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RE: [GZG] [FT] Modern Naval?

From: "McCarthy, Tom \(xwave\)" <Tom.McCarthy@x...>
Date: Wed, 16 Aug 2006 09:15:35 -0400
Subject: RE: [GZG] [FT] Modern Naval?

Having worked just a bit in the area of naval sensors, I can't imagine
trying to simulate them for gaming purposes.  Sorry, but I say define a
sensor range and game on.

> -----Original Message-----
> From: gzg-l-bounces+tom.mccarthy=xwave.com@lists.csua.berkeley.edu
> [mailto:gzg-l-bounces+tom.mccarthy=xwave.com@lists.csua.berkeley.edu]
On
> Behalf Of Damond Walker
> Sent: Wednesday, August 16, 2006 8:10 AM
> To: gzg-l@lists.csua.berkeley.edu
> Subject: [GZG] [FT] Modern Naval?
> 
> Hey All,
> 
> I'm toying around with hacking together a version of FT for use with
> Modern
> Naval gaming.  Has anyone done anything along these lines?
> 
> The trouble, as I see it, is to come up with a model for the BILLIONS
of
> various radars and sonars used by naval forces today.  I want to keep
> things
> cinematic but I also want to capture detection of opposing forces.
> 
> I've thought about using an opposed roll.  Once detected the vessel
stays
> detected throughout the game.
> 
> OR there is the option of just BAGGING IT.  Assume detection and game
on.
> 
> Damo
> 
> 
> 
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