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Old 07-14-15, 07:21 PM   #2315
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by vdr1981 View Post
What for?
That change would make all German units part of Allied coalition and friendly unit kill would still be friendly unit kill. The game freezes only when you kill units from same coalition, regardless of your side...In SH5 our side is "Side=2" (AKA Axis).
Sorry, I meant changing 0 for 2

Quote:
Originally Posted by vdr1981 View Post
But that is not the issue here...

The main problem for me is to understand why the game continues to spawn "Side=0" ships (aka neutral coalition) inside allied convoys if you say that something like should not be the case?
I agree. Before we start bothering Trevally on it, are you absolutely sure that they were neutral ships? As I told you the flag is not a reliable indicator for the nations I listed in my previous post.

Quote:
Originally Posted by vdr1981 View Post
Could random convoys be assigned with coalition status in the first place?

Was Trevally even able to affect ships nations inside randomly spawned convoys and traffic, or is it completely random?
As far as I know, even random convoys can be formed according to some criteria. Nationalities and unit type are among those criteria. So yes, you can avoid neutral (0=Neutral) ships from spawning within Allied convoys. This is possible because, in game, "dissident" navies are threated as completely different nations compared to their neutral counterparts (who share the same flag with them). Indeed, this is not apparent to the player, who is left to decide wether a certain ship is a valid target or not from her location and behaviour. Ideally, discriminetaion factors should be:
  • A ship sailing under a neutral flag within an Allied convoy should always be an "1" (badly implemented feature according to your report)
  • A ship sailing under a neutral flag who is bound for/leaving from an Allied port, should always be an "1".
  • A ship sailing under a neutral flag with obscured lights, should always be an "1". Not yet implemented feature though.
  • A ship (especially a small vessel) who is sailing under a neutral flag withinn her national waters, is a dubious case but she is probably an actual "0". In absence of other disciminat factors, better leaving her alone.
  • A ship sailing under a neutral flag with lit lights, could be an actual "0". But this is not always true: before Pearl Harbor US ships were sailing in full light, nonetheless they were considered valid targets long before the USA declared war to Japan and Germany; as above: feature to be implemented.
  • For unescorted/lightly armed vessels, a valid method which also reflects an early war tactic actually used, would be surfacing the boat and drawing ship's attection on our boat. Any hostile action (including abrupt changes of route/speed, zigzagging, aiming/shooting guns against our boat, sending SOS messages, etc.), would unveil any fake "0".
  • Historical radio messages should be integrated with BdU messages stating for each nation fom which date they can start being considered valid targets, and under which conditions (see my notes above). Of course the strict observation of those engagement rules should minimize the risk of wrong target identifications by us. This is only partly implemented in game.

Implementing/exploiting those features would add a whole new dimension to the game, putting our expeience of captains to test.
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Last edited by gap; 07-14-15 at 07:55 PM.
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