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dynamic mission objective multiplay

 
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suBB



Joined: 18 Dec 2005
Posts: 37

PostPosted: Sat Apr 22, 2006 2:38 pm    Post subject: dynamic mission objective multiplay Reply with quote

Hey,

this is my 1st run of dynamic mission objective multiplay, as a 2nd time mapper.

The concept makes sense in my mind and others who are helping me test it. But I’d like to hear of thoughts from others on this.

I’ve played some miss obj, such as blackmktboomer, baltic break in, and some others(there's less than 25 out), so I dunno if dynamic miss obj is an old hat... But I guess ill find out after this post Smile

In short, dw has so much more to offer than routine platform vs platform 'i sunk you, have a nice day' gameplay. I’d love to see something different, plain and simple, and experience dw at its utmost potential.

Game settings - depends on host - but scenarios were/are intended for 1.03 official patch, no autocrewTMA/actInt optional, luami 3.XX(minimum 3.02 and future releases)

features(in my mind) will include:

1.. Practical scenarios that justify all playable platforms - 6 ssn21s in a versus dive.. cmon.... AND scenarios that require 100%(and beyond) of what your platform has to offer

2.. 0% or minimum predictability - which equates to 100% or optimal dynamics - mission outcome depends on the choices made by the player and at anytime could change the tides
In favor of/against the player

3.. Offers a 'cold war' style of gameplay on a mulitplay level, where resolve isn’t 1contact + 2 uuvs = 6 torpedos, but instead how well/poor you undergoe planning/strategy, use of stealth, use of available resources/assets, navigation, etc.. However if worse comes to worse you will have to defend yourself to complete your mission tasking

4.. Reasonable traversal routes (travel distance between sides) - are neither too far apart where map isn’t playable nor too close where map will become short lived, BUT reasonable for 1-way and/or round trip. And due to dynamics, success rate is no more than 50%. The other 50% depends on you, the player.

5.. Simulated ELF messaging and radio comms for all playable platforms w/ audio capability(elf.wav, copy_broadcast.wav) - real-game time intel upates for each side, depending on progress of player - see also item 7

6.. Due to luami 3.02, aggressive AI poses a vital threat, so coordination with AI platforms also introduces an unexpected twist, thus contributing to dynamics MPO. Coordinated attacks (between AI or allied players)will be done by radio from comm depth via radio antenna transmisson, or received by radio antenna/floating wire.

7.. Intel update(via radio/ELF) on a private basis, and not globally - your live opponents will never know your and allied AI/player intel gathered throughout progression, and vice versa. However end mission messaging will be sent globally to inform players that mission objectives have been fulfilled by the winner, and the mission is over.

8.. In time of writing - need to prevent premature winning - could be a form of cheat - one might know outcome of mission before carrying out tasking then try to trigger the win - this is a WIP

9.. Requirement of securing general qtrs - once objective is achieved, ownship must reach minimum safe distance to win
or goal simulating that ownship is out of harms way

10.. Mission status goal messaging(123 goal complete /incomplete by xyz) deliberately left out - once a mission goal has been completed by a live player, its easy for the opponent to plan around his/her next objective. With goal messaging in mission status left out, which is also provided globally, this will no longer be the case.. It is only through item 7(see above) that any form of mission completion is made globally informing all players that somone won and mission is over - one persons mission success, will be your mission failure(if not allied)

11.. Multistation compatible - WIP - need target assignments, waypoints, triggers, etc, but this isn't a show-stopper.

12.. Random spawn of all units, platforms, neutrals in effort to contribute to dynamics - are within reasonable means(not too close and not to far) between opposing sides, but within traversal routes. Actual mulitplay over time will determine performance. Traversal routes, I should say distance and coverage areas, are determined mainly by platform.


XX.. Anything else for the better

So, what do you think about all this?

thanks for listening ....


suBB


Last edited by suBB on Sat Apr 22, 2006 7:09 pm; edited 1 time in total
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suBB



Joined: 18 Dec 2005
Posts: 37

PostPosted: Sat Apr 22, 2006 2:47 pm    Post subject: correction Reply with quote

gamesettings: NO autocrewTMA, actInt optional
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Molon Labe



Joined: 16 Jun 2004
Posts: 1052
Location: Bloomington, IN, USA

PostPosted: Sat Apr 22, 2006 4:48 pm    Post subject: Reply with quote

There tends to be a tradeoff in scenario missions between balance and randomness. Too much randomness and one side is pretty much handed the win at mission start, so balance tends to win.
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suBB



Joined: 18 Dec 2005
Posts: 37

PostPosted: Sun Apr 23, 2006 12:45 am    Post subject: Reply with quote

Molon Labe wrote:
There tends to be a tradeoff in scenario missions between balance and randomness. Too much randomness and one side is pretty much handed the win at mission start, so balance tends to win.


hey, thank you for your input.. as this has been(hopefully that will remain past tense) an obstacle that I’ve been trying to overcome. I ran into that issue in subcommand.. to the point of frustration, then gave up.

Btw about the bumper stickers..

I was joking at first, but after what you showed me.. I think ill have a few made...
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