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Old 07-02-20, 11:57 AM   #14
p7p8
Seasoned Skipper
 
Join Date: Nov 2006
Posts: 742
Downloads: 136
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But mission making is not modding. If you wanna make own mission you should learn basics first. Otherwise its like "i wanna make beauty poster in photoshop so please teach me what to do because i never launched photoshop"

Quote:
I would rather focus on more positive and informative subjects like what are DW strongest points as a simulation engine but also what are its limits and how to best to avoid trappings while mission designing?
Its too complex to answer because some limitation you could bypass. Making good mission is not like throwing all positive aspects of simnavalengine into one cauldron. Its also not reading about historical operations. Its something between - mix ot these both things.

Experienced mission maker just knows what is possible to do and what will be very hard or impossible. For example ships in formation very often collide themself while turning. So you have to make more space between ships. It means: forget about very thight formations.
But unexperienced player will read somewhere about real operation where ships were in very tight formation and will put them on map very close to eachother.
Then without testing "formation stage" he will make dozens of familygram to increase immersion. After 2 weeks of working he will finally test mission and... surprise - all was pointless because ships cannot maintain formation for 15 minutes.

This is typical @Stewy1 problem with mission designing. Instead working from top-down he start from details which havent matter to mission. And after months of working he discover - main concept was wrong.

I recommend start mission making from simple missions - without dozens of familygrams and other not important details. Its easiest way to learn quite fast what works fine and where you should use some tricks. But we always read about "epic" missions inspired real evaent but without main concept.
Inspiration cannot fulfill main concept.

We love this game because of simulation level - not because of familygrams.
Escort, attaching, SOF are essential of this game - not historical background or what was NBA league score in 83'


I have good experience with mission designing and i can help to find solution of editor problems. But without posting specific problems i cannot give you recipt for good missions.


I have an idea. I can make simple mission (with recording video from this process) accordingly to features suggested by subsim members.
So if you are interested - just make simple sketch in different thread.
This will open discussion what is possible and what isn't. And maybe after this "guide" @Stewy1 will learn something about mission designing.

You should suggest:
- player platform
- mission goal
- enemy
- random/not random events
- what will make this mission concept original
- what will make this mission dificult or easy
- etc.
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