Olrox wrote:The scout plane would "strike" the target by directing artilley assigned to it. I meant:
1-The scout pinpoints the target with its sensor, by flying over it;
2-Artillery assigned to the scout are then ordered to attack the target, until it dies or the unit receives new orders;
3-After pinpointing a target, the scout needs to go back to base and "rearm" (let's say, for instance, pick up another targeting beacon or recharge battery, anything).
the intel package aboard the "scout" would apply to ANY offensive or defensive assets - artillery for sure, but also for combat group deployments consisting of tanks, borgs, vtols, troop transports, navy, etc... we are actually on the same page here, more or less. we are just using different terminology - you say 'scout' and i say 'uav'. the point of all this being the intelligent, and precise, piercing of the Fog of War (which also paves the way for
'PGMS' - aka, Precision Guided Munitions - gotta bring wz into 21st century at least. this early to mid-twentieth century military is just plain hogwash).
Olrox wrote:
It would function just like a regular sensor turret, but needs to "rearm" to start the cycle again.
It could also function more like a commander, then you could assign other strike craft to it.
psychopompos wrote:
so what you want is a wz version of awacs?
how it works is in a major theater of operations (multiple, coordinated, offensive vectors of air, ground &, if supported by the geography, water assets - plus supply chains for all) the
awacs helps create the overall
battle space from the intel of multiple sources including
uavs aka scouts (and mauvs, which really spice up the possibilities) for command and control HQ's decision-making - which means YOU, the commander of the game.
this total package is known as
Advanced C3.
for commanders on the ground leading combat groups the package is called
Deep Green
so awacs and uavs/scouts CANNOT be the same unit just from a physical engineering position - they are on opposite ends of the spectrum. in addition there is a fail safe redundancy built into 'Advanced C3' such that while there is total integration in the roll-out, there is also decentralization in the case of losing individual intel assets.
also - there is indeed a very KISS implementation method for all the above in wz as it currently exists that would address many of the core game play weaknesses that plague the game. (included in that would be imbalance issues... that is, dealing effectively BEFORE optimal balancing is achieved !)... course for the most trick implementation you need new UIs and more sophisticated scripting.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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