SQ: This thread has acquired continental drift, but on the issue of scenarios, I must go with your flow.
There is always an ongoing debate about the character of MP scenarios. Do they pander to the 'knife -fighters'
or have they huge maps, large search areas and long run-in times ?
Personaly I dont think it behoves any of us to get too sniffy about scenario types. The MP scenario market has to
serve widely differing tastes from the quick fix knife fight pseudo flight sim dogfighters to the ultimate reality
of ''real-time' missions. We simply have to cater for all tastes !
We have to face the fact that the main demand is for the former and the game scene has responded to
'Dogfighter'demand ! Now some of us are happy to mirror reality and search unproductively for days and
get a buz from it. But we should'nt expect a majority of players to enjoy and seek out this type of scenario.
Sub Command reality scenarios for MP, unfotunately, did not and will not be dominant.
It seems sensible therefore for the designer to try to meld together elements which are difficult to bring together.
To try to achieve in a single MP scenario a balanced menu without pandering to extremes in diet requirements !!
This allows for the not improbable concept that while we eat fish today its fowl tomorrow. Our tastes vary !!
Okhotsk is my first attempt to achieve these ends by marrying together in one scenario interest
hooks for many types of player. In a Team, one player can confront ,or draw,the opposition while the other adopts
stealthy practices, stays out of trouble and goes for the Boomer. Alternatively, if the blood is hot, both attempt
to fight their way through, IF necessary.
Developing the idea of 'hooks' further I am working on a Phillipine Islands scenario called 'Knife Edge'
The first hook is the Team does'nt know what the ROE are at SOG except 'Monitor XX team and YYY and staying
weapons range. Standby' Weapons Tight. An attempt to achieve RL reconnaisance stealth activity in preparation
for possible action. The second hook is that the timing is randomised within acceptable MP parameters
- so Teams are at the highest alert 'Ready' status for an indeterminate period - on the 'Knife Edge !'
The third hook is goal related and other hooks subtend.
As usual, the main problem is locating starting positions suitable for execution of the mission within the average
MP players available gameplaying timeframe. Thats the rub - and is always at the heart of attempts to achieve reality.
Kilo range and speed limitations add further dimension to the problem. Other factors include length of time
online to maintain connectivity and interest in Teams of 7 players in 'busy(ish) 'waters!
Another rub is my impression that the serious 'reality' players are in SP. But it would be sad neglect of all SAS have
achieved if we cant fully attempt to exploit the games MP potential by hopefuly bringing all types of players onboard
in scenarios.which endeavour to suit all tastes The sim has potent adrenalyn built in supercharged by the
multiplayer potential.
Its doubtful though whether the necessary discipline and self restraint necessary for 'reality' team simulation
can be maintained anywhere outside of the Fleets ! Elsewhere there are no sheriffs, no judges, no penalties just
a lawless frontier town with a casino, whisky and girls !! Heck made that sound too appealing !!