Feature Suggestion: 'One plan to rule them all' (improved strike planning features and aids to warhead/asset allocation)

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Sharpe_95
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 4
Joined: Tue Mar 23, 2021 10:54 am

Feature Suggestion: 'One plan to rule them all' (improved strike planning features and aids to warhead/asset allocation)

Post by Sharpe_95 »

My first (second and third) ideas for an improved feature are:
1) Find a way (if possible) of using the stike plan tool to create one strike plan that happens in sequences/phase .
2) Enable players to select weapons for each strike plan/phase from within in the strike planning screen.
3) Enable a feature in the strike plan that (if selected) allows the player to tell attacking assets to use the most powerful MT warheads first but automatically move down through less powerful warheads as stores deplete.
3b) This could be enhanced by having a filter that says 'use X, Y and Z weapons but not A or C weapons, and as above enabling the strike plan to use the most powerful first (if selected for that phase).

An example of what I mean is below:

Let's say the objective is to perform a strategic nuclear attack on a region that is well built up with defences that need to be removed or weakened before thr strategic attack goes in.

Would it be possible (in one plan) to:
A) Use ICBMs, Airbases and Carries to target enemy airbases and carriers with a mix of low yield nuclear weapons and conventional weapons.

B) (Say 15 seconds after phase 'A') Use airbases and carries to perform conventional attacks on SAM sites and radar sites.

C) (To execute say 15 seconds after phase 'B') use mobile launchers, airbases and carriers to use a combination of low yield ALBMs and MRBMs to attack silos.

D) (At the same time as phase 'C') use bombers, carriers, mobile launchers, SSBNs and silos to attack cities with the largest MT weapons available.


Hopefully this makes sense? The reason I think this would be helpful is:
1) Reduced need to 'frantically click' assets to swap weapons configs while all hell breaks loose (hoping that you clicked the right weapon for the right asset).
2) Reduces player loading during the key phase of the game, allowing them to concentrate on response from other players.
3) Allows the player to make better use the planing so that they don't have to guess/hope that as they transition from one plan to another the prior tasks have been completed (to say nothing of having to guess when to cue to attack to synchronise with a preceeding attack).
4) Selection of weapons configs in the planning stage will allow a player to see if they have adequate resources to execute their plan and if not, decide to go ahead with limited effect vs building up further resources.
5) I think (if done well) the plan would look/feel much more like a military (albeit conventional) plan for a major war.
6) By automatically telling the strike plan 'work from highest available MT weapon downwards) it also means the plan can keep moving, again without thr burden of player/click loading on the player, allowing them to focus on other tasks.
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