StormCircuit / KP-Lib-Altis-Storm-Edits

Storm's version of the KPLib mission for Arma 3
MIT License
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Force multiplier (air, armor, and arty) combat balance notes #30

Open StormCircuit opened 1 month ago

StormCircuit commented 1 month ago

Vehicle power fantasy needs more adversity. While vehicles should be useful and very powerful without arbitrarily limiting them, the enemy needs a way to fight back or new mechanics will be necessary.

In general:

Making objectives more and more ridiculous in their spawns will eventually have diminishing returns. Sam sites are the right direction however reinforcements are necessary such that after all the SPAAG is killed more can come to perform area denial. Enemy jets as well are smart but would need to make sure they prioritize players and not active radar signatures.

Aircraft:

Enemy jets are also very useful but they create issues with SAM sites since pilot AI is too stupid to avoid radar sites (they can't tell if radar sites are SAM sites which they will inevitably lose a battle against).

--Player aircraft are immensely capable and present a potential problem wherein players simply wipe all AA off the local area --Enemy jets on a random timer coming in may be useful to keep players on their toes. Sending in two or three at a time might be enough to present a challenge. This combined with an attack may be ridiculously challenging however as thats about 8 interceptors in the air at a time. On the other hand it would be super cool if a player survives.

Tanks:

Player tanks are far more limited by terrain, positioning, and MANPAT. MANPAT and plentiful enemy tanks seem to work well, they appear to be in a good place

-Giving the enemy plenty of titan is a good step and requires tanks move in with players or have their APS depleted by enemy titans. --APS performs as a 'warning' to poor positioning as well without simply annihilating players --Enemy tanks are too stupid for their own good pretty much but due to things like datalinking they seem capable of spotting the player and even taking the advantage of surprise for poorly positioned players.

Artillery

Artillery is in an extremely powerful state since the AI cannot do counter battery. Counter battery might not even be desirable since they would most likely just annihilate FOBs.

-Towns/cities, with very high civilian penalties, work super well to create blocker points that artillery suffers in. --However military objectives are laughably easy to defend/attack which creates issues. --Even if artillery is prohibitively expensive this just delays the issue.

StormCircuit commented 1 month ago

Notes on radar: radar sites struggle to track things at long range which fly at speeds under 200 km/hr. With anti rad missiles they can deal real punishment