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Mission Design, the Editor and Mission Ideas Talk about ways of making things happening in the game like how to use scripts, and other tips around creating a mission/campaign and while at it post your ideas/stories and BETA versions of your Missions & Campaigns here.

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Old 09-05-2007, 09:39 PM   #1
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Default New MP Missions In The Works – I Need Some Help Please

Hi, long time no see

Well, here I go:

Since Conflicting Interests V1.01 I’m (slowly) getting into the mood of editing again, but I need some assistance with something 1st. But 1st, I need to tell you what I have in store. The next set of maps will include a 3 map set involving infiltration, missile deployment and survival of a lone 688 up against anywhere from light to heavy RU defenses where AI platforms can be influenced by human playables. The problem is I need to find a good area for this to take place, which is where you guys come in. Maybe someone can find an area that might recreate a scenario in a book you’ve read or something. Meanwhile I’ll start looking as well.

The following are the parameters I have in place already, I just need a play area.

MISSION TITLE:

TBD

PLATFORM:

DW on 1.04 / LWAMI ONLY. However, the map can be played on stock, but quality and integrity of the experience can’t be guaranteed.

RUN-TIME:

4 hours which will involve the requirement of achieving safe distance unharmed, ROE compliance / violation, patrolling, intel gathering, POSID and authorization, asset management, human influence over AI platforms.

PLAYABLES:

1.. 1 x 688i

2.. 2 x Akula 2 (maybe 3)

AREA: (TBD)

Three separate MP maps: For this to fly I need a ‘general area’ of sorts that will be patrolled / defended by RU forces, where RU AI will be influenced by human playables. Random patrol routes by AI platforms (air and surface) will include passive buoy and ASW mine deployment. I need the 688 to be able to approach from various entryways into this general area. 688 will be required to infiltrate RU defenses unharmed. RU will be required to patrol, classify and eliminate the 688 if/ when found. If detected, the presence of the 688 could lead (random events) to additional RU assets (asw maritime patrol, surface, etc) dispatched to the area(MAP A only). Map A will include light to medium RU defenses depending on the 688 skippers’ abilities of remaining stealth while in transit and avoiding detection. Map C will include the same mission statement for the 688, except this time RU defenses will be heavy, and possibly a 3rd RU platform added. MAP B will be a strike mission for the 688 where intel must be collected and authorization must be granted to attack and will then be required to reach safe distance unharmed. RU will attempt to prevent any action(s) of the 688, as well as attempt to eliminate the 688 once located, POSID’ed and authorized to do so.

POSID:

ALL MAPS - RU must attempt to POSID the 688, radio in the contact to neighboring units and wait for authorization to attack. Which means any sort of randomness I decide to spawn from that will require the detecting RU playable to achieve comms depth in order to be triggered.

MAP B – If possible, 688 must POSID target of interest with UAV and radio in the contact(achieve comms depth).
If 688 fails to POSID target of interest, 688 must abort mission and reach safe distance.

ROE:

Map A - RU ROE will be HOLD until POSID on 688, followed by authorization of attack and elimination of the 688. For the 688, ROE will be HOLD but subject to change if any RU weapon comes within critical distance of ownship. When this occurs, the 688 will be authorized to attack, however still required to reach safe distance, in this case infiltration into general area.

Map B – RU ROE will be HOLD until attacked, followed by POSID and authorization. The 688 will be required to gain intelligence of a target of interest, by means of a submarine launched UAV (credit to MaHuJa), POSID, authorization, deploy missiles and reach safe distance unharmed. ROE is therefore HOLD until intel is obtained followed by authorization.

MAP C – both sides ROE FREE but with RU heavy defenses. Human RU will have influence over AI platforms and required to locate and destroy the 688. The 688 will be required to reach safe distance unharmed, be it by means of stealth or shooting its way out in the progress.

ACOUSTIC CONDITIONS:

Surface duct - Through extensive testing of various SSP, sea state, weather, seasonal and bottom types, the SSP type is really the contributing factor to acoustic conditions. However the terrain chosen for this mission combined with said SSP will create a mixed acoustic environment in shallow waters, forcing a bottom limited SSP into existence, until deeper water is achieved.

TRANSIT DISTANCE:

Transit Distance (TBD) will be feasible and achievable by the 688 at cruising speeds that allow the 688 to maintain a sense of stealth. RU playable will have the entire general area to patrol with assistance of / influence over AI platforms

OUTCOME CONDITIONS(subject to occur at any moment based on the state of the situation in real-time):

MAPS A & C:

1.. 688 must reach safe distance unharmed within 4 hours. If reach safe distance unharmed, mission ends.

2.. If 688 does not reach safe distance within 4 hours. RU has technically prevented the 688 from reaching safe distance, mission ends.

3.. if 688 is destroyed by RU or careless action, mission ends

4.. if ROE is violated by RU, mission ends. (MAP A only)

5.. If ROE is violated by US, mission ends (MAP A only)

MAPS B:

1.. if 688 gain intel, wait for authorization, deploy missiles, successfully destroy target(s) and reach safe distance unharmed, mission ends.

2.. If 688 fails to gain intel, 688 must abort and attempt to reach safe distance. If 688 reach safety after abort, mission ends.

3.. if 688 destroyed mission ends

4.. if ROE is violated by RU, mission ends.

5.. If ROE is violated by US, mission ends

6.. If 688 does not reach safe distance within 4 hours. RU has technically prevented the 688 from reaching safe distance, mission ends.

DYNAMIC LOCATIONS:

688 spawn – various entry points into general area, MAP B

RU spawn - playables within the general area. RU AI TBD, MAP B

RANDOMNESS:

UAV spawn - simulate various flight plans (dynamic group)

RU surface – RU surface and maritime patrol, passive buoy deployment, asw mine deployment. (dynamic group)

Target spawn – simulate reliability of intelligence, forced to abort operations if not reliable. (dynamic group)

LAST MINUTE THOUGHTS:

I think deployment of the UAV in MAP B could justify RU ROE to change from HOLD to FREE, w/o need to classify the 688.

Since I have a laptop, full function testing will require two people minimum.

Due to the availability of MP mission objective players, map will be created for MP only and not coded for SP (AI coding), which will lead to faster completion time.

Need to figure out how to allow the 688 to deploy UAV at will based on certain conditions (might need doctrine)


That’s all I have for now.. I appreciate the help / feedback….


Thanks,

suBB
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Old 09-28-2007, 07:27 PM   #2
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Default Re: New MP Missions In The Works – I Need Some Help Please

Update 092807

All is well with Map A over LAN connection (MP) except for one thing, and that is, the Big Bad Bear is emitting. In qualification testing he can be picked up on ESM, but I don’t think there is a way to shut it off or disable using scripts.

Also, for heavier defenses, I need some RU surface platforms capable of deploying sonobuoys, but can’t seem to find any. The USNI reference makes no mention of any RU surface equipped with sonobuoys, but I guess if said platform is equipped with the KA-27 Helix, it too is also capable of sonobuoy deployment.

I think there is nothing that can be done about the bear emitting, and I guess ill dig a little deeper in finding the surface platform(s) I need.

ping ya later...
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Old 09-29-2007, 06:56 AM   #3
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Default Re: New MP Missions In The Works – I Need Some Help Please

As for the buoy issue ... I think you are right on with the assumption that ships equipped with an ASW Helo will be capable of dropping buoys themselves. After all, they just have to take a buoy from the rack and toss it over the side. Which is essentially the same procedure which happens on the FFG.
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Old 09-29-2007, 08:08 AM   #4
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Default Re: New MP Missions In The Works – I Need Some Help Please

Their is a script you can run on the Bear that "breaks" its radar. I think it is called equipment damage. I suppose you can set it to run as soon as the Bear shows up. Hope that helps

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Old 09-29-2007, 02:45 PM   #5
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Default Re: New MP Missions In The Works – I Need Some Help Please

TU-142 Bear / Emissions:

We learned from Conflicting Interests v1.00 that ‘damage platform’ script only works for playables and have no effect on AI platforms, but thanks for the suggestion. However it opens up some new ideas of weapon deployment, such as air dropped charges, which I’ll also have to research then figure out how to implement into the mission. I guess I need to find out exactly what the weapons load out could be for the bear; USNI should be able to cover that. Also I just realized that based on the USNI reference, not only the bear is capable of air-dropped stores (i.e. depth charges, mines?), but it can also out-fly the Orion by 62 kts (462 kts max speed, 397 cruise) So this will need to change to maximize bear buoy coverage effectiveness.

RU Buoys:

Yeah, I was using the FFG for comparison, which narrows down the search for what I’m looking for. I have a count of 7 surface to choose from that can drop buoys. Somehow I need to determine towed array washout speeds of these platforms of interests, or is it safe to assume the same TA washout as the FFG; sounds like a question for LW. I also came across what appears to be intelligence surface craft with sonar gear and dipping sonar as well as a minelayer. Sounds like Map C could be very interesting. Some of those surface platforms are capable of depth charges also but I figure I’ll leave stuff like up to the TU-142 and Ka-27
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Old 09-29-2007, 04:09 PM   #6
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Default Re: New MP Missions In The Works – I Need Some Help Please

Looking through the database, it looks like TA's might have very different washout speeds. The FFG's max is listed as 25 (this would be the point where the sensor is completely useless, as opposed to where washout begins). The SURTASS (probably what's on US CGs and DDGs) is listed as maxing at 20, and there are various AI TA's listed in the 10-20 range. It's all quite confusing as I used to think 15 knots was pretty much the rule across the board, and it seems odd that the TA on the Ticos and Burkes is supposedly worse than that on the cheap ass FFG.

One thing that's for sure is that LW has assigned multiple TA sensor entities that cover different depths at different speeds. So the deeper entities wash out before the shallower ones.

Assuming that the ratio of the point of total washout to where washout begins is the same on other platforms at it is on the FFG, or that the speed range from one to the other is the same regardless of ratio, it might be possible to calculate the washout speed for specific ships.
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Old 11-08-2007, 09:22 PM   #7
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Default Re: New MP Missions In The Works – I Need Some Help Please

(notes)

Map status 110807

Subjects: SSP / base detection calculation / buoy data feed / AI engage / link promotion / run-time / 688 intel / closing


A.. SSP

The SSP has changed to CZ from SD to address issues in playability and fulfillment. CZ now offers the chance of 1st detection of blue force w/o relying on red AI to make 1st contact. CZ also gives 688 options to consider as well. I want to say this fix addresses said issues for both sides. CZ is working as it should at both 30nm and 60nm.

B.. base detection calculation

I figure the base detection for CZ under normal circumstances is how many times each time the map is loaded that human players will come into detection range of each other. The ideal target was 50% for both sides. Over a sample set of 12 MP sessions the base detection I came up with is 60% for both sides, where human intervention (choices made by players) will vary that over the base in real-time. However, base detection for SD is 1/3, ringing in at 30%, which is clearly unacceptable, as we figured in testing. Contributing factors to base detection are SSP type, size of op area, spawn, and possibly use of dynamic group especially combined with RSB. I’d prefer 50% but I figure there are other factors that may be beyond my reach to optimize it further into specification, yet the 10% margin can make up for that.

C.. Buoy data feed

Tests conclude that if the bear is over 30nm from a buoy that has made contact with the 688, the contact can't be processed and therefore the link can’t be promoted to allied forces. However, if the bear is less than 30nm (measured 26.7nm in testing) w/r to the same buoy, the contact will be processed and link will be promoted. Intentions of contact are based on current state of ROE. In testing once contact was made within range to process buoys, the bear intercepted the 688 and attempted to engage the 688 until it was destroyed (multiple attacks). In testing the bear lost contact with an evading 688. With buoys deployed, this tells me that the bear has about a 30nm footprint over the op area while in random search. I tried two different levels of altitude and the data link range was unaffected. AFAIK the data link range mirrors that of the helo and the FFG.

D.. AI engage

The problem we had in the design of conflicting interests is using this script revealed exact locations of opponents that were well outside sensor detection ranges, in this case red side submarines. For this reason I rather not use it for anything. Simply toggling ROE between opposing sides will accomplish the same thing w/o using this script.

E.. Link promotion

In testing, red forces needs to be mindful how and when they use AI for investigating links by means of link promotion. If a link is promoted by means of human influence over AI, it rallies all AI platforms to that area, including AI air and sea. What’s happening here is the AI aircraft (bear in particular) isn’t at maximum efficiency since the speed is reduced for a brief moment of time and the search is more concentrated over a smaller area. If the bear doesn’t make true contact, the search algorithm times out, and he resumes search by means of random search tactic and cruising speed of 400kts. For some reason, if the 688 is detected he will not track the contact even if he is told to using scripting.

F.. Run-time

Run-time has increased by :30, bringing the total time to 4:30. I asked around for 2nd opinions of the ‘usual suspects’ and they didn’t seem to have a problem with it. Also this will allow a little more breathing room in designs since I have more time to work with. However a run-time of 5 hours was a no-go.

G.. 688 intel

I added random intel for the 688 to occur anytime between T = 0 to T = 4.5 hours and based on the actions of the player he may or may not receive this intel. Intel will now include class of red maritime patrol and surface forces. I rather plot a solution to at least one of any of the air or surface platforms but that will cause more problems than necessary. I figure making mention of class is enough and how the player decides to use that for their benefit is up the player.

H.. Closing

With the new changes made to the map to make it playable while in the same time fulfilling for players, once again this has been an awesome learning experience that will carry over into the last two maps and definitely others to follow. At this point, Map A is a wrap. This map is pretty much finished. Minimal changes will convert this map into map 3 of the set, while the 2nd map will need an entirely new design. Also I’d like to revisit conflicting interests but this time with CZ, base detection calculation and increased run-time, but at the going rate that map currently uses SD, which I’m now not comfortable with.

A big thank you to the following for their support in this (hopefully final) phase of testing / optimization:

MaHuJa
Molon Labe
Oneshot
To Be
BobbyZero
Phil21
TLAM Strike
Sonoboy
Admbleeannoying
Foogleman
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Last edited by subb; 11-08-2007 at 10:43 PM.
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