Land unit reactions are overly complex because we have two different
concepts controlling them: reaction radius (set with lrange) and
reserve mission (set with mission). You need to deal with both to set
up or query reactions.
Commit 8d0e1af5
"fixed" this by making reserve missions meaningless.
The previous commit made reserve missions meaningful again: they
support an op-area now. This brought back the problem of having to
deal with two separate commands to accomplish one thing.
Fix this for good by removing non-mission land unit reaction
alltogether. The only feature we lose by that is the ability to order
land units to react until the order is explicitely cancelled. That's
because missions are implicitely cleared by many commands and events,
while non-mission reaction wasn't. Closes #858121 and #858122.
Remove the non-mission reaction case from att_reacting_units().
Don't limit reserve missions to the land unit's reaction radius: make
lnd_reaction_range() return the type's maximum radius instead of
lnd_rad_max.
The reaction radius is now useless. Remove the lrange command, and
struct lndstr member lnd_rad_max along with its selector react.
Remove land command's column rd. Make ldump show column react as
zero. Deprecate edit key 'P' in dounit(), and don't show it in
pr_land().
304 lines
14 KiB
Perl
304 lines
14 KiB
Perl
.TH Command MISSION
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.NA mission "Assign a mission to a ship/plane/unit"
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.LV Basic
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.SY "mission <TYPE> <UNITS> <s|o|d|i|e|r|a|c|q> [<op sector|.>] [<radius>]"
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.s1
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The mission command is used to assign ships, planes, or land units to
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missions. The available missions are:
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.NF
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Mission Ships Land-Units Planes
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i interdiction yes yes only "tactical"
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s support no no only "tactical"
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o off support no no only "tactical"
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d def support no no only "tactical"
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r reserve no yes no
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e escort no no only "intercept" or "escort"
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a air defense no no only "intercept"
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.FI
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You may also use 'q' (query) to check on
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the mission of something, or 'c' (clear) to wipe the mission of a land
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unit/plane/ship.
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.s1
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GENERAL CONCEPT
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.s1
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Missions are things that your planes/land units/ships can do automatically, such
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as bombing/shelling. You assign a unit to a mission, and whenever the right
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conditions occur, the unit attempts to perform its mission. Note that missions
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don't allow a unit to do anything it normally could not do, they simply allow
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them to do it in an automatic fashion. In some cases, units performing missions
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might not be as 'smart' as they would be if you were operating them personally.
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That's the price you pay for having automatic defenses.
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.s1
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.L "IMPORTANT NOTES"
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.s1
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Missions can occur during updates. (Interdicting ships using "sail"
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or "order").
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.s1
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Artillery units less than 40% efficient will not fire.
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.s1
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Planes flying missions will be intercepted normally. (i.e. if you fly
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over enemy territory, you'll get intercepted. Any mission except air
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missions may also be intercepted by planes on air defense missions)
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.s1
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Planes of less than 40% efficiency will not fly missions.
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.s1
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Planes assigned to missions are \*QNOT\*U eligible to intercept
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normally. For example, if a fighter is assigned to an escort or air-defense
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or interdiction or support mission, it will \*QNOT\*U rise to intercept
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an intruding enemy plane. (planes on air-defense missions will intercept
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planes flying in their op-area, in accordance with the air-defense mission,
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but will not intercept one outside their op-area, even if it is within
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their normal range. Be sure you understand this before using plane missions.)
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.s1
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Nukes on missiles or planes flying missions DO detonate.
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.s1
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"marine" missiles will keep launching to interdict ships until all of
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the valuable ships in the fleet are sunk. A "valuable" ship is one
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which cost at least $1000 to build or can carry land units or planes.
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For each new missile launched, the most valuable ship according to
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(cost to build) * efficiency is targeted.
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.s1
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Non-marine missiles will keep firing
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on a sector until 100 damage is done.
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.s1
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OPERATIONS SECTORS
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.s1
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Some missions require the designation of an 'op sector', short for operations
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sector. This is the center of an area that the mission is focused on.
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The op sector may be any sector that is within the unit's range.
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(Firing range for ships & land units on interdiction, reaction range
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for land units on reserve, flying
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range for planes, changeable with range command).
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The unit will exert influence in a radius around the op sector.
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By default, the radius will be as large as possible, i.e. the biggest range
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so that the unit/ship/plane could legally act there.)
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For example, a ship with a range of 4 could designate any sector up
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to 4 away from it as it's op sector, and would affect anything within
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4 of it's op-sector, provided it was also within 4 of the ship.
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.s1
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If a smaller radius is desired, it may be specified on
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the command line. If it is not specified, it will not be prompted for.
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.s1
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The area affected by a unit is known as that unit's op-area.
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.s1
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If a '.' is given as the op-sector, the op sector will be the location
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of the unit.
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.s1
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Additionally, if the unit's op-sector is the sector the unit is in, and
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the unit moves without losing its mission
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status, the operation sector will move with it. (Normally, of course, the
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only way for a unit on a mission to move is to be carried on a ship, so
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this mostly applies to planes on carriers) Thus, a tactical bomber on a ship
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could have an op-area centered on the carrier that moved with the carrier.
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.s1
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Otherwise, if the unit moves without losing its mission status, the
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op sector will stay where it was designated.
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.s1
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For example, suppose that land unit 4 is an artillery unit, range 5,
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located at 0,0.
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.s1
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.EX "mission land 4 int ."
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.s1
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This would make the unit interdict anything passing within 5 sectors of
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its location.
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.s1
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.EX "mission land 4 int 4,0"
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.s1
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This would make the unit interdict anything passing within 5 sectors of
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4,0, provided it was also within 5 sectors (the unit's range) of 0,0.
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.s1
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.EX "mission land 4 int 4,0 2"
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.s1
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This would make the unit interdict anything passing within 2 sectors of
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4,0, provided it was also within 5 sectors (the unit's range) of 0,0.
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.s1
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The op-sector/op-range concept allows you to restrict a unit's area of
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interest to a small, important area, or just let it shoot at anything within
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range.
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.s1
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MOBILITY USE
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.s1
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When a unit is given a mission, it costs no mobility. When a unit performs
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its mission, it uses the normal mobility costs that it would use to
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perform that mission if done by the player.
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.s1
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A unit stays on its mission until you cancel it, OR the unit acts. Any type
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of action not a part of a mission
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is sufficient, so marching, navigating, transporting, flying, reconing,
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bombing, mining, paratrooping, being attacked, being
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paratrooped on, retreating, etc, will all cause a unit to lose its
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mission status, but the unit could bomb/shell/etc AS PART OF A MISSION, and
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still retain its mission status.
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Also, land units with a reserve
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mission can react to a threatened sector and fight, and (assuming they win)
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return to their original sector without losing their reserve status.
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.s1
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Note that fortifying a unit does not affect it's mission status.
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.s1
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DEFENDERS
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.s1
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The defender's planes will intercept planes flying missions.
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His ships/forts/units, however, will \*QNOT\*U fire at ships/forts/units
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firing on a mission.
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.s1
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INTERDICTION MISSIONS (ships, planes, land units)
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.s1
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When giving a unit a interdiction mission, you designate an op sector. From
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then on, whenever an enemy (defined as something belonging to a nation which
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you are at war with) moves in a sector in that unit's op-area,
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the unit will try to shell or bomb it (as appropriate). Almost any kind of
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movement, except for distribution movement during an update, and the tiny
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amounts moved by the supply routines is enough.
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.s1
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For example, an enemy land unit marching up to the front would be
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shelled/bombed.
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An enemy moving commodities around would have the commodities automatically
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shelled/bombed. A ship navigating into a sea sector would be shelled or bombed,
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depending on it's type (obviously, only depth-charge or ASW capable units would
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affect a submarine, and a submarine would only affect things it could torpedo)
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In general, units can only affect things they could normally affect. For
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example, if the enemy was transporting a plane along a highway, and you had an
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artillery unit and a light bomber interdicting the highway sector, the land
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unit would fire and the bomber would fly there and bomb, and the total damage
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would be applied to the plane being transported. If it was still alive, it
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might be moved to another sector, there to be bombed/shelled again (assuming the
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new sector was also in both units' op-areas) If a different unit later moved
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in, it would be shelled/bombed. This happens as long as the interdicting units
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have mobility left.
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.s1
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Damage done is divided amongst all units/ships/commodities moving. For
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example, if 6 ships were moving, and the interdiction mission did 18 points of
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damage, each ship would take 3.
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.s1
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Note that only ships with sonar and ASW planes can interdict subs. Also, the
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units may or may not detect the subs, so it's kind of random. The sub also
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has a chance of escaping the damage, depending on the visibility of the sub.
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.s1
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Only planes with the 'tactical' ability can fly interdiction missions.
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Only planes with 'ASW' ability will fly vs. subs. Planes with 'ASW'
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ability will not fly interdiction vs. other types of
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ships/planes/units/commods. Subs have a chance of sneaking through
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ASW air cover unnoticed, and ASW planes will respond to any
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non-Friendly sub movement. Depending on the visibility of the sub,
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the ASW plane may or may not identify the type and/or owner of the
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sub.
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Interdiction has no effect on flying planes. Interdiction does not
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affect loading/unloading. It will also cause some damage to the
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sector that the commodities were moving into.
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.s1
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Note also that forts will fire at enemy ships coming within
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range. You don't have to set anything for this, it
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happens automatically. (Forts firing at enemy ships naving happens before
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ships/planes/units interdicting ships, so if the enemy is using an area a
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lot, a fort will hurt him without costing you mob from planes)
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.s1
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SUPPORT MISSIONS (planes only)
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.s1
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A support mission allows your planes to automatically bomb the enemy.
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Planes with offensive support missions will bomb enemy sectors that you
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attack. Planes with defensive support missions will bomb enemy troops
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attacking your sector, adding to your defensive strength. Planes with
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support orders will do both.
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.s1
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When giving a plane a support mission, you designate an op sector. From then on,
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whenever a sector owned by the plane's owner (or by an ally of the plane-owner,
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if the ally is also at war with the attacker)
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in that plane's op-area is
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attacked, the plane will attempt to fly to that sector and give ground support,
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if it has support or defensive support orders.
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.s1
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If the plane's owner (or an ally of the plane's owner, if the ally is
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also at war with the country attacked)
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attacks a sector in that plane's op-area belonging to a
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country that the plane owner is at war with, the plane will
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also attempt to fly there and give offensive support if it has
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support or offensive support orders.
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.s1
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(see info attack for more information on how support works in land combat)
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.s1
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Only planes with the 'tactical' ability can fly support missions.
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.s1
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ESCORT MISSIONS (planes only)
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.s1
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When given an escort mission, an escort or intercept capable plane will attempt
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to escort any plane flying a support or interdict mission from the same airport.
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If even 1 plane flies a support or interdiction mission from an airport, all
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planes on escort duty at that airport will attempt to escort. Planes with escort
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duty will NOT attempt to escort planes taking off from other airports, so it
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pays to put your bombing planes and escorting planes together.
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.s1
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Only planes with the 'escort' or 'intercept' abilities can fly escort missions.
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.s1
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AIR DEFENSE MISSIONS (planes only)
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When given an air defense mission, an intercept capable plane will attempt
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to intercept any enemy plane (defined as any plane belonging to a country
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you re at war with) flying into its operations area, irregardless
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of whether the enemy planes are flying over owned sectors. For example, if
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a plane is given an air defense mission with an op area covering some
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owned sectors, some sea, some allied sectors, and some enemy sectors, it
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would try to intercept over any of them.
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.s1
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When a plane enters a sector, any planes with air defense missions that are
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at war with the owner of the plane will fly there to fight it.
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The air defense planes
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encounter normal interception along the way (but do \*QNOT\*U trigger
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more air defense missions, but \*QMAY\*U be intercepted normally).
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Once the air defense planes get to the sector,
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they fight the plane. Then, if the owner of the sector
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is hostile to the plane, still more planes may intercept it.
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.s1
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.L Example
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Groonland wants to run a recon flight over Bannannarama. Joeland has a
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jet fighter with an air defense mission and an op-area covering part of
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Bannannarama. The 'j' sector belongs to Joeland, and is the base for the
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fighter. The 'b' sectors belong to Bannannarama, which has 1 fighter
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in the center sector. The 'g' sector belongs to Groonland. Assume that
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all countries are mutually at war.
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.s1
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The Joeland fighter's op area is centered on the 'B', radius 2.
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.NF
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. . . . . . . . . . . . . . . . .
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. . . . . j . . . . . b b . . . .
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. . . . . . . . . . . b B b . . .
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. . . . . . . . . . . b b . . . .
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. . . . . . . . . g . . . . . . .
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.FI
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.s1
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The Groonland player enters a path of 'uujjjbgbggh'.
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The first sectors entered is sea, and is not in the Joeland
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aircraft's op-area, so nothing happens.
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.s1
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Next, the Groonland plane enters the sector adjacent to Bannannarama.
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This is within the Joeland aircraft's op-area, so it flies to intercept.
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It takes the shortest path there, and fights the Groonland plane.
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Let's say that both take 20 points of damage, and neither aborts.
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.s1
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Next, the Groonland plane overflies a Bannannarama sector. The Joeland
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plane flies there, and is intercepted by the Bannannarama plane. Let's
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say that it comes through the fight without being aborted. It then fights
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the Groonland plane. After this combat, if the Groonland plane is not
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aborted, it may be intercepted again by the busy Bannannarama fighter,
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assuming that that plane is still efficient enough, has mob enough, etc.
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.s1
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A good use of this mission is to provide a wider CAP around a carrier,
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so that enemy planes get intercepted several times on the way to the
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carrier, rather than just once, in the carrier's sector.
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.s1
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Another use is to provide air-cover for an ally who has temporarily
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lost his planes.
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.s1
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RESERVE MISSIONS (land units only)
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.s1
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A land unit on a reserve mission may react to enemy attacks within its
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op-area. See info \*QAttacking\*U for more on land unit reactions.
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.s1
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Note that units with a reserve mission retain this status even when they
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react to a threatened sector and return. This is an exception to the normal
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rules on losing your mission status. If, however, the land unit is forced to
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retreat from the combat (see land combat for details), it DOES lose its status.
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.s1
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Note: information gained from planes flying missions is automatically
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added to your bmap.
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.s1
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.SA "Ship-types, Plane-types, Unit-types, attack, bomb, Ships, Planes, LandUnits"
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