm
by Mgellis
Anyone have any more thoughts on this one? Is it ready to be submitted to the Community Scenario Package for consideration? Thanks.

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Wed Nov 27, 2013 9:35 pm
by mikmykWS
Hi Mark

Implemented a sea control mission that allows units to attack surface and subsurface targets in a defined area.

D also implemented an ROE that you can turn on/off that allows units to target everything or just what their missions specify.

So you may want to hold on this one.

M

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Thu Nov 28, 2013 2:48 pm
by Meroka37
I'm preparing next Community Scenario Package, played the scenario and looks good to me, let me know if you want to include it now or wait for next editor improvements.

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Thu Nov 28, 2013 4:43 pm
by Mgellis
ORIGINAL: Meroka37

I'm preparing next Community Scenario Package, played the scenario and looks good to me, let me know if you want to include it now or wait for next editor improvements.

Let's hold until the next public beta...it sounds like there might be some changes that would improve the scenario. Thanks.

RE: Montevideo Reach (1973) -- New scenario for testing

Posted: Fri Nov 29, 2013 5:34 pm
by Mgellis
Updated for Build 469 and new version uploaded. Miguel, if you think this one is ready, please consider it for the Community Scenario Package. Thanks.