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Ship SAM over usage, a simple fix.

Posted: Sat Dec 13, 2014 11:48 am
by tommo8993
One of the things that bothers me is that my ships use too much SAMs. When in automated firing they fir 2 missiles at each target until the target is destroyed. The main problem is that if the first missile(missile 1) misses the ship automatically fires another missile. But if the second missile that is very very close behind does hit it, we have wasted the replacement for missile 1. So for every target we waste 1 missile.

Would a simple fix be to put a 3-4 second delay between a missile missing and another one firing?

RE: Ship SAM over usage, a simple fix.

Posted: Sat Dec 13, 2014 3:18 pm
by Patmanaut
I guess LUA will take account of the issue. In the meantime, you can resort to cancel AI attacks an do it manually.

RE: Ship SAM over usage, a simple fix.

Posted: Sat Dec 13, 2014 4:32 pm
by mikmykWS
Yeah its one of the one's we'd like to fix. We're about to test a fix soon with an upgrade to salvo logic but we are also slowing down a bit for the holiday.

Thanks!

Mike

RE: Ship SAM over usage, a simple fix.

Posted: Sun Dec 14, 2014 8:28 am
by LuckyJim1010
SLOWING DOWN FOR THE HOLIDAY !!!!
It's not like you have been doing anything lately.
Oh wait...

Have a well deserved slow down, washed down with long slow drinks.

RE: Ship SAM over usage, a simple fix.

Posted: Sun Dec 14, 2014 5:27 pm
by gbethel
There are two SAM allocation numbers coded in the database for each SAM. One for bogeys and another for vampires. Pretty sure these numbers is what drives the usage of SAM's.

I would prefer if the player could set SAM allocation as a variable in the RoE settings.

RE: Ship SAM over usage, a simple fix.

Posted: Sun Dec 14, 2014 7:01 pm
by mikmykWS
That's the direction we're going with a wide range of options for players. Its currently being tested now and we'll be posting on it once 1.07 takes shape.

Mike

RE: Ship SAM over usage, a simple fix.

Posted: Mon Dec 15, 2014 12:28 pm
by ScottGridley
What's the official doctrine of number of SAMs to launch at a target within range (for USN)? I would guess, and I'm no expert, that the number of "birds free" would be scaled based on threat level and distance factored by reliability of the platform against the threat type.

RE: Ship SAM over usage, a simple fix.

Posted: Mon Dec 15, 2014 1:27 pm
by mikmykWS
Hi Scott. In short that's classified/unpublished but we can make many assumptions based on fire control channel counts etc.

We've engineered a solution that basically allows players a pretty wide range of options/parameters that should cover the spectrum of facts and opinions:) This is basically us being responsive to player's requests and being flexible.

My personal take is that when it comes to defensive fires you shoot until the threat goes away. Missile counting and hard values are nice on the game table but in real life when lives are on the line the risk calculations change completely. Luckily my point of view will be represented in the model design too!

RE: Ship SAM over usage, a simple fix.

Posted: Mon Dec 15, 2014 2:12 pm
by ScottGridley
ORIGINAL: mikmyk
Luckily my point of view will be represented in the model design too!

Great to hear and thanks for the quick response!