New DCS 1.5 and still we don't have dynamic multi campagin? OMG
However, one key feature of the F4/EECH campaigns, is that it flows without slicing it to missions, you can join and leave anytime, there are missions generated continuously, AI or player pilots are accepting and flying them.
Would be great to have a dynamic MULTIPLAYER campaign.
That would require tools/methods to manipulate units on the fly which.
Im working personaly on something like that but I dropped works on it for a while because I am little frustrated, I hve paid for DCS not to sit houndreds of hours to make campagin but to play it. Never mind, I have idea how it can work to give good fun both for pilots and for ground unit players.
I have tested with friends the maximum number of objects AI who are moving on strong PC. Number is 4200 after this it is starting to lagging. I had problems with lags ealier with C.A 1500 objects on map. But problem was lieing in triggers and scripts. Too much complicated "continous" instructions, then I spend another day to find way to optimize it, it works fine up to over 4000. It means 2000 object per side of conflict. Is not much but ok.
My idea how to get it working:
Map is very big, so I have to divide map for 3 up to 4 stages just to move to concentration of units closer to battle front. Of course towns far behind are still covered by some units, bigger towns has SAM and other stuff, smaller AA guns etc. So if somebody would like to make guerilla tactic, he will be spoted and reported to players on other side.
Main conception is that both sides are fighting not for airports only but for towns (smaller and bigger) when is close to airport then its posible to capture airfield. Fighting for towns (capturing one opens the opportunities to preform attack to another one and in captured town its posible to spawn vehicles, Each city has limited unit spawn, if some will its posible to respawn them after 30 minutes) gives fun for tank drivers, because distance between cities are smaller that airfields, so they dont have to drive 100 km 45 min to die, hahaha. More over during moving to towns there is random function witch can generate and spawn some small forces like road blocks to stop tanks a little.
AWACS/EWR: I prefer to use EWR because its harder to find and to destroy it. Players are able to spawn transport in main base and send them somewhere where they want to put EWR. When transport will reach destination within 10 min EWR group will respawn and another one will be deactivated. When EWR group will be destroyed then new posibility of respawning EWR transport will apper after 30 min. When is not enought players CPU is taking control over units, when 0 players on server after while all units will stop because somebody has to use radio commands to show comtuper what to spawn and where it should go. There is also plenty CAP misions but you never know if you will find enemy in the air or not, another random function.
For optimalization, units far far away form players are deactivated (town covers etc) if enemy fores are close, then groups defending towns are activating again.
It is something like ARMA but DCS gives posibility to play it on simulation level what I love. I have hope that in the future we will paly something like this where both ground players will meet with pilots, and for both playing DCS on same server will give a lot of fun. I have tried tanks. With organized group attack or defend game looks amazing...and adding pilots on the sky its a hell on the ground. Battlfield in good simulate edition.
Greetings for players and programers
P.S I will buy all modules for DCS when something like this we will get it working.