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gabeeg
12-10-2009, 04:25 AM
I think I know the answer to this question already, but it seems that smoke only effects the local ship/division laying it and does not work for example if I want my battered BB division to escape behind smoke laid by a destroyer division croosing its stern.

I would expect if this were modeled it would affect the accuracy of both the retreating ships and the attacker equally...unlike locally generated smoke that seems to weight to more of a penalty to the attacker and not the smoke layer. It would also require modeling a potential chance of "losing contact" temporarily if not radar equiped.

Warship NWS
12-10-2009, 05:52 AM
To gabeeg,

Smoke presently only helps to obscure the actual ship deploying the smoke screen - however - smoke will be modeled in more detail through future engine upgrades including persistence, type, wind (already covered to some degree via sea state), etc. Note, smoke was not a solid persistent wall of obscurity during naval combat. This was one of the faults with the original Fighting Steel engine, as an example, that has not, and will not, be repeated in WCNAW. Smoke screens were a somewhat random entity historically and in the WCNAW engine they will retain a level of battle environment variability tempered by the type of smoke being deployed. More on this topic as work progresses.

Thanks.