Team Dido, 1964 -- new beta for testing

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Mgellis
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Team Dido, 1964 -- new beta for testing

Post by Mgellis »

My newest beta, a small Cold War scenario pitting British forces against Indonesian ships and ground facilities in 1964.

Please let me know what you think. Suggestions, observations, etc. are all welcome. Thanks!

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Coiler12
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RE: Team Dido, 1964 -- new beta for testing

Post by Coiler12 »

Played it.

The surface element takes some doing, but wasn't too hard. The bombardment was difficult-hundreds of rounds, very inaccurate, no targets destroyed, and one of my frigates got hit bad when it moved in too close. Thankfully, the crew did their job.
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Mgellis
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RE: Team Dido, 1964 -- new beta for testing

Post by Mgellis »

Any other thoughts on this one, or is it ready to submit to the Community Scenario Pack? Thanks.

Pergite!
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RE: Team Dido, 1964 -- new beta for testing

Post by Pergite! »

Nice little scenario as always Mgellis.

When I launched my helo it managed to within a couple of minutes ID (by observing very weird manoeuvring of contacts) and subsequently draw all Indonesian surface combatants to it like moths to a light. They kept following that Wasp around in vain at flank speed trying to catch up to it in order to ID it, completely losing track of that they actually should be looking for the British surface ships as well.

Since its such a small scenario I would suggest some micro management: On way to solve this is to set up an exclusion zone where the patrol area is today and in it excluding air contacts, while surface contacts are to be designated hostile. Then make two new small exclusion zones (= efficient AA range -10% or something) fixed to the Indonesian ships where air units indeed are included, which means that the Indonesians will open up and pursue only when the helo is within weapons range.

Cheers!
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Randomizer
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RE: Team Dido, 1964 -- new beta for testing

Post by Randomizer »

This is a fun little scenario and while I did not observed what Pergite! saw regarding the AI behaviour, it is perhaps because I might have approached the problem a bit differently in how I used Dido's helo. Of course generally anything that helps the AI helps the scenario but even as is Team Dido 1964 is probably ready to bottle and ship.

Well done and Thanks.

Over on the developer's forum I submitted a feature request to allow different sides to show as the same name to the Player; so for example you could have different Indonesia's with different postures and could only tell the difference by their actions. I would submit that a scenario like this could benefit if that sort of fog-of-war sleight of hand was available in CMANO as a design tool.

-C
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Mgellis
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RE: Team Dido, 1964 -- new beta for testing

Post by Mgellis »

Any other comments, suggestions, etc.? Or is this ready to submit to the Community Scenario Package? Thanks.
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