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OCA
Strikes: A New Approach |
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Introduction |
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Offensive Counter Air
(OCA) Strikes are vital ways of destroying the enemy force's
ability to wage war in the air. These specialised air-to-ground
attacks are designed to prevent planes from getting airborne and
stop missile systems from attacking friendly units in the air. |
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In Falcon 4.0:
Allied Force, the most widely generated OCA Strike is one
which destroys an enemy runway. This is achieved using specially
designed penetrating bombs, BLU-107s, to punch through the runway
surface and explode underneath, buckling the concrete slabs around
the blast area. This deeper explosion makes the runway much harder
to repair, rendering the airfield unable to launch aircraft for
longer. OCA Strikes also aim to destroy buildings, control towers,
ammunition dumps, in fact any high-priority target on the airfield. |
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| These
types of missions are among the most demanding and exciting in Falcon
4.0: Allied Force. They require skill not only to penetrate
all types of air defences, but also drop bombs accurately and
intelligently on target - and of course escape! Nothing gets the
adrenaline pumping faster than a low level attack on a heavily
defended airbase. The strike comprises a flight of four aircraft
and in a typical mission if there's just you flying it means you
have three computer-controlled wingmen to rely on to help you
achieve a mission success. |
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The
Problem |
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the issues was that sometimes OCA Strikes were a little too
dangerous for the computer-controlled pilots, or, as we have come
to know them, the AI (Artificial Intelligence). When they flew
over the target they exposed themselves to considerable danger,
jeopardising the flight. |
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mission success is important, so too is survival. There was also
the problem of the AI dropping bombs in "clumps" on the
runway, rather than evenly spacing the bombs along the length of
the strip. Much better to drop four bombs in four places than four
bombs in two places. There also seemed little co-ordination or
priority when it came to the AI attacking other targets on the
airfield. |
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The
Solution |
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What was needed was a
radical rethink of how OCA Strikes operated - both for the AI and
also the human player. A considerable amount of expertise and work
went into re-coding this aspect of the simulation and the result
is a massive improvement. |
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2,000 lines of extra code were developed to make this work as
advertised. It means that for Falcon 4.0: Allied Force, the
AI intelligently uses spacing to deliver their payloads onto the
runway and the AI attacks other targets, where necessary,
according to military priority. |
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addition, different elements within a flight will now target
different runways during the same pass, if of course there are two
runways at the base. It is an impressive sight watching two
computer-controlled pilots from a second element peel away during
the last phase of the attack and target the second runway, while
you and your AI pilot attack the main runway. |
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| That's
not all. New flight commands are included to further refine the
targeting process. It allows automatic target select for both the
human player and AI pilots, but also allows the flight lead to
reassign targets, depending on conditions. Let's take the simplest
OCA Strike as an example: a four ship attack on an airbase with
two runways. Each aircraft is loaded with 6 x 1 durandal bombs. |
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The
Flight Menu |
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After the usual
ingress towards the target, the player calls up the OCA command
page from the Flight Menu. |
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lists all the available targets at the site. Each player selects
their target by pressing the appropriate numeric key along the top
of the keyboard. Key “1” selects “Runway 5L / 23R”, the
left hand runway as we approach the target. |
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| As we
pass in the IP (ingress point) the computer-controlled aircraft
begin to assign targets to their aircraft, in order of target
priority. The OCA list becomes populated, showing which aircraft
is targeting which priority target. |
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| Here we
can see that #1 and #2 have selected the left hand runway, and the
second element of the flight (comprising #3 and #4) the second
runway. Now, #1 and #2 will fly a course to drop bombs on their
assigned runway, but #3 and #4 a slightly different course to
destroy the right hand runway. |
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FIG.
3 shows the aircraft approaching the base. |
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And
FIG.4 shows #1 and #2 dropping bombs. |
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Okay,
while #1 and #2 have been dropping their bombs, #3 and #4 have
already lined up for the attack on the second runway. See FIG. 5 |
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And
here they prosecute their attack, FIG. 6 |
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Now,
you can see the results of the attack, both runways destroyed,
FIG. 7 |
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Job
done, all aircraft in the flight depart the target and head for
home, FIG. 8 |
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Designer's
Notes |
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| For
more on the new execution code, some words from the designer: |
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| "From
the Flight menu, a new sub-menu labelled "OCA Targets"
is now available. This sub-menu lists the highest priority
features present at your assigned target objective. During your
ingress to the target site, you are able to nominate two features
that you personally intend to attack. At the IP point, your AI
flight members will do the same, and they will base these
decisions upon feature value, operational status, the number of
runways at the airbase, the number of aircraft in the flight, what
weapons are being carried, and the primary building (if any) that
the flight has been assigned by the UI planner. |
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primary input for the decision-making is payload carried and the
assigned targets. If the mission is to destroy runways, the AI
will target those in preference to other features at the site,
unless the weapons being carried are unsuitable for runway
targeting. And of course, if the mission is to destroy buildings,
as assigned in the planner, the AI will target those in preference
to the runways, unless, the weapons carried are unsuitable for
buildings. In this instance the AI will most likely target the
runways.
Both human and AI pilots are
able to select two features. Where the AI is targeting a runway,
it will select just the one runway. For other features such as
buildings, each AI pilot will target two buildings within the
airbase, and in one pass will attempt to destroy both
targets." |
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| "When
using the OCA Targets menu, you can just toggle a feature on and
off. Just as for the AI, you as a human pilot can select up to two
features. Essentially, this is a communication system to prevent
other pilots in the flight from selecting the same features as
another aircraft in the flight (with the exception of runways,
which can have multiple aircraft, (usually 2) be assigned to them. |
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| Of
course, when the aircraft is bombing buildings, he will fly a
heading that allows him to fly a straight line over the top of
both buildings. So now during OCA strikes, you can expect to see
attacks by aircraft from all angles!” |
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Final
thoughts |
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| This
menu system works too in Multiplayer missions, so you can see the
selection of targets by human or AI pilots over the net if they
are part of your flight. This is just one huge advance in the way
an attack is carried out - further pushing back the boundaries of
realism, attention to detail and, above all, player enjoyment. |
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reserved. |
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