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Old 09-14-09, 10:34 AM   #459
suBB
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Join Date: Dec 2005
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Quote:
Originally Posted by goldorak View Post
Yeah I see that.
Enjoy the mod, the 3d models, the documentation everything.
You'll find that its quite different from AT or Lwami.



I'm a regular player, what I can tell you is that RA most probably will be betasom's preferred mod for multiplayer. We schedule every week an objective based mission for 10-15 players. Thats not bad.




Good, the faster you finish, the quicker we can "try out" your missions.
whoa.. 10-15 people!!! awesome!!!

you have an idea on an estimated run-time for your scenarios with this many people? For my criteria I'm using a confirmed (years of play data) 4.5 hours.. but would love more time available for these objective based missions. However I try to compromise with a dedicated audience of how long an objective based scenario should last.

more detail of the reasons why for the time window(what I have in mind):

1.. I try to allow for departure of playable platforms to the area of operations and not spawn them in mid air and inside the op area. As for submarines(for the moment), at least one sub will be required to transit into and across the op area / avoid contact(or being shot at), while opposing will be required to patrol / hunt / make contact(if they can). both sides will need to abide to ROE and if violated the mission ends. For planes I have them leave the tarmac and transit, helos depart from air bases or from the ship. Haven't made any transiting surface missions yet.

2.. based on a transiting 688(baseline data), this time window allows for nukes to transit at speeds where they won't be easily compromised, yet allow them to reach the destination within the time window. Of course based on actual planning of the commander, his actual transiting speed / speed & stealth legs are all subject to planning. I also need to be mindful of the SSP type or it could render the scenario unplayable; learned this from Molon years ago. For wide area scenarios with nukes I'm using convergence zones. But for SSKs I need to test and optimize.

3.. Some say that a drawback to such a time window if tasked to transit an remain covert is 'uneventfulness' where nothing is going on and they are looking at a blank sonar screen and haven't engaged the enemy(yet). Well, if you are tasked to remain covert and weapons aren't authorized for release yet(done via editing), you'd hope NOT to make contact & avoid possible contacts or avoid / spoof enemy active pinging. Based on actual MP testing, this isn't an issue and some do in fact(including myself) enjoy the work behind stealth transiting over a distance and doing your best to remain covert against opposing forces. Also I try to provide something for everyone. If transiting seems boring, they can play the opposing side and hunt instead.

4.. 4.5 hours is a time-tested value based on my previous audience and most memorable moments. If i had more time, I could simply do more in a scenario, but the value needs to be a compromise between the author and the audience. I'm imagining that with 10-15 regulars, you guys would welcome probably welcome a 6 hour scenario(if not longer), but not sure.




I'd like to know others thoughts on this..
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