stupid empire question #1

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Archived from groups: rec.games.empire (More info?)

If I put a sub on interdict, will it automatically use its sonar to
detect ships, or periscope? Or will it just sit there?

-Confused
 
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Daniel Damouth <damouth@san.rr.com> writes:

> If I put a sub on interdict, will it automatically use its sonar to
> detect ships, or periscope? Or will it just sit there?

No active sonar, no periscope. Run silent, run deep.
 
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Markus Armbruster <armbru@pond.sub.org> wrote in
news:87zn0y5v60.fsf@pond.sub.org:

> Daniel Damouth <damouth@san.rr.com> writes:
>
>> If I put a sub on interdict, will it automatically use its sonar to
>> detect ships, or periscope? Or will it just sit there?
>
> No active sonar, no periscope. Run silent, run deep.

So there's no point in putting a sub on interdict?

What about destroyers? Will they do active sonar while on interdict?

-Stupid
 
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Daniel Damouth <damouth@san.rr.com> wrote:
> Markus Armbruster <armbru@pond.sub.org> wrote in
> news:87zn0y5v60.fsf@pond.sub.org:

> > Daniel Damouth <damouth@san.rr.com> writes:
> >
> >> If I put a sub on interdict, will it automatically use its sonar to
> >> detect ships, or periscope? Or will it just sit there?
> >
> > No active sonar, no periscope. Run silent, run deep.

> So there's no point in putting a sub on interdict?

You don't want to put your sub on permanent sonar, believe me.

> What about destroyers? Will they do active sonar while on interdict?

Interdiction means to do damage, not to notice things.
So everything that interdicts only operates within its firing range.

Note that sonar ping reveals the sonaring vessel!

> -Stupid

--
Roman M. Parparov - NASA EOSDIS project node at TAU technical manager.
Email: romm@empire.tau.ac.il http://www.nasa.proj.ac.il/
Phone/Fax: +972-(0)3-6405205 (work), +972-(0)50-734-18-34 (home)
----------------------------------------------------------------------
The economy depends about as much on economists as the weather does on
weather forecasters.
-- Jean-Paul Kauffmann
 
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"Roman M. Parparov" <romm@empire.tau.ac.il> wrote in
news:cok2ic$7d1$1@news.iucc.ac.il:

> Daniel Damouth <damouth@san.rr.com> wrote:
>> Markus Armbruster <armbru@pond.sub.org> wrote in
>> news:87zn0y5v60.fsf@pond.sub.org:
>
>> > Daniel Damouth <damouth@san.rr.com> writes:
>> >
>> >> If I put a sub on interdict, will it automatically use its
>> >> sonar to detect ships, or periscope? Or will it just sit
>> >> there?
>> >
>> > No active sonar, no periscope. Run silent, run deep.
>
>> So there's no point in putting a sub on interdict?
>
> You don't want to put your sub on permanent sonar, believe me.

Perhaps neither of you noticed that I am stupid.

I'm inferring from your answers that the answer to my question is
yes, my sub will use sonar. But I could be wrong since you didn't
actually say yes.

>> What about destroyers? Will they do active sonar while on
>> interdict?
>
> Interdiction means to do damage, not to notice things.
> So everything that interdicts only operates within its firing
> range.

Sorry, again I do not see an answer in the above.

I just noticed that info mission says:

"Note that only ships with sonar and ASW planes can interdict subs.
Also, the units may or may not detect the subs, so it's kind of
random. The sub also has a chance of escaping the damage, depending
on the visibility of the sub."

So, I think this means that automatic interdiction of subs (and other
ships) via sonar is indeed possible. Whether this "interdiction
sonar" is really active sonar that will alert enemy subs and
destroyers within range is still a mystery to me.

> Note that sonar ping reveals the sonaring vessel!

I realize that active sonar may reveal the location of the sonaring
ship.

-Terminally Dense
 
Archived from groups: rec.games.empire (More info?)

Daniel Damouth <damouth@san.rr.com> writes:

> "Roman M. Parparov" <romm@empire.tau.ac.il> wrote in
> news:cok2ic$7d1$1@news.iucc.ac.il:
>
>> Daniel Damouth <damouth@san.rr.com> wrote:
>>> Markus Armbruster <armbru@pond.sub.org> wrote in
>>> news:87zn0y5v60.fsf@pond.sub.org:
>>
>>> > Daniel Damouth <damouth@san.rr.com> writes:
>>> >
>>> >> If I put a sub on interdict, will it automatically use its
>>> >> sonar to detect ships, or periscope? Or will it just sit
>>> >> there?
>>> >
>>> > No active sonar, no periscope. Run silent, run deep.
>>
>>> So there's no point in putting a sub on interdict?
>>
>> You don't want to put your sub on permanent sonar, believe me.
>
> Perhaps neither of you noticed that I am stupid.

Your questions are valid.

> I'm inferring from your answers that the answer to my question is
> yes, my sub will use sonar. But I could be wrong since you didn't
> actually say yes.

Interdiction missions don't use active sonar. How the ship actually
detects its victim up to full firing range when it otherwise can't is
one of Empire's mysteries (read: it doesn't make much sense).

[...]
 
Archived from groups: rec.games.empire (More info?)

"Markus Armbruster" <armbru@pond.sub.org> wrote in message
news:87pt1u5khq.fsf@pond.sub.org...
> Daniel Damouth <damouth@san.rr.com> writes:
>
> > "Roman M. Parparov" <romm@empire.tau.ac.il> wrote in
> > news:cok2ic$7d1$1@news.iucc.ac.il:
> >
> >> Daniel Damouth <damouth@san.rr.com> wrote:
> >>> Markus Armbruster <armbru@pond.sub.org> wrote in
> >>> news:87zn0y5v60.fsf@pond.sub.org:
> >>
> >>> > Daniel Damouth <damouth@san.rr.com> writes:
> >>> >
> >>> >> If I put a sub on interdict, will it automatically use its
> >>> >> sonar to detect ships, or periscope? Or will it just sit
> >>> >> there?
> >>> >
> >>> > No active sonar, no periscope. Run silent, run deep.
> >>
> >>> So there's no point in putting a sub on interdict?
> >>
> >> You don't want to put your sub on permanent sonar, believe me.
> >
> > Perhaps neither of you noticed that I am stupid.
>
> Your questions are valid.
>
> > I'm inferring from your answers that the answer to my question is
> > yes, my sub will use sonar. But I could be wrong since you didn't
> > actually say yes.
>
> Interdiction missions don't use active sonar. How the ship actually
> detects its victim up to full firing range when it otherwise can't is
> one of Empire's mysteries (read: it doesn't make much sense).
>
> [...]

The answer to the original questions are still not provided
clearly. Yes, subs on interdiction will detect ships within
range and will fire torps at them. Yes, destroyers on interdiction
will detect subs within range and will torp them. Note, this
detection only happens when the victim sub/ship is moved.
A sub can be moved under a dd when the dd does not
have a mission without drawing fire. Then both the sub and
dd can be given an interdiction mission and nothing will
happen until one of them moves. Active sonar will not
trigger interdiction.

Tom
 
Archived from groups: rec.games.empire (More info?)

In article <87pt1u5khq.fsf@pond.sub.org>,
Markus Armbruster <armbru@pond.sub.org> wrote:
>
>Interdiction missions don't use active sonar. How the ship actually
>detects its victim up to full firing range when it otherwise can't is
>one of Empire's mysteries (read: it doesn't make much sense).
>

Passive sonar. Assuming someone onboard is listening, it's always
on and has (in the real world) a greater detection range than
active sonar. In fact, depending on conditions, it can have a
MUCH greater detection range.

-Geoff
 
Archived from groups: rec.games.empire (More info?)

"Tom Johnson" <1234tjohnsonREMOVE1234@telogy.com> wrote in message
news:cokavm$7ot$1@home.itg.ti.com...
>
> "Markus Armbruster" <armbru@pond.sub.org> wrote in message
> news:87pt1u5khq.fsf@pond.sub.org...
> > Daniel Damouth <damouth@san.rr.com> writes:
> >
> > > "Roman M. Parparov" <romm@empire.tau.ac.il> wrote in
> > > news:cok2ic$7d1$1@news.iucc.ac.il:
> > >
> > >> Daniel Damouth <damouth@san.rr.com> wrote:
> > >>> Markus Armbruster <armbru@pond.sub.org> wrote in
> > >>> news:87zn0y5v60.fsf@pond.sub.org:
> > >>
> > >>> > Daniel Damouth <damouth@san.rr.com> writes:
> > >>> >
> > >>> >> If I put a sub on interdict, will it automatically use its
> > >>> >> sonar to detect ships, or periscope? Or will it just sit
> > >>> >> there?
> > >>> >
> > >>> > No active sonar, no periscope. Run silent, run deep.
> > >>
> > >>> So there's no point in putting a sub on interdict?
> > >>
> > >> You don't want to put your sub on permanent sonar, believe me.
> > >
> > > Perhaps neither of you noticed that I am stupid.
> >
> > Your questions are valid.
> >
> > > I'm inferring from your answers that the answer to my question is
> > > yes, my sub will use sonar. But I could be wrong since you didn't
> > > actually say yes.
> >
> > Interdiction missions don't use active sonar. How the ship actually
> > detects its victim up to full firing range when it otherwise can't is
> > one of Empire's mysteries (read: it doesn't make much sense).
> >
> > [...]
>
> The answer to the original questions are still not provided
> clearly. Yes, subs on interdiction will detect ships within
> range and will fire torps at them. Yes, destroyers on interdiction
> will detect subs within range and will torp them. Note, this
> detection only happens when the victim sub/ship is moved.
> A sub can be moved under a dd when the dd does not
> have a mission without drawing fire. Then both the sub and
> dd can be given an interdiction mission and nothing will
> happen until one of them moves. Active sonar will not
> trigger interdiction.
>
> Tom


Also note that they only fire interdicting torps/depth charges at
hostile or at-war ships.

-Bungy
 
Archived from groups: rec.games.empire (More info?)

theobviousgcashman@theobviousindiana.edu (Geoff Cashman) writes:

> In article <87pt1u5khq.fsf@pond.sub.org>,
> Markus Armbruster <armbru@pond.sub.org> wrote:
>>
>>Interdiction missions don't use active sonar. How the ship actually
>>detects its victim up to full firing range when it otherwise can't is
>>one of Empire's mysteries (read: it doesn't make much sense).
>>
>
> Passive sonar. Assuming someone onboard is listening, it's always
> on and has (in the real world) a greater detection range than
> active sonar. In fact, depending on conditions, it can have a
> MUCH greater detection range.

How come Empire passive sonar detects noises other than active sonar
pings *only* on interdiction, and even then *only* if the source is
hostile? As I said, it doesn't make much sense.
 
Archived from groups: rec.games.empire (More info?)

In article <87is7m5dra.fsf@pond.sub.org>,
Markus Armbruster <armbru@pond.sub.org> wrote:
>How come Empire passive sonar detects noises other than active sonar
>pings *only* on interdiction, and even then *only* if the source is
>hostile? As I said, it doesn't make much sense.

I'm just saying the behavior on interdiction is consistent with
real world behavior. I didn't say the rest of submarines behavior
is consistent :)

I've long argued that submarines have been poorly implemented.

-Geoff
 
Archived from groups: rec.games.empire (More info?)

I never heard that argument. Oh, wait, let me guess... too much
micromanagement? LOL!


"Geoff Cashman" <theobviousgcashman@theobviousindiana.edu> wrote in message
news:cokmk4$son$1@hood.uits.indiana.edu...
> In article <87is7m5dra.fsf@pond.sub.org>,
> Markus Armbruster <armbru@pond.sub.org> wrote:
> >How come Empire passive sonar detects noises other than active sonar
> >pings *only* on interdiction, and even then *only* if the source is
> >hostile? As I said, it doesn't make much sense.
>
> I'm just saying the behavior on interdiction is consistent with
> real world behavior. I didn't say the rest of submarines behavior
> is consistent :)
>
> I've long argued that submarines have been poorly implemented.
>
> -Geoff
>
>
 
Archived from groups: rec.games.empire (More info?)

"Bungholio" <empire_bungholioNOSAPM@verizon.net> wrote in
news😛Rjrd.5183$1z5.815@trnddc06:

>
> "Tom Johnson" <1234tjohnsonREMOVE1234@telogy.com> wrote in message

[clear explanation from Tom elided]

> Also note that they only fire interdicting torps/depth charges at
> hostile or at-war ships.

Thanks! I feel that I finally understand sub/DD interdiction.

BTW, I noticed that 'info novice' advises:

'(4) Build battleships and artillery and put them on "interdiction"
mission. Put the artillery in forts and fortify them.'

What good does putting battleships on interdiction do? Don't they fire
automatically at hostile moving ships anyway? Is it that the BB will
fire individually at each ship moving, instead of firing once and
splitting the damage among the targets?

-DD
 
Archived from groups: rec.games.empire (More info?)

Daniel Damouth <damouth@san.rr.com> writes:

> BTW, I noticed that 'info novice' advises:
>
> '(4) Build battleships and artillery and put them on "interdiction"
> mission. Put the artillery in forts and fortify them.'
>
> What good does putting battleships on interdiction do? Don't they fire
> automatically at hostile moving ships anyway? Is it that the BB will
> fire individually at each ship moving, instead of firing once and
> splitting the damage among the targets?

Forts fire automatically at moving ships. Ships and artillery only do
when on interdiction mission.
 
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"Markus Armbruster" <armbru@pond.sub.org> wrote in message
news:87brdd2mkf.fsf@pond.sub.org...
> Daniel Damouth <damouth@san.rr.com> writes:
>
> > BTW, I noticed that 'info novice' advises:
> >
> > '(4) Build battleships and artillery and put them on "interdiction"
> > mission. Put the artillery in forts and fortify them.'
> >
> > What good does putting battleships on interdiction do? Don't they fire
> > automatically at hostile moving ships anyway? Is it that the BB will
> > fire individually at each ship moving, instead of firing once and
> > splitting the damage among the targets?
>
> Forts fire automatically at moving ships. Ships and artillery only do
> when on interdiction mission.

or when fired upon

Tom
 
Archived from groups: rec.games.empire (More info?)

"Tom Johnson" <1234tjohnsonREMOVE1234@telogy.com> wrote in message
news:con3tj$4bh$1@home.itg.ti.com...
>
> "Markus Armbruster" <armbru@pond.sub.org> wrote in message
> news:87brdd2mkf.fsf@pond.sub.org...
> > Daniel Damouth <damouth@san.rr.com> writes:
> >
> > > BTW, I noticed that 'info novice' advises:
> > >
> > > '(4) Build battleships and artillery and put them on "interdiction"
> > > mission. Put the artillery in forts and fortify them.'
> > >
> > > What good does putting battleships on interdiction do? Don't they fire
> > > automatically at hostile moving ships anyway? Is it that the BB will
> > > fire individually at each ship moving, instead of firing once and
> > > splitting the damage among the targets?
> >
> > Forts fire automatically at moving ships. Ships and artillery only do
> > when on interdiction mission.
>
> or when fired upon
>
> Tom

Or when within range of something firing at something of yours or of an ally if
you both are at war with the one doing the firing.

-Bungy
 
Archived from groups: rec.games.empire (More info?)

In article <F9vrd.6803$1z5.4361@trnddc06>,
Bungholio <empire_bungholioNOSAPM@verizon.net> wrote:
>I never heard that argument. Oh, wait, let me guess... too much
>micromanagement? LOL!

:)

Surprisingly, no :) There's a number of things wrong with
subs. Much of what's wrong has been wrong for a long time.
o Passive sonar is a farce in submarines in Empire.
Passive sonar is the dominant sensor onboard subs.
It outranges any other sensor by a significant amount.
Yet, the amount of data from passive sonars on subs in
Empire is postively paltry. See RFE 858272.

o In Empire, subs exist either on the surface, or submerged.
There's no accounting for differences in near shore (littoral)
conditions and blue water (deep ocean) conditions. Subs near
shore have signficantly degraded passive and active sonar
performance. Also, in the littorals there's a different set
of detection probabilities (some lower, some higher). In Empire,
water is water...and has infinite depth the moment you stick your
big toe in the water off the beach.

o Mobility is required for subs to torp, but no mob is required
for ships to fire. I think this is inconsistent. Subs are
already limited in the number of torps they can fire due to
limited magazines of shells.

o Detection chances against subs are terrifying. A single DD
can cause havoc. This doesn't track with reality, and affects
playability. Subs are a pain in the ass in the real world.
They are very effective for denying sea control. It takes an
asymmetric amount of force to combat submarines. In Empire,
this really isn't the case. Result; subs aren't very good at
denying control of the seas.

o ASW planes on interdiction gladly run off to where a sub
is moving within its range and will attempt to detect the
sub once it gets to the sub's operating sector. This is a
free, 100% detection. If I'm online, and have some assets
available, that sub is dead, even if the ASW plane did not
officially detect the sub, it told me exactly where that sub
is. This greatly reduces the effectiveness of submarines. In
essence, so long as you have ASW planes on interdiction and
a few assets to prosecute contacts, subs are powerless within
the umbrella of your ASW planes. This is silly.

o Subs are relatively fragile things, especially when submerged.
You've got a ship that sinks *on purpose*. It's a delicate
enough thing to keep it submerged and stable, much less take
significant damage and not have horrible things happen. Surface
ships are inherently boyant. You've got to poke enough holes in
them to allow enough water in to sink them, which can take a
lot of work. Subs on the other hand, have essentially zero
reserve buoyancy when they are submerged. Yet, in Empire, a
sub can go all the way down to 20% efficiency and happily
submerge and surface at will. I personally think that subs in
Empire should be forced to the surface if their efficiency
drops below say 80%. We don't allow planes to contribute to
some missions when they're below 40%. We shouldn't allow subs
to operate normally when they're at 20% efficiency. Submarines
usually have 7-10 watertight compartments. Vent one, and you
might be ok...might. Vent two, you're in serious trouble. Vent
anything, and you'd better be thinking about getting to the
surface. With surface ships, there are literally dozens of
watertight compartments. There's so much reserve buoyancy that
venting several of them doesn't cause the ship to sink. Also,
a surface ship has a decent chance of remaining operational
after having one or more compartments vented. Not so with a
submarine. Vent one, and it's operationally killed. Compare
what happened to KURSK as opposed to what happened to PRINCETON:


In 2000, KURSK suffered the explosions of two of her 650mm torps.
She sank rapidly, and eventually all hands were lots. In 1991, while
operating as Anti Air Warface on scene commander for a flotilla of
ships including a number of minesweepers, PRINCETON suffered two
mine blasts, one direct contact and the other nearby via sympathetic
explosion. PRINCETON suffered severe deck buckling, cracked
superstructure, fires and flooding. Yet, within two hours she
resumed her duties as local Anti-Air Warfare commander until
relieved by VALLEY FORGE 30 hours later.

For one measure of comparison of the ships; PRINCETON displaces
approx 10,000 tons fully loaded. KURSK displaced approx 19,400
tons...a ship nearly twice the size. The respective ships suffered
drmatically different events, but the outcome of the damage to each
ship and their relative capability after the fact is telling. KURSK
died. PRINCETON was still mission capable and went home for repairs.

In Empire, a submerged sub with in essense 8 of 10 compartments vented
to the sea can limp home, and isn't forced to surface.

o The above treads into the area of determining whether a sub is
on the surface or not. A diesel electric (DE) sub operates primarily
on the surface. In Empire, DE subs act as always submerged just the
same as nuke attack boats (SSNs) do. I think we need to model
submerged/surfaced in Empire better. This is something that would
add to micromanagement unfortunately. If a DE sub is submerged, it
should use more mobility than when surfaced per sector moved through.
For an SSN, it's the other way around. They're more efficient when
submerged. If a sub is surfaced, it's chance of being detected is
far greater, say on the scale of a PT boat, and the type of sensors
that can detect it are greater (radar). When submerged, detection is
harder, with only sonar (passive and active) available. To model this,
we'd need a state command of some kind. One command rather than two
would be preferred, like:
[35:640] Command : sub 546 surface
sb submarine (#546) now surfaced

[35:639] Command : sub 546 submerge
sb submarine (#546) now submerged

[35:638] Command : sub 546 query
sb submarine (#546) is submerged

[35:638] Command : nav 546
sb submarine (#546) is submerged. Mob use is greater.
Flagship is sb submarine (#546)

Also, expanding on the previous point:
[35:638] Command : sub 762 submerge
sb submarine (#762) is too damaged to dive (80% required).

o In a similar vein, DE subs that have been submerged for some specified
# of ETUs should be forced to surface for a small # of ETUs, then
dive again. This would be automatic, and wouldn't add micromanagement,
but might be a pain to code. DE subs in the real world are powerful
things, but SSNs are an order of magnitude more potent because they
are *true* submarines. DE subs can not operate like SSNs, but Empire
models them as if they were SSNs. I'd suggest that for every 60
ETUs a DE is submerged, it needs to spend 2 ETUs on the surface.
Using the above command:
[35:640] Command : sub 546 query
sb submarine (#546) is submerged. 58 ETUs until it must surface.

[35:640] Command : sub 1076 query
na nuclear submarine (#1076) is submerged. It does not need to surface.

o There's even more complex problems here as well that would require
implementation thought; a DE sub doesn't gain mobility when submerged.
Thus, it has to be on the surface for some specified # of ETUs for it
to gain mob. This is probably a micromanagement nightmare.

In the real world, submarines are very unique. There's no other ship
like them. Their operating requirements and abilities are dramatically
different than other ship types. In Empire, submarines are merely ships
that have a lesser detection chance.

-Geoff
aka Mithrilien
 
Archived from groups: rec.games.empire (More info?)

theobviousgcashman@theobviousindiana.edu (Geoff Cashman) writes:

> In article <F9vrd.6803$1z5.4361@trnddc06>,
> Bungholio <empire_bungholioNOSAPM@verizon.net> wrote:
>>I never heard that argument. Oh, wait, let me guess... too much
>>micromanagement? LOL!
>
> :)
>
> Surprisingly, no :) There's a number of things wrong with
> subs. Much of what's wrong has been wrong for a long time.

Realism arguments follow.

Wargames have to balance realism and playability. `Unrealistic' may
be bad, but `not fun' is deadly.

> o Passive sonar is a farce in submarines in Empire.
> Passive sonar is the dominant sensor onboard subs.
> It outranges any other sensor by a significant amount.
> Yet, the amount of data from passive sonars on subs in
> Empire is postively paltry. See RFE 858272.

Same for sonar on surface ships, of course.

> o In Empire, subs exist either on the surface, or submerged.
> There's no accounting for differences in near shore (littoral)
> conditions and blue water (deep ocean) conditions. Subs near
> shore have signficantly degraded passive and active sonar
> performance. Also, in the littorals there's a different set
> of detection probabilities (some lower, some higher). In Empire,
> water is water...and has infinite depth the moment you stick your
> big toe in the water off the beach.

Empire needs to simplify. But less simplistic simplifications are
conceivable. We could define the littorals as sea sectors next to
land, then define rules for the littorals.

The code needs some serious reengineering to make such rule extensions
relatively painless.

> o Mobility is required for subs to torp, but no mob is required
> for ships to fire. I think this is inconsistent. Subs are
> already limited in the number of torps they can fire due to
> limited magazines of shells.

Doesn't make much sense, in particular when you compare torpedo (uses
mobility) to depth charge (doesn't). Maybe it's for game balance.
There's one way to find out: run games.

> o Detection chances against subs are terrifying. A single DD
> can cause havoc. This doesn't track with reality, and affects
> playability. Subs are a pain in the ass in the real world.
> They are very effective for denying sea control. It takes an
> asymmetric amount of force to combat submarines. In Empire,
> this really isn't the case. Result; subs aren't very good at
> denying control of the seas.

In my experience, ASW takes an asymmetric effort, but in player time,
not materiel.

Empire's sub detection is unrealistic, but playable (except for
detection by aerial sub interdiction; see below).

Empire subs are not very good at cutting sea communications. Ships
can often run harbor to harbor, and interdiction is almost worthless.

> o ASW planes on interdiction gladly run off to where a sub
> is moving within its range and will attempt to detect the
> sub once it gets to the sub's operating sector. This is a
> free, 100% detection. If I'm online, and have some assets
> available, that sub is dead, even if the ASW plane did not
> officially detect the sub, it told me exactly where that sub
> is. This greatly reduces the effectiveness of submarines. In
> essence, so long as you have ASW planes on interdiction and
> a few assets to prosecute contacts, subs are powerless within
> the umbrella of your ASW planes. This is silly.

Current aerial sub interdiction is plain evil. Disabling it improves
the game.

> o Subs are relatively fragile things, especially when submerged.
> You've got a ship that sinks *on purpose*. It's a delicate
> enough thing to keep it submerged and stable, much less take
> significant damage and not have horrible things happen. Surface
> ships are inherently boyant. You've got to poke enough holes in
> them to allow enough water in to sink them, which can take a
> lot of work. Subs on the other hand, have essentially zero
> reserve buoyancy when they are submerged. Yet, in Empire, a
> sub can go all the way down to 20% efficiency and happily
> submerge and surface at will. I personally think that subs in
> Empire should be forced to the surface if their efficiency
> drops below say 80%. We don't allow planes to contribute to
> some missions when they're below 40%. We shouldn't allow subs
> to operate normally when they're at 20% efficiency. Submarines
> usually have 7-10 watertight compartments. Vent one, and you
> might be ok...might. Vent two, you're in serious trouble. Vent
> anything, and you'd better be thinking about getting to the
> surface. With surface ships, there are literally dozens of
> watertight compartments. There's so much reserve buoyancy that
> venting several of them doesn't cause the ship to sink. Also,
> a surface ship has a decent chance of remaining operational
> after having one or more compartments vented. Not so with a
> submarine. Vent one, and it's operationally killed. Compare
> what happened to KURSK as opposed to what happened to PRINCETON:
>
>
> In 2000, KURSK suffered the explosions of two of her 650mm torps.
> She sank rapidly, and eventually all hands were lots. In 1991, while
> operating as Anti Air Warface on scene commander for a flotilla of
> ships including a number of minesweepers, PRINCETON suffered two
> mine blasts, one direct contact and the other nearby via sympathetic
> explosion. PRINCETON suffered severe deck buckling, cracked
> superstructure, fires and flooding. Yet, within two hours she
> resumed her duties as local Anti-Air Warfare commander until
> relieved by VALLEY FORGE 30 hours later.
>
> For one measure of comparison of the ships; PRINCETON displaces
> approx 10,000 tons fully loaded. KURSK displaced approx 19,400
> tons...a ship nearly twice the size. The respective ships suffered
> drmatically different events, but the outcome of the damage to each
> ship and their relative capability after the fact is telling. KURSK
> died. PRINCETON was still mission capable and went home for repairs.
>
> In Empire, a submerged sub with in essense 8 of 10 compartments vented
> to the sea can limp home, and isn't forced to surface.
>
> o The above treads into the area of determining whether a sub is
> on the surface or not. A diesel electric (DE) sub operates primarily
> on the surface. In Empire, DE subs act as always submerged just the
> same as nuke attack boats (SSNs) do. I think we need to model
> submerged/surfaced in Empire better. This is something that would
> add to micromanagement unfortunately. If a DE sub is submerged, it
> should use more mobility than when surfaced per sector moved through.
> For an SSN, it's the other way around. They're more efficient when
> submerged. If a sub is surfaced, it's chance of being detected is
> far greater, say on the scale of a PT boat, and the type of sensors
> that can detect it are greater (radar). When submerged, detection is
> harder, with only sonar (passive and active) available. To model this,
> we'd need a state command of some kind. One command rather than two
> would be preferred, like:
> [35:640] Command : sub 546 surface
> sb submarine (#546) now surfaced
>
> [35:639] Command : sub 546 submerge
> sb submarine (#546) now submerged
>
> [35:638] Command : sub 546 query
> sb submarine (#546) is submerged
>
> [35:638] Command : nav 546
> sb submarine (#546) is submerged. Mob use is greater.
> Flagship is sb submarine (#546)
>
> Also, expanding on the previous point:
> [35:638] Command : sub 762 submerge
> sb submarine (#762) is too damaged to dive (80% required).

At low tech, there's another parameter: day vs. night.

WW2 active sonar couldn't detect surfaced subs. Lookouts had a hard
time spotting surfaced subs at night. Submerged subs were too slow to
reach attack positions (except for the latest German designs, which
never reached the front), and had a hard time finding anything.
Consequently, u-boats attacked mostly on the surface and at night.

The key question is how to balance realism and playability. I
seriously doubt manual surface/submerge control would be playable. I
figure we better simplify.

> o In a similar vein, DE subs that have been submerged for some specified
> # of ETUs should be forced to surface for a small # of ETUs, then
> dive again. This would be automatic, and wouldn't add micromanagement,
> but might be a pain to code. DE subs in the real world are powerful
> things, but SSNs are an order of magnitude more potent because they
> are *true* submarines. DE subs can not operate like SSNs, but Empire
> models them as if they were SSNs. I'd suggest that for every 60
> ETUs a DE is submerged, it needs to spend 2 ETUs on the surface.
> Using the above command:
> [35:640] Command : sub 546 query
> sb submarine (#546) is submerged. 58 ETUs until it must surface.
>
> [35:640] Command : sub 1076 query
> na nuclear submarine (#1076) is submerged. It does not need to surface.
>
> o There's even more complex problems here as well that would require
> implementation thought; a DE sub doesn't gain mobility when submerged.
> Thus, it has to be on the surface for some specified # of ETUs for it
> to gain mob. This is probably a micromanagement nightmare.

Simplify.

Here's another absurdity: depth charges. Surface shell fire code was
shanghaied for depth charging, and unsurprisingly it doesn't work too
well.

Destroyers can throw depth charges up to the limit of their gun range.
I'd like to see the gadget that can throw 300kg depth charges out to
10nm! To get such a range, you need ASROC, but that's tipped with a
torpedo or maybe a nuclear depth charge.

Now, I have no problem with abstracting all ASW weapons into one and
call it `depth charge'. But that's not what we have. We have depth
charges and sub-torps. In this framework, ASROC should be modelled as
sub-torp, I think.

> In the real world, submarines are very unique. There's no other ship
> like them. Their operating requirements and abilities are dramatically
> different than other ship types. In Empire, submarines are merely ships
> that have a lesser detection chance.
>
> -Geoff
> aka Mithrilien
 
Archived from groups: rec.games.empire (More info?)

You're the expert on subs, just a couple minor points:

>Mobility is required for subs to torp, but no mob is required for ships to
fire.

The reason I left that in was that in WW2, a lot of mobility was required for
the sub to manoeuvre around locally into a position where it could launch a
torpedo. Not saying that was a good or bad decision, just that that was the
reason.

>ASW planes on interdiction

My idea for ASW planes was that they could pinbomb a sub *after* it had been
located, not that ASW planes could find subs. Giving ASW planes that power was
a mistake in my opinion (made when I wasn't around so I'm not responsible for
that 🙂

>a sub can go all the way down to 20% efficiency and happily submerge and
surface at will.

To simplify without losing factors of strategic interest, efficiency of ships
and planes can be done away with, using probability (rolling the dice) to
either sink/shoot them down, or leave them undamaged (rather than taking
partial damage to efficiency)

> what happened to KURSK

A future project might be to add simulations of the new Russian torpedoes and
missiles to empire (Pat thinks it is a hoax, but I read some articles that seem
to indicate they made some real breakthroughs)

While Americans generally pursue higher and higher levels of technology and
abandon the lower tech stuff more or less, the Russians push lower technology
beyond the point that we had reached, which is something we should pay more
attention to.

For example in Iraq, it turns out our main vulnerability is to low tech attacks
such as roadside bombs and RPGs. If there had been more focus on armor during
the 1990s, both making sure we had enough armored vehicles, and doing research
to develop improved lightweight armor, we could have avoided a lot of
casualties.

My special pet brainstorm this week is a new kind of land unit for the low tech
hand to hand combat in urban environments like Fallujah, where we seem to be
taking an unacceptably high rate of casualties. A possible win-win-win scenario
for the good guys might be to allow prisoners here in USA to apply to join such
units, as they are some of the toughest streetwise men we have, and we have
millions of them wasting away in prison. That gives them a chance to get out of
prison, rehabilitate themselves and lead an active life, while doing useful
work for the country. After they get old enough to be past the prime criminal
years, and their testosterone levels drop to the point where they no longer
have the desire to participate in the criminal gang life, they can be pensioned
off at little risk to society, and at less cost than keeping them in prison. We
are already having trouble meeting recruiting goals, and as the economy gets
closer to full employment recruiting will get even harder, so that seems a
win-win solution all around. We also need a lot of bodies for the tedious work
of garrisoning places like Fallujah until we can safely extricate our troops,
manning checkpoints, and patrolling the roads, and while that may be a tedious
job, a lot would find it preferable to rotting away in prison doing 25 to life
under our current draconian sentencing policies, where one mistake can salt you
away for life. A lot of those kids are not really bad kids, just have too much
testosterone and grown up in the inner cities where gang culture is a way of
life. So it would be good for them to get away from that and be subjected to
military discipline, a classical win-win scenario.

I'm getting to be the expert on low testosterone, I saw a girl in her 20s
walking her dog the other day, and thought she might like me. But when she got
closer and her dog started yapping at me, she yelled at him "COME HERE! DON'T
SCARE THE OLD MAN!"

First time anyone called me an old man in real life.
 
Archived from groups: rec.games.empire (More info?)

Perhaps a new server option/parameter is in order:

either:

Options: ASW_PLANE_INTERDICT - which allows planes with the interdict flag to
interdict flags or not.

or:

Interdicting ASW Plane Range: 0-20 (for example)
-then deities can set how far out interdicting ASW planes interdict. It might
be reasonable to allow them a range of 1-2 sectors, to protect coastlines and
carriers, etc.


-Bungy




"Akorps666" <akorps666@aol.com666> wrote in message
news:20041202232845.06349.00000888@mb-m27.aol.com...
> You're the expert on subs, just a couple minor points:
>
> >Mobility is required for subs to torp, but no mob is required for ships to
> fire.
>
> The reason I left that in was that in WW2, a lot of mobility was required for
> the sub to manoeuvre around locally into a position where it could launch a
> torpedo. Not saying that was a good or bad decision, just that that was the
> reason.
>
> >ASW planes on interdiction
>
> My idea for ASW planes was that they could pinbomb a sub *after* it had been
> located, not that ASW planes could find subs. Giving ASW planes that power was
> a mistake in my opinion (made when I wasn't around so I'm not responsible for
> that 🙂
>
> >a sub can go all the way down to 20% efficiency and happily submerge and
> surface at will.
>
> To simplify without losing factors of strategic interest, efficiency of ships
> and planes can be done away with, using probability (rolling the dice) to
> either sink/shoot them down, or leave them undamaged (rather than taking
> partial damage to efficiency)
>
> > what happened to KURSK
>
> A future project might be to add simulations of the new Russian torpedoes and
> missiles to empire (Pat thinks it is a hoax, but I read some articles that
seem
> to indicate they made some real breakthroughs)
>
> While Americans generally pursue higher and higher levels of technology and
> abandon the lower tech stuff more or less, the Russians push lower technology
> beyond the point that we had reached, which is something we should pay more
> attention to.
>
> For example in Iraq, it turns out our main vulnerability is to low tech
attacks
> such as roadside bombs and RPGs. If there had been more focus on armor during
> the 1990s, both making sure we had enough armored vehicles, and doing research
> to develop improved lightweight armor, we could have avoided a lot of
> casualties.
>
> My special pet brainstorm this week is a new kind of land unit for the low
tech
> hand to hand combat in urban environments like Fallujah, where we seem to be
> taking an unacceptably high rate of casualties. A possible win-win-win
scenario
> for the good guys might be to allow prisoners here in USA to apply to join
such
> units, as they are some of the toughest streetwise men we have, and we have
> millions of them wasting away in prison. That gives them a chance to get out
of
> prison, rehabilitate themselves and lead an active life, while doing useful
> work for the country. After they get old enough to be past the prime criminal
> years, and their testosterone levels drop to the point where they no longer
> have the desire to participate in the criminal gang life, they can be
pensioned
> off at little risk to society, and at less cost than keeping them in prison.
We
> are already having trouble meeting recruiting goals, and as the economy gets
> closer to full employment recruiting will get even harder, so that seems a
> win-win solution all around. We also need a lot of bodies for the tedious work
> of garrisoning places like Fallujah until we can safely extricate our troops,
> manning checkpoints, and patrolling the roads, and while that may be a tedious
> job, a lot would find it preferable to rotting away in prison doing 25 to life
> under our current draconian sentencing policies, where one mistake can salt
you
> away for life. A lot of those kids are not really bad kids, just have too much
> testosterone and grown up in the inner cities where gang culture is a way of
> life. So it would be good for them to get away from that and be subjected to
> military discipline, a classical win-win scenario.
>
> I'm getting to be the expert on low testosterone, I saw a girl in her 20s
> walking her dog the other day, and thought she might like me. But when she got
> closer and her dog started yapping at me, she yelled at him "COME HERE! DON'T
> SCARE THE OLD MAN!"
>
> First time anyone called me an old man in real life.
>
 
Archived from groups: rec.games.empire (More info?)

"Bungholio" <empire_bungholioNOSAPM@verizon.net> wrote in message
news:el9sd.576$FW1.506@trnddc08...
> Perhaps a new server option/parameter is in order:
>
> either:
>
> Options: ASW_PLANE_INTERDICT - which allows planes with the interdict
> flag to
> interdict flags or not.
>

que?

> or:
>
> Interdicting ASW Plane Range: 0-20 (for example)
> -then deities can set how far out interdicting ASW planes interdict. It
> might
> be reasonable to allow them a range of 1-2 sectors, to protect coastlines
> and
> carriers, etc.
>

interdiction should be set on a sea sector within the asw plane's range with
an optional deity-settable extension of 1-2-3...etc., sectors around the
operation point.
 
Archived from groups: rec.games.empire (More info?)

akorps666@aol.com666 (Akorps666) writes:

> You're the expert on subs, just a couple minor points:
>
>>Mobility is required for subs to torp, but no mob is required for ships to
> fire.
>
> The reason I left that in was that in WW2, a lot of mobility was required for
> the sub to manoeuvre around locally into a position where it could launch a
> torpedo. Not saying that was a good or bad decision, just that that was the
> reason.

What about dropping depth charges? The ship needs to manoeuvre to
pinpoint the sub's position, then dash across that position. Later
weapons like the hedgehog could be fired safely without a dash.

>>ASW planes on interdiction
>
> My idea for ASW planes was that they could pinbomb a sub *after* it had been
> located, not that ASW planes could find subs. Giving ASW planes that power was
> a mistake in my opinion (made when I wasn't around so I'm not responsible for
> that 🙂

I think that ASW planes finding subs with `recon' and `sweep' is fine,
but the interdiction mission's magical detection is not.
 
Archived from groups: rec.games.empire (More info?)

One possible improvement to the problem of
charging mobility to subs for torpedos, is to
allow the sub to launch several torpedos at
once with no additional mobility charge, against
a single ship.

So instead of being able to launch only one
torpedo at a time, a sub might be able to
launch up to its limit (say 1 to 4?) torpedos
at a time, against a single target. I think that
was the way it was done in WW2 anyway.
I think that way would also be more realistic
and a better strategic simulation of what subs
can do, as well as making subs more powerful.

The hard part for subs in WW2 was getting into
place to launch, since they were generally
slower and had to be stealthy, but once they
were in place they could launch several at once.

Its not a perfect simulation, but I think its better
than the current, when only being able to launch
1 at a time means the sub may be crippled or
sunk by return fire before being able to launch
a second torpedo. Better would be to allow the
sub to launch up to the limit of its capacity all
at once.

I forgot whether we have torpedo planes, that
might be another project worth looking at if
we don't.
 
Archived from groups: rec.games.empire (More info?)

akorps666@aol.com666 (Akorps666) writes:

[...]
> I forgot whether we have torpedo planes, that
> might be another project worth looking at if
> we don't.

We don't. All we have is abstract pin-bombing.

What would be the difference between an anti-ship attack by a torpedo
plane and an ordinary plane, in game terms?
 
Archived from groups: rec.games.empire (More info?)

Markus Armbruster <armbru@pond.sub.org> wrote:
> akorps666@aol.com666 (Akorps666) writes:
>
> [...]
> > I forgot whether we have torpedo planes, that might be another project
> > worth looking at if we don't.
>
> We don't. All we have is abstract pin-bombing.
>
> What would be the difference between an anti-ship attack by a torpedo
> plane and an ordinary plane, in game terms?

A torpedo plane with a modern torpedo might be able to launch its torpedo
several sectors away from the ships (and the flak).

(That would require yet another command though and hence more complexity,
which i.m.h.o. is not worth it.)

It might also be able to attack a submarine with torps and do torp like
dammage against them instead of scratching their hulls with the tenth
depthcharge before running out of mobility.

--
Hennes