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Old 01-27-07, 11:25 AM   #23
suBB
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Join Date: Dec 2005
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Default you betcha :)

:hmm::hmm::hmm:



The more I keep thinking about this, the more it keeps making sense now.

In light of 1.04 and lwami 3.04 I’d say we’ve reached a stopping point and the map is pretty much finished, and working, i should say i can't find anymore bugs at this point But after what we’ve been through in the learning process of editing, things didn’t turn out the way we expected them to this time around, but still with the right idea and timing it will fly.

Almost a year ago I knew what I wanted to see come into existence, but wasn’t really sure how to put it into words, or if it even made sense then. Now when I think of dynamic mission objective, ‘on the fly tasking’ comes to mind, like in fleet command, where platforms will receive basically an additional set of orders at any given moment based on the situation.

I want to say we will deliberately miss the mark on this note, because now that I know what to look for, I could code D.M.O. into this map, but I rather not because I feel something like that needs to be accounted for in the front end of the design, and not at the finish line or midstream so to speak. However that could change once 3.04 comes out because I need to see how the map will react to the new patch and mod. In the same token D.M.O does exist in the form of random intelligence that affect standing orders of playables sent by either AI or human players when / if the opportunity permits, once again as the situation changes.:hmm:

Interestingly enough, it seems we ended up creating something we best describe as ‘dynamic situation objective’. The tasking(standing orders) remain the same, but based on what happens between start in finish, under the conditions of ROE provided in tasking for all playables, the current state of the situation, and level of intelligence gathered and shared with allied platforms, those factors will affect the chances of more than one possible outcome for all platforms involved. We’ve made it as such where if ROE is violated it will result in mission can’t be completed by either side, and a message is sent globally to all playables.

In this case, mission outcome isn’t just shooting at any and everything with a tonal or an emission, although that is one possible outcome. The outcome is also destination sensitive, such as a 688 trying to reach dive point with FFG / helo escort, while RU tries to intercept. Or if RU forces manage to infiltrate the helo and ffg and intercept and sink the 688, will either the akula or kilo, or both, make it out alive... or not. OR any other possible outcome depending on the design.

Right now, all playables are spawned into the scenario with enough information to work with, and based on the choices made by players, and AI, will affect the chance of more than one possible outcome. Coding AI has been a job in itself, but we've made it such where AI will pretty much think and act as a human would, meaning checking sonar baffles, comms check intervals and link promotion if contacts are made, not reacting in haste to active sonar, provide long range support, etc. Sometimes, AI will even violate ROE.

The big question I had then was does dynamic mission objective on MP level exist? With the right planning and idea – most definitely

And this thread is long overdue for a revision, now that we know exactly what to do - and what not to do. Plus so much has changed since then.

BIG THANKS to those who helped us reach this point and acquire this level of knowledge, wisdom and understanding.


Last edited by suBB; 01-28-07 at 07:12 PM.
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