Sea Power

Sea Power

Jane's Fleet Command Redux
Techno  [developer] 20 Nov, 2024 @ 9:54pm
* Shore Bombardment
This is the first mission where I have made significant changed compared to Jane's Fleet Command. While Sea Power is currently lacking a lot of units and it's mission editor is limited in some ways compared to Jane's, there are a number of capabilities that are new and unique to Sea Power's mission editor.

My first attempt at this mission, similar to all my previously released missions, was to recreate it as close to 1:1 as possible. However due to how Sea Power models ground installations (large amounts of HP with multiple hit boxes) it ended up being quite boring. I decided to take a different approach where I felt the spirit and overall feel of the mission were maintained but with changes to the game play.

This resulted in two distinct phases of the mission.
In the first half, you have to escort your helicopters in while clearing ground based AA and fending off enemy aircraft. In the second half, things calm down and you are able to take out the enemy installations at your own pace.

I do not intend to regularly stray from original mission layouts but for some missions it may be a necessity if Sea Power mechanics require it.

Please let me know your thoughts on both my deviation from the source material as well as your thoughts on the pacing and balance of the mission in its current state.

Thank you
Last edited by Techno; 20 Nov, 2024 @ 10:23pm
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Showing 1-11 of 11 comments
-MERC- Merc8ninE 23 Nov, 2024 @ 11:04am 
Really enjoyed this one, think the changes worked well.
Techno  [developer] 23 Nov, 2024 @ 12:30pm 
Merc, thank you for your thoughts. Glad you enjoyed the mission.
Ares28 27 Nov, 2024 @ 1:14pm 
Very good scripting on this one.
The intel gatherting and previously neutral installations turning to the enemy side got me there.
Techno  [developer] 27 Nov, 2024 @ 3:01pm 
Thank you Ares, glad you enjoyed it.
julianj 30 Dec, 2024 @ 12:42pm 
I enjoyed this. Lotsa action, instead of cruising around looking for subs till I nod off in my chair :-). But one oddity, all the Harpoons seemed to have a short range, it says 65 nm on the card and so they should be able to fire at the bases, well in range but it seems not.
julianj 30 Dec, 2024 @ 12:43pm 
BTW can you rearm the harriers? I felt a bit denuded of top cover when they were all winchester.
Techno  [developer] 30 Dec, 2024 @ 1:44pm 
Julianj, I’m glad you enjoyed the mission. Harpoons are anti-sea. You cannot use them to hit land targets. To rearm your Harriers, you can issue the return to base command. They’ll land on the LHD and you’ll be able to launch them again with whatever load out you want.
julianj 31 Dec, 2024 @ 3:31am 
Ahh, right. I forgot I was in the olden days, me hearties!

I do love the Harrier, nice to get to use it. If you do create any new scenarios I'd be happy to playtest them.
BBsquid 1 Jan @ 7:15pm 
Originally posted by julianj:
I enjoyed this. Lotsa action, instead of cruising around looking for subs till I nod off in my chair :-). But one oddity, all the Harpoons seemed to have a short range, it says 65 nm on the card and so they should be able to fire at the bases, well in range but it seems not.

Ummm ...Harpoon is an anti-ship missile, not land attack
Naromi 17 May @ 2:54pm 
Good mission that I just finished today, getting to play with the Marine units was really cool.

The mission was great but man did it take a ton of ordinance to destroy those land bases. At one point I just had my two ships leave the formation, get into range of the bases and fire as many missiles as it as they could.

Even with nearly 20 missiles, two cobra gunships and a flight of 4 harriers the installations still stood, eventually they finally fell and I got the victory notification but I had to sit there doing nothing but lobbing more ordinance than Rolling Thunder to get them to fall.

I'm sure this is due to how Sea Power models land based damage, maybe a change if it's possible to "Do x% damage to installation" for the victory conditions if SP supports that. That might alleviate the issue of eventually getting into a position where you're doing nothing but attacking installation for 20 minutes and it won't fall.

This is one area I hope the developers take a look at, currently it's a huge amount of ordinance needed for ground targets.

The other thing I noticed in a few scenarios is SAM sites don't like to engage very much, I think out of the four scenarios or so with SAMs I've maybe ever had one fire on an aircraft. Is this just due to the difficultly/proficiency that the SAMs are created with or an issue with SP?

It's almost to the point where I don't consider them a threat because in missions like this or the chemical plant they just don't fire.

Awesome mission, thank you for all the hard work.
Techno  [developer] 17 May @ 7:35pm 
Naromi, thank you for your feedback.

Unfortunately we do not have any way of setting up a trigger as you have described. Hopefully we get something in a future update. I would like to see some changes to how difficult it is to destroy a building.

I have intentionally limited the number and quality of SAM sites in my missions to keep things from getting too difficult for the player. Most of the sites have a very limited number of missiles so after a salvo or two they stop being a threat. Some even try to shoot down missiles so they might not have any ammo left by the time an aircraft enters its range. I'm open to having more difficult SAM batteries in future missions.
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