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Old 11-11-17, 12:14 PM   #19
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
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After reading all this thread again, I realize that the gameplay for the TLAMs needs to be re-adjusted.
For future game versions, I suggest this for the Killergames developers:

- Cruising speed on waypoints for TLAMs: 450 knots at sea level, 550 knots at 15.000 feet (subsonic)
- Missile activated, active search on target: 550 knots at sea level, limited to 550 knots at 15.000 feet (subsonic)
- In-game TLAM max. range: 450 nautical miles
- Possibility to setup 10 PAPs (waypoints) with possible different altitude settings within a limited interval (e.g. Sea Level - 15.000 feet)
- Targets for TLAMs are pre-programmed by the mission and cannot be changed
- TLAMs are equiped with 3 powerful launchable IR jamming decoys

More importantly, adjust naval and terran defences accordingly to be able to intercept these TLAMs at a range up to 100 Miles (for gameplay reasons, that doesn't need to reflect reality).

The player would need to carefully setup the waypoints of TLAMs and would have control over the missile as long as it's in Cruise Mode between the waypoints, a special routine would launch the IR decoy + missile evasive logic if pursued by a SA missile and seen in the Event Camera.

Every encounter with a SA missile would reduce the overall probability of the TLAM to reach its target by 10%. The missile would have an initial ReachTarget threshold of 90%.

Success Rate for locating and jamming a SA missile: 65%, else TLAM gets destroyed (Event Camera).
Success Rate for SA missile against no-decoy TLAM: (85 - 0.5 x Diff) in percent where Diff = (MissileRange - RangeToTarget) in percent of MissileRange.

Once passed the final waypoint, the TLAM would go in final Active Search for its pre-programmed target and the player would no longer have control. The 'ReachTarget' threshold is applied, destroying target (Event Camera), or the missile runs out of fuel and self-destroys (Event Camera).

All enemy naval assets and aircrafts are aggressively re-directed towards the player's launch position attacking player's submarine.

I think this can be programmed, and some interesting single missions and campaign missions can be created.

Last edited by XenonSurf; 11-11-17 at 01:05 PM.
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