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Some Kuban anti-shipping feedback


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migmadmarine
Posted

As I mentioned in that thread in general discussions, I'm glad to have the ships working now, so I've tried to set up a Ju-88 campaign to act as a dedicated anti-maritime squadron via the advanced config. Do I understand it correctly that the target types config applies to both the player flight as well as AI? I set zero probability on all targets except ports, ships, and drifters, and the mission also generated a HS-129 flight as well as a Heinkel He-111 flight, also targeting the same ships, meaning the torpedo boats we were to attack were sunk as soon as they spawned. Could there be separate probability settings for the player that doesn't effect the friendly AI? 

 

Regarding the anti-shipping mission design itself, two observations:

Firstly, the ships spawn a bit too close, making them potentially in-site as they spawn. Could the be present in the map from the start of the mission, or at least spawn much further from the player(s)? 

Secondly: Could there be a maritime patrol variation of the the mission type, where there is a set of waypoints out to sea, and somewhere in that area will be ships, rather than having them at a known bombing point like they are factory or some other shore target at a known fixed position. This could also perhaps be adapted into a fighter-bomber armed recon mission type for the western front too. 

migmadmarine
Posted

Right, did a co-op mission with friends to have another go. Little un-sure what exactly was meant to be going on here, we thought the merchants were our targets only to get warnings that they were friendly? Were we supposed to protect them from the torpedo boats? If they were German why were they heading toward Novorussisk? And was there a reason that they were virtually stationary? 

Stuka Anti-ship testing.rar

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