Sea Power

Sea Power

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Cape Town Shakedown v0.5
   
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20 Nov, 2024 @ 6:14am
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Cape Town Shakedown v0.5

Description
Not based on any sort of history or what-if, just based on using the units in Sea Power to have fun.

What's the scenario? You are on the last leg of escorting a small convoy into Cape Town, an area littered with neutral warships that you are to avoid provoking. You absolutely, definitely won't be attacked by these "Friendlies". Not at all.

Totally unrelated, this mission features ship-to-ship combat, missile defence, land attack, air power projection, a sub threat, and has some small elements of randomisation.
2 Comments
KevxBit  [author] 4 Feb @ 8:05am 
@Thomson, thanks for checking it out!

The visual glitch with the airfield isn't actually because of where it is, it has something to do with switching it from neutral to player control, it doesn't occur if the airbase is in player control at the start of the scenario.

As for the harbor stuff; I actually hadn't in my testing of the mission had the boats in the harbor fire off their missiles. Total oversight on my part. I stepped away from gaming for a bit but I'll be back with an updated version of this scenario and roll your feedback into it.
Thomson 29 Nov, 2024 @ 2:50pm 
Really enjoyed this scenario, loved the pace and the variety of threats!

Some feedback:

[SPOILERS AHEAD]


Currently ASMs don't avoid terrain at all, this causes the enemy flotilla in the harbor to fire them into terrain. Which takes away from a lot of the initial threat posed by them. Also in the harbor, the submarine fires a type of torpedo which is only used by a single type of diesel sub in the game, which allows players to identify it through the encyclopedia, might be intended might not :D

The airfield suffers from the same ASM issue (planes launched from it need to first make a detour out to the water and back to be able to successfully fire ASMs) but the biggest issue perhaps is graphically, it's 'in' the city the airfield itself and the runway aren't visible.