Newsgroups: comp.sys.mac.games
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From: randy@sif.isp.nwu.edu (Randy Roman)
Subject: Re: harpoon
Message-ID: <1991May2.212821.11665@casbah.acns.nwu.edu>
Sender: news@casbah.acns.nwu.edu (Mr. News)
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Organization: ISP, Northwestern University, Evanston, Illinois
References: <Ic7S1Ze00VpN8b4Epd@andrew.cmu.edu>
Date: Thu, 2 May 1991 21:28:21 GMT
Lines: 31

In article <Ic7S1Ze00VpN8b4Epd@andrew.cmu.edu> sr26+@andrew.cmu.edu (Stephen Alexander Racunas) writes:
>
>Subs are toast.  No one I know can play them well against the computer.

Western subs can outrun Soviet airlaunched torpedoes if you are quick
enough.  Go to max speed at deep depth and you should be able to 
outrun the torpedo as its max speed is 33 knots.  Changing depth and speed
and course also helps.  

>
>The Computer seems to use it's air assets somewhat foolishly....  unescorted
>bombers, helicopters outside the SAM range of the fleet, allocating defensive
>SAM fire in a haphazard fashion...

And SSM's that are launched at only one target.  I had a Knox frigate 
killed by 61 SSM's.  For some reason my VLS Tico would not fire (a bug?)
but fortunately, the computer only targeted the frigate.  Had they    
mixed their targets around the formation, I would have been dead.  


>
>Most scenarios that illustrate conflicts of standard military doctrine have
>sneaky hoses that were overlooked in the design of the scenario.  Ex.  Equip
>your F-16's wi mavericks instead of Penguins... Approach at Vlow, release point
>10 nm.  Voila, 96 incomings will rollback almost anything.
>
>All in all, Harpoon is a good game that would be improved TREMENDOUSLY
>by the implementation of some form of 2-player interface, and re-sizable
>windows.


