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View Full Version : @ OKO, others, and to the authors of mission objective MP


suBB
05-20-06, 08:28 AM
WOOOOOWW!!.... i just want to say thank you... because of your examples of doctrine and scripting (random sub accident) and with the help and motivation of others(long list J) I just included a random helo accident(controllable), for my mission objective multiplayer map, including: ATC chatter(clearance for landing and take off), fire alarm, distress call to all allied platforms(possibly interception of distress call to enemy platforms as well) and either landing on ffg(also controllable), or running out of fuel and crashing, whichever comes 1st.

I ‘just might’ throw in a little rescue mission of pilot retrieval :hmm:

It’s been a crash course in learning doctrine and scripting but I think I know enough now to be dangerous :P

I keep pushing for a sense of dynamics which was id say in place already, but adding this factor in(doctrine and scripting), increases dynamics that much more.

MHO – I think there is a paradigm shift leaning away from your typical platform vs platform MP and more towards mission objective orientated MP.

@ the usual ‘motley crew’ – this is another round of play testing.. see you all soon

OKO
05-22-06, 08:22 PM
Sounds good !
I'm happy I could help a bit, as others did also.
I hope we could play your mission soon ! :yep:
looks exciting !

As you said, the potential of mission making is really great with DW, and everyone could find a way to use his own personnal interest.
At this time, I'm personnally more oriented to build coop MP missions than I was before.

OKO
05-23-06, 05:07 PM
and either landing on ffg(also controllable)

I'm no sure you are aware of that, so I have to mention : did you know human helo could land and rearm (and repair if you use script of course) at every helipad on the game ? even on other ships than the OHP, like a Spruance, or a WASP ... everyship with a helipad in fact.

suBB
05-24-06, 10:51 AM
Sounds good !
I'm happy I could help a bit, as others did also.
I hope we could play your mission soon ! :yep:
looks exciting !
As you said, the potential of mission making is really great with DW, and everyone could find a way to use his own personnal interest.
At this time, I'm personnally more oriented to build coop MP missions than I was before.

Sorry it took so long to respond - I’ve been very busy.

Ya me too, I can’t wait until all of these bugs are resolved so I can play my own map w/o all the hang-ups. :P

The random helo accident offers an unexpected twist - being that the 688 is departing for sea with escort in shallow waters(ffg and helo). What could be a menace for the aggressors(akula and kilo tasked to intercept 688) can also be burden if the helo pilot fails to land in time.

And even if making it to ffg in time, if the pilot chooses to stay for complete repairs or just partial repairs, that of course will have an impact on the chances of survival and overall mission objectives for all platforms.

When stuff like this comes into play(random events affecting ownship) it places a sense of accountability and responsibility for the welfare of the team/ownship and makes decision making and the 'will to survive' more critical and important than ever.

MHO - you wont experience this in plat vs plat, maybe to a degree in team dives, as the mission is clear - to destroy. To me the decision making isn’t critical - just point click and shoot.

On the other hand(multiplayer scenario), its completely different if there is a pilot to rescue in enemy territory when your vessel shouldn't be there in the 1st place(stealth) while the opposing side is trying to thwart your attempt and take the pilot captive. Under these conditions pilot retreival and returning to safety requires more thought, planning and strategy than not - can't just go in with guns blazing, it might compromise the mission.

At first I was rushing to get something finished, but after learning of what doctrine and scripting can do, especially on a multiplayer level.... Well, need I say more :rock

Instead i'm taking my time and soaking up all that I can. There are other multiplayer scenarios I have in mind(such as rescue, intel gathering, recon, etc) but of them all this one I’m working on is the most important - the infrastructure used here will only lay a foundation for future maps to come.

goldorak
05-24-06, 12:49 PM
Instead i'm taking my time and soaking up all that I can. There are other multiplayer scenarios I have in mind(such as rescue, intel gathering, recon, etc) but of them all this one I’m working on is the most important - the infrastructure used here will only lay a foundation for future maps to come.


I hope you will make your scenarios available to the community. :yep: :up:

Bill Nichols
05-24-06, 01:15 PM
And, I hope they are playable solitaire. What you describe sounds like a lot of play value for those of us who don't do multiplayer. :up:

suBB
05-24-06, 11:03 PM
and either landing on ffg(also controllable)

I'm no sure you are aware of that, so I have to mention : did you know human helo could land and rearm (and repair if you use script of course) at every helipad on the game ? even on other ships than the OHP, like a Spruance, or a WASP ... everyship with a helipad in fact.


@ OKO

woow.. i didnt know that... thanks for the tip

I will keep this in mind, as i do have plans for the helo in fact(when the time comes)

Like i said in my thread http://www.subsim.com/phpBB/viewtopic.php?t=51609 i think maps should be made to justify platforms.. so any ideas that come to mind for a platform of interest, or thru suggestion i just jot them down and return to the idea at a later time.

And i would love to make coop maps as well, but for now i need to remain focused on the task at hand and continue on with the learning process.

@ goldarak and Bill Nichols

o yes of course i do intend to share.. but before that i need to make sure that I've/we've done all that can possibly be done in the editing/revision process to make sure its working as it should. After that, some performance testing/tweaking then eventually release. All this bug hunting/fixing is actually helping out a great deal in understanding map editing. :up: