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Author Topic: opinion wanted on Pacific mission design...  (Read 571 times)

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SAS~vampire_pilot

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Re: opinion wanted on Pacific mission design...
« Reply #12 on: July 07, 2019, 09:11:50 AM »

Balikpapan to Surabaya or to Bali are 5 hour missions....
If I set the speeds so the transfer is done by ~50% throttle (about 290kph), you have enough fuel. Turn home with 65 to 70% fuel and you will easily make it with some 15% to spare.

AI is just stupid and must not be set to escort. It wastes fuel in that formation like no tomorrow, and is already done on the down leg. So all flights fly lose formation. It works for the player flight I think.
Timing of AI spawn dictates the players does not deviate much from what autopilot would do anyway.
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LuseKofte

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Re: opinion wanted on Pacific mission design...
« Reply #13 on: July 07, 2019, 09:48:42 AM »

I did not read the tread properly, but you might set a mission goal as coming to target and destroy some of it. Then people can end it by choice after that
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Dimlee

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Re: opinion wanted on Pacific mission design...
« Reply #14 on: July 08, 2019, 02:59:32 PM »

Among large number of my missions (never published outside of my PC) there are some half baked "long" missions 40 to 100 min long.
When I did them I asked myself: if I share them ever, who besides real aficionado would be interested in those long and uneventful flights...
So the answer was: make that long flight eventful.
My approach was twofold:
1. Add events to the player's flight or happening very close to it. Escorts and other friendly a/c joining/leaving, member of your group dropping (fuel set to 5% or so), ships steaming and visible while the altitude is not too high, enemy bombers (transport, recon) crossing the path of your recon(bomber, transport) aircraft... etc.
2. Add "side" events that can be watched thanks to the magic of friend/foe/camera view. Here sky is the limit and all depends on one's imagination. And common sense, of course.  :)
So the player can engage autopilot and browse through the number of views to see what is happening in other areas of this theatre of operations. Naval action, ground action, dogfights, etc... And since we have fantastic C&C, we can limit the timing of many events just by directing a/c involved into DZ.
There is one obvious issue: creation of such one mission will take a lot of time. But who said the life mission making should be easy.
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Squashman

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Re: opinion wanted on Pacific mission design...
« Reply #15 on: July 08, 2019, 03:59:15 PM »

My approach was twofold:
1. Add events to the player's flight or happening very close to it. Escorts and other friendly a/c joining/leaving, member of your group dropping (fuel set to 5% or so), ships steaming and visible while the altitude is not too high, enemy bombers (transport, recon) crossing the path of your recon(bomber, transport) aircraft... etc.
2. Add "side" events that can be watched thanks to the magic of friend/foe/camera view. Here sky is the limit and all depends on one's imagination. And common sense, of course.  :)
So the player can engage autopilot and browse through the number of views to see what is happening in other areas of this theatre of operations. Naval action, ground action, dogfights, etc... And since we have fantastic C&C, we can limit the timing of many events just by directing a/c involved into DZ.
There is one obvious issue: creation of such one mission will take a lot of time. But who said the life mission making should be easy.

This sounds like a great approach. Any chance of publishing one or two of your missions, with a brief tutorial on how to manage the micro views?
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Dimlee

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Re: opinion wanted on Pacific mission design...
« Reply #16 on: July 09, 2019, 12:33:34 PM »


This sounds like a great approach. Any chance of publishing one or two of your missions, with a brief tutorial on how to manage the micro views?

Probably not for everyone's like... Long missions can be too long for some.
No tutorial is needed, I think. To avoid misunderstanding, there are no micro views and no special mod.
The player just clicks Shift+F2/F3 or whatever keys are assigned for friendly/enemy views and for stationary cameras views. And observes what happens to friendly or enemy flights or other action as viewed from the camera.
Those flights and ground or other actions should be designed by the mission maker of course. :)
Actually, creation of such "side stories" can be the most consuming process of the mission making.

For note. Wonderful PALs Visual Mod can make long missions even more interesting.
If that mod is enabled, you can choose particular aircraft of the "side story" to view (no need to scroll continuously). Or, if the planned long flight is too boring, just switch to another airplane cockpit and then continue in other region of the map, in another adventure.

I'm travelling now. When back home I'll select a couple of missions which are more or less complete and I'm not ashamed to share  :-X  Download links will be posted here.
   
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Squashman

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Re: opinion wanted on Pacific mission design...
« Reply #17 on: July 09, 2019, 01:15:01 PM »


For note. Wonderful PALs Visual Mod can make long missions even more interesting.
If that mod is enabled, you can choose particular aircraft of the "side story" to view (no need to scroll continuously). Or, if the planned long flight is too boring, just switch to another airplane cockpit and then continue in other region of the map, in another adventure.

I'm travelling now. When back home I'll select a couple of missions which are more or less complete and I'm not ashamed to share  :-X  Download links will be posted here.
   

Thanks very much. Look forward to that  ;D

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Knochenlutscher

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Re: opinion wanted on Pacific mission design...
« Reply #18 on: July 11, 2019, 10:48:06 AM »

Today, with kids, job and less time to play I avoid longer Missions.
Can't remember the Builder, but a Avenger Campaign that had it perfect,
max 10 Minutes to action. Longer and I must leave.

When I had time, I loved to fly the stock East Front Missions from beg to end.

I still collect most Campaigns, like a Hamster, for a revival when I'm a Pensioneer with plenty time to beat.  ;D
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anitek

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Re: opinion wanted on Pacific mission design...
« Reply #19 on: July 13, 2019, 01:32:14 PM »

I created Guadalcanal Bomber missions that are pretty long based on the B-26 raids to get "Washing Machine Charlie" at Rataka Bay.
Time compression helps to get it over with - or I'll be sitting there.."long time".
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rollnloop

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Re: opinion wanted on Pacific mission design...
« Reply #20 on: July 19, 2019, 11:15:19 AM »

Among large number of my missions (never published outside of my PC) there are some half baked "long" missions 40 to 100 min long.
When I did them I asked myself: if I share them ever, who besides real aficionado would be interested in those long and uneventful flights...
So the answer was: make that long flight eventful.
My approach was twofold:
1. Add events to the player's flight or happening very close to it. Escorts and other friendly a/c joining/leaving, member of your group dropping (fuel set to 5% or so), ships steaming and visible while the altitude is not too high, enemy bombers (transport, recon) crossing the path of your recon(bomber, transport) aircraft... etc.
2. Add "side" events that can be watched thanks to the magic of friend/foe/camera view. Here sky is the limit and all depends on one's imagination. And common sense, of course.  :)
So the player can engage autopilot and browse through the number of views to see what is happening in other areas of this theatre of operations. Naval action, ground action, dogfights, etc... And since we have fantastic C&C, we can limit the timing of many events just by directing a/c involved into DZ.
There is one obvious issue: creation of such one mission will take a lot of time. But who said the life mission making should be easy.

That's the way I proceeded with my multiplayer solomons corsair missions a decade ago.

However, for solo player missions, everyone or 99% at least will use fastest time compression, so all these details will be wasted. You can detail the 5 first minutes I guess, but then leave it blank or at least not threatening.

Using the "jump to next action point" will only compress time by 8 at max. This mode ensures you get out of time compression when near ennemy. In BAT using standard autopilot with 256 time compression is much player friendly, but then if you fall on an unexpected threat you can die in an instant, still in time compression.
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