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naval ships unbalanced on maps?


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#21 Guest_navalfreak1_*

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Posted 26 May 2005 - 02:26 PM

yea your right to take out an enemy ship you need to swrm them with fighters and bombers. and other naval ships to if you can.

iran makes use of missle boats used primarily
for coastal defence to harass naval ships tankers or mostly against landing craft such as hovercraft which prevents sea bourne landings. they also have some limited anti air defence.

the point is that thier is no need to for iran to have massive sea going deystryers with long range, jsut naval gunboats to stop the enemy attacking by sea maybe to keep enemy ships form launching cruise missles at the base etc.

and god no stupid demo boats and other things. serious units please if you want a template to make them have a look at this http://images.google...l=h...hl=en&lr=

this shows the syrian navy gun boats but the iranians also use it

p.s they are best used for guerilla tactics against other more powerful navys which is what syria would sue them for

#22 Allied General

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Posted 26 May 2005 - 02:30 PM

p.s they are best used for guerilla tactics against other more powerful navys which is what syria would sue them for

<{POST_SNAPBACK}>

pretty detailed, but double posts are frowned upon due to the edit button :laugh:

it should be cheap but quick then, something which can get past the large minimum range of the capital navy.
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#23 Guest_navalfreak1_*

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Posted 26 May 2005 - 02:53 PM

dont give ammo limits on units players should not be handicapped for putting units in a good position to fire long range missles at bases or whatever , it should be the responsibility of the opposing player to remove the threat. not block the missles and wait for the ship to return home and re arm or whatever

#24 Major_Gilbear

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Posted 26 May 2005 - 04:39 PM

Well, I am trying to wedge realism into an engine that doesn't want it! :laugh:

Rather than allowing an SSBN to bang off all its ammo and then slink away, it will be limited to firing two missiles at a time before allowing it to prep any more. This will be done through limiting the ammo annd having it recharge (like the RA2 Dreadnought or V3). I do want to keep this sort of system to a minimum though.

Navalfreak's assessment is pretty good for a rough draft, and is fairly close to the list that I have :cool:. Iran is richer than Syria however, and does have a few more naval vessels than that, although they are limited in number and of venerable age.

One last comment; despite popular "knowledge", missiles will we devilishly hard to shoot down compared to planes, even by systems like the Patriot. This is because such systems are not in fact very good at shooting down missiles (rather, being designed to shoot down planes) - feel free to do some research if you don't believe me.

#25 Guest_navalfreak1_*

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Posted 26 May 2005 - 10:30 PM

oh i agree tottaly hehe missles are incredibily difficult to shoot down or remove thats why msot modern day war ships and land defences use.

1. electronic countermeasures to stall the missle or change its target

2. chaff to disguise the ship

3. long range anti missles missles to try and take the missles out from 100km away

4. medium range anti missle missile which do the same job hehe.

5. CIWS rapid fire guns which just fire a hail of chain gun bullets at the missle which should cause it to detotnate.

6. or failing that a decoy beacon hehe. so many ways all crammed into one ship i think statistically the missle would have to fail on one of these 6 methods.

how about allowing surface ships and subs to retain unlimited ammo on thier cruise missles ballistic missles etc. but giveing them a fairly long reload time. most subs are designed anyway to fire then retreat. ships should do the same unless thier captains are insane and want to be killed.

now i understand thier has to be a balance between realism and game play " although it would be cool to see missles decoyed away by a big puff of chaff into the sea"

although i am inclined to agree that missles are tough to kill but how will this infulunce yuris to get around the problem id jsut swamp the air defence patriots with missles one is bound to get though.

#26 8doczzz1

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Posted 26 May 2005 - 11:48 PM

There's a bit of a difference between ICBM's and other smaller types of missiles (anti-ship or whatever).

The patriot is capable destroying ICBMs, but the problem is one of speed. Some ICBM's can top out at around Mach 22. A patriot would have to explode early in midair and hopefully throw fragments in the path of the ICBM, thus destroying it. Patriots simply can't move fast enough, so it's mostly about luck.

Of course, the slower the ICBM, the better the odds.

The chaff/decoy and Phalanx type systems aren't useful at all against ICBM's, even though they are quite effective against smaller missiles.


That said, I would prefer to not have to build 600 AA's just to shoot down some missile.

#27 Allied General

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Posted 27 May 2005 - 07:57 AM

WTF?

Your telling me an patriot can shoot down an Inter Continential Ballistic Missile like the Peace Keeper?

I thought it was for use against smaller missiles like the SCUD variants.
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#28 Az3r^

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Posted 27 May 2005 - 09:13 AM

i dunno man but ive got mine working again

Woot, back as a working beta tester now tank christ

dude, the navy are swines but i counter them with navy as well
seen as they make mince meat of aircraft (unless there in range of britains hero sniper dude) forgot his name ^.-
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#29 Guest_navalfreak1_*

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Posted 27 May 2005 - 08:29 PM

oh i thought you were tALking about cruise missles which can be launched form things LIKE SHIPS AND SCUD LAUNCHERS AND THNGYS LIKE THAT.

if your on about ICBMS launched from silos and the like yea thier almost impossible to stop but i beleive america has a plane that fires a large laser which deystroys the icbms. i kno it exsists

lol i saw it on the discovery channel :grin: ;)

#30 Ash

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Posted 27 May 2005 - 11:12 PM

Said laser may still be in development stages, but yes, it does use an infrared beam to disrupt the guidance systems. I don't think it'd be 100% effective, and again you have to get the aircraft in range, which is difficult at missile speeds. Besides, I'd like to see it stop a MIRV. :grin:

But it's all well and good telling us about what exists IRL, but I doubt such a fighter could be implemented into RA2/YR somehow...


I would be dubious about making missiles too hard to destroy...it would just result in missile unit spam.
I await Gilbear's answer to that ;)

#31 Guest_navalfreak1_*

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Posted 28 May 2005 - 09:22 AM

lol doesnt matter anyway to be honest because unless if you wana break defences you flood them with missles which was the case with orginals unless you played soviets and used flak.

im curious is thier maybe a way that to reduce it you can control the patriots to fire two missles and one misssle at each incoming target i dont know if the game engine will let you though although that might make it cool :grin:

#32 Major_Gilbear

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Posted 28 May 2005 - 12:29 PM

Hmm, I see several things that need clearing up here:

1) I'm talking about SCUD missile mostly, but other similarly large missiles will also have similar properties.

2) Actually, there is no hard evidence that the Patriots shot down even a single SCUD over Israel in the second Gulf War. After the event, various Israeli and US sources have made information available that suggests that the figures for the number of actual missiles downed could be as low as none. The Patriot was designed to shoot down planes, not missiles. It was employed in Israel to protect the populace in exchange for Israel not entering the war - has Israel done so, it was feared that other Arab nations would have joined in Saddam's favour as a result. To keep the populace convinced that they were being protected (and thus allowing those in office to stay out of the war and yet still remain politcally popular), the Patriots were set up. The reality was that most of Saddam's SCUDs did land, and did cause huge damage. There are many sources available, and as I've previously invited you to do, you are free to search for them and read up on the details yourselves.

3) SCUD missile launching units (and other similar missile units) are going to be pretty hard to get hold of in large numbers, especially if your opponent is even half-way decent. These weapons are not typically used by the Western countries, and will be an "Ace" that other countries can use to help tip the balance int heir favour. They will be reasonably powerful too, especially in light of SWs being largely removed (no more Nukes in other words). They will be able to take out most structures in a one or two shots, so if you see these heading towards your base, you should scramble your planes and send out your tanks to meet them!

4) For balance reasons, I do intend to allow Patriots and other similar defences to shoot at large missiles, but they will only have a modest effect. If you are dead set on shooting them down after they have been launched (istead of hitting the laucher ASAP), then you should make sure you have a solid wall of AA...

5) The ships have layered defences to take down different targets. Although in theory they can all be employed against a particular target, in practice, actually shooting at the things is often reserved as a last-ditch effort, and is more commonly used to take down planes (especially if they are launching the anti-ship missiles!).

6) The "Star Wars" program is not operational yet. It is highly doubtful if it ever will be effective even if it does get completed; so far it has proved to be a money pit that is more useful as a public support tool than as a military asset.
Also, TV shows like the "Discovery Channel" etc are frequently wrong and shoul dnot be treated as a reliable information source. They are out to make a great and entertaining show, not educate you with the cold truth (despite what they tell you). As a consequence the information they give is often... stretched, to fit their show.

7) A fighter that shoots down missiles with a laser is possible in Ra2YR as long as you make it a "baloon hover" type vehicle (like the Kirov Airship for example). I don't think such a unit will make Code Red though, being perhaps more suited to MO or RS? :grin:

#33 wilmet

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Posted 29 May 2005 - 10:38 AM

aren't ships better at taking out missiles than patriots are ?
I remember a story from the 1990 gulf war of an english destroyer shooting down an iraqi "silkworm" missile that had been aimed at the USS Missouri .
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#34 DaEm0NuL

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Posted 29 May 2005 - 05:16 PM

Lol patriots can`t shoot down missile but iraqi peasants can shoot down us coppers :grin: (hope u remember)

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Posted 29 May 2005 - 09:10 PM

lol yes ships are awesome are takeing down missles, lol as for the apache being shot down i say well you can put as many bullets in the chopper when its on the ground :) probably had a fault and had to land.

yea that was HMS manchester that saved the missouri with 5 seconds to spare lol.

hmm i spose makeing them more difficult to kill will be fine but some units should be better at it than others. i.e SHIPS lol

#36 wilmet

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Posted 30 May 2005 - 07:12 AM

looked like a bunch of farmers that had been driven to the site to dance around in front of the cameras on an intact apache if I remember correctly...absolutely no damage visible :)

did the pilots who got rescued say what happened ?

I thought I had remembered correctly about that last second save thing lol :)

Edited by wilmet, 30 May 2005 - 07:30 AM.

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#37 Major_Gilbear

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Posted 31 May 2005 - 04:08 PM

Well, there will be two "types" of AA in the mod; SHORAD and long range anti air.

SHORAD will be effective against ground-assault planes (or indeed any planes in the mod that are designated that role) and choppers. Some SHORAD *may* be allowed to take pot-shots at high-level aircraft as well, but it is unlikely at the moment. SHORAD will typically be mobile in the game, with units like the Linebacker and the Shilka.

Long range anti air will be effective against higher-level bombers and will also be allowed to shoot at large missiles (like a SCUD or FROG). These are typically fixed AA defences like the Patriot.

Ships will have a peculiar role in terms of AA defence, as I intend to give them capabilities against the whole spectrum of airborne threats, but with a pretty modest range. Effectively, this allows ships to defend themselves and their battlegroup, but won't be a great AA asset to friendly ground troops.

#38 wilmet

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Posted 01 June 2005 - 08:12 AM

are there plans to make dedicated anti ship weapons (either land based or airborne) ? like an exocet launcher or something in those lines?
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#39 Guest_Guest_navalfreak_*_*

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Posted 01 June 2005 - 10:15 AM

hey i think a dedicated anti shipping plane maybe some variant for both side armed with a longish ranged exocet or harpoon missle. which can do hideous damage to ships.

mite be kool to let the ship try and shoot down the missle give it a 50 50 chance or soemthing. that be kkool to watch.

#40 Major_Gilbear

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Posted 01 June 2005 - 01:53 PM

The planes used in a ground assault/anti-tank role will prolly double up as anti-ship too. Not totally accurate in every case, I know, but it seems stupid to me to force players to build planes for naval defence instead of encouraging them to develop a naval force.

Aside from these planes, only other naval vessels will be anti-naval really. This is partly because:

1) I don't want to give ships a big ingame range, as it makes them too good.

2) Ships will have to come close to the shore to affect units and structures further inland. Also RA2 pathfinding often causes ships to skirt the coastlines.

3) I don't want tanks and infantry firing at/sinking ships. They would be able to do this if ships cames closer to the shore, and ships often do that for the reasons explained in (2). Also, it is highly unlikely that a T-55 could sink a carrier, even if the carrier was close to the coastline... Therefore none of the ground units will affect ships.

4) Ships are now fairly immune to most units as a result, but also have less effect on big inland battles. They are thus cheaper to build than before, making it more feasable for players to develop a navy a bit earlier than the late-game stage.

5) As ships can affect inland battles, some land-based anti-ship elements are needed. Planes will do this, and ships will have some AA to help counter that a bit. Determined and numerous air assaults should be able to see off a modest naval task force IMO. Similarly, a carrier group should be able to hold off a few planes with some careful micomanagement.

6) Capital ships are still very powerful weapons, and it is now worthwhile building a navy to get these or to defend from them!

7) *Some* Special Forces units might be allowed to mine ships, doing massive damage to them (rather like Tanya or the SEALs in Ra2YR). It is undecided if this will be added, and if so, which country/SF will get the ability.




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