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View Poll Results: Which campaign sytle do you like the most | |||
SC style: two parallel campaigns showing opposite viewpoints |
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9 | 45.00% |
DW style: One campaign, each side selectable per mission |
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5 | 25.00% |
Linear: Missions from one side only |
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4 | 20.00% |
Other: Please specify below |
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2 | 10.00% |
Voters: 20. You may not vote on this poll |
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#1 |
Subsim Diehard
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Which campaign style do people perfer the most...
The problem with the SC sytle is that you must go through every mission from the other sides viewpoint to get to the missions that are really interesting, then again, it allows more flexibility in mission setup and tasking IMHO. The DW sytle lets you complete the missions (to make them available) from whatever's side seems most interesting to you (you don't HAVE to play each mission from each side), the drawback is the stories plot is less flexible (it has to be sorta ambigous where the next mission doesn't depend on whether or not one side won the last). Then there's always the linear mission that are simpler and just tell a story however the author chooses... creating the story as one sees fit is probably the strong point to this mission type. Or there may be suggestions that haven't been considered.
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 02-11-07 at 12:03 PM. |
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#2 |
Ocean Warrior
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And the choices are...?
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#3 | |
Subsim Diehard
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#4 |
Ocean Warrior
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There was a poll there...?
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#5 | |
Subsim Diehard
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*the poll magically appears before your eyes* ![]()
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#6 |
Ocean Warrior
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You definately got me...
Cheers, David
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#7 |
Naval Royalty
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I don't really have a preference. As long as the missions are interesting, then the campaign will be fun.
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#8 | |
Subsim Diehard
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#9 | |
Naval Royalty
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My experience is that in order to make a fun scenario you have to really understand what influences the outcome, and then leave it up to some combination of chance and the player's decision making in the face of uncertainty. |
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#10 | |
XO
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![]() In my experience, the more simple the mission you want to be, the more "background things" you have to make... The AI is no smart enought (yet very improved with LWAmi mod) and the scenario editor tools don't allways work as they have to... so you have to use tricks to make those "simple things" to run properly. ![]() And there's also another thing... THE PLAYERS!! All have to be checked and controlled because if not, you receive an email saying: "I destroyed the lighthouse and in the next mission it was there again..." ![]() ![]() And things like that. ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#11 |
Subsim Diehard
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Yep.
And I think the hardest part of the mission design is telling "the story" so that it feels that you are doing something interesting. Framing the plot and presenting it so that the story unfolds nicely is sometimes hard to do:hmm:
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#12 | |
Naval Royalty
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