Flying Cap

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Whiterook
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Flying Cap

Postby Whiterook » Mon Oct 13, 2014 12:03 pm

Among such things as naval or space-borne fleets of ships...or even a single battlecarrier...there is the need for protection; whether from hostile fighters, bombers, or missiles. A wave of enemy fighter squadrons, or land-based artillery or missile batteries can make a bad day, worse very quickly! Your carrier, or fleet often depends on your friendly squadrons of fighters and recce units flying CAP....a protective umbrella; a dome of protection that extends out a radius from center of force whereby you kill them before they kill you.

Most of us are very familiar with this concept in more operational-sized games, especially in WWII. In modern combat however, an element I've not seen represented yet...and one you may want to consider in your designs for modern and futuristic games...are drones.

Drilled down to one very elemental basic: Flying CAP costs' money!

But even today in 2014, the solutions aren't necessarily easy to attain. Take for example one program with the current United States Navy:

This past summer, the Department of Defense (DOD) was set to release the final request for proposal for the Unmanned Carrier-Launched Airborne Surveillance and Strike, or UCLASS, aircraft, but divisions within the Department about the scope of the program and the Navy’s requirements of the drone have led to repeat delays. The drone has become a symbol of a broader debate within DOD about what capabilities future carrier air wings need, particularly whether they need a long-range penetrating surveillance and strike aircraft.

But think about this a minute: '....a long-range penetrating surveillance and strike aircraft.' Not manned fighters...drones. When I first read about the problems with UCLASS, looking beyond yet another red-tape nightmare scenario that is known as any nations' military procurement and contracting system, this made me turn on my head in terms of the space combat game I am designing, and the fact that I had my CAP and RECCE mechanics entirely dependent on manned fighters, tactical craft, and scouts. How would long-range, stealthy aircraft drones play into your system?

Back to real life for a minute...today, the military wants to “develop an unmanned longer-range carrier-based aircraft capable of being air-refueled to provide greater standoff capability, to expand payload and launch options, and to increase naval reach and persistence.” The reason? Threats from long-range ballistic and cruise missiles – especially the kind being fielded by China – are pushing aircraft carriers further from enemy shores, beyond the range of their aircraft. Without a long-range penetrating aircraft, the carrier will be irrelevant against sophisticated adversaries.

Lessons from today apply to theories of modern and futuristic-combat game design. This, to me, opens up new thought avenues in what I program into both combatant fleets, and how they may want to approach something as heretofore thought, simply flying CAP.
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Lucky Luke
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Re: Flying Cap

Postby Lucky Luke » Wed Oct 15, 2014 12:13 pm

My 2 €cents: without human crew aboard you can build drones a lot smaller and with stealth technology taking care of electronic sensors even visual contact is harder to get with smaller targets.
The cons are economic and software ones: to have an efficient combat unit it must have advanced software to cope with the twists and surprises that battlefields could bring up and this software can't be a cheap one.

In space combat you could use recon drones as sonobuoys, stationary or drifting in passive state as a hole in space.... ;)

I remember some news (2001?) about a F-117 stealth plane "detected" by its "wake" throught the cellular phone network.
In a futuristic setting a energy net cast overland should be able to "feel" the passage of a stealth plane/drone...
V6!

Luca



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Re: Flying Cap

Postby Ecarots » Wed Oct 15, 2014 12:42 pm

When I managed in the hobby industry i used to play Silent Death. What I liked about it was the design your own fighter options. So I designed unmanned recon drones along with attack drones that not only carried weapons but could kamikaze into an adversary's space ship if needed. For space borne games like this that is easy. Drones could be used as "picket Fence" warning or area defense systems, passive and hard to detect until an intruder is detected which then can bring up an IFF determination and preprogrammed responses including attack, transmitting a warning, or coming home to report.

For actual interception It is more fun to have manned fighters for defense.
Those who fail to learn from history are condemned to repeat it, Those who fail to learn history correctly...........Why they are simply doomed

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Re: Flying Cap

Postby Whiterook » Thu Jul 23, 2015 7:27 pm

Drones. Interesting conceept....thanks guys. I have to consider that in the space combat game I'm STILL working on....I'll finish it...really! But I digress....drones as a picket, minefield, perimeter defense....all kinds of uses. Up until now, I've only thiught of them as far as long distance probes.
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