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Static/Dynamic campaign i call it. The campaign is player driven. Choice, teamwork and achievement is the main motivation to get forward. Targets are static/structures/buildings. Long range air defenses and EWR are static as well. Choppers can bring a level of unpredictability on the battlefield. Old play styles can be maintained. Advanced play styles are encouraged by the mission design. Easy to understand and participate in. Teams and LoneWolfs will be satisfied. All modules can be used to their fullest capability's. It's simple and straight forward by design.

 

Was brainstorming about another type of MP mission for the 104th. A mix between Airquake and Operation Longbow and the sorts. Was watching the new HEATBLUR F-14 LANTIRN footage when the idea came to me. The idea behind it is to keep it simple, Large scale, fun and dynamic and with a clear goal to work towards as a group and as a singleton. It will run for 7 to 10 hours and at the end the mission counts how many percentages of targets is destroyed. This kind of mission will also make full use of all the military planes, coppers and their capability's.

 

The main goal of this mission won't be knocking out the air defenses. It would be to attack the different target buildings/structures in the zones. You win at the end by destroying more percentage of targets then the enemy. Or you win by destroying 75% of all their targets. Defending your zones is also a high priority.

 

* Frontline will be fixed. But won't just be a straight line in the sand. You should be able to see the frontline visually on the F10 map.

* Country A and Country B will be mirrored as good as possible when defining assets to both sides. Like Air Defenses and EWR. Those large assets will be pre-placed on the map to form some make shift integrated air defense. Airfields should also be protected heavily.

* Game will take 7 to 10 hours. So won't carry over.

* Gameplay wil be dynamic by player actions.

* Rules will be simple and straight forward. Like we know and love form the 104th. (and can be easily changed into a point system where certain targets are more important)

* Zones will contain an amount of target buildings that need to be destroyed. There will be multiple zones to keep strikes focused on hot zones. And to create a bit more clarity where the targets are located. (air defenses and EWR can be placed outside these zones.

* Fixed editor placed make shift integrated air defense sides with EWR can be repaired and re-supplied by choppers

* A way to ask trough the radio menu on the status of the zones to get a rough number on how much is destroyed.

* The emphasis will be on strike aircraft and choppers and their ESCORTS. Without taking away from the Air superiority/Air Quake gameplay.

* Devide the mission in half. One part of the map is Red Country. The other side is Blue country.

* With the kneeboard example it will be easy to find active targets and plan missions just by checking target list.

 

Example: Zone F contains 60 buildings that can be striked. 15% is naval targets, 15% is Military targets, 40% is Infrastructure targets, 10% Are command structures, 20% are mobile targets like APC's, trucks. But they are also pre-placed and can't be moved.

 

Example of targets:

- Infrastructure: power, Communications, transportation, and industrial sectors

- Military buildings: Like HQ's, staging buildings, barracks, Vehicel depot

- Naval buildings: Same as above.

- Command and communication buildings.

- Air defenses, EWR

- Airfields and their support buildings. So when you kill a hangar it can actually count to your mission goal.

 

Those targets will be labeled and grouped like that so you can plan more easy.And define what you want to strike. It would be nice if the mission creater would designate an factory actually an factory on the map. That factory can contain 3 to 6 buildings. So Infrastructure damage in Zone A can have an overal of 10% damage. But Factory1 in Zone A is only 50% destroyed.

Any Zone can contain a total up to 30 targets with up to 3 or 4 target groups like Factory1

 

The only real problem i see here is. Say, Zone F has has 400 buildings in that area. Only 60 of them can be striked, to count against our end mission goals. How are we going to tell all the players witch buildings are actually important to strike, witch are already hit? And witch are just map filling with no meaning? How can we do that without cluttering everything up with radio menu messages.

Solution: You should be able to get a targeting list of al zones on your kneepad. Zone D page 6, Zone E page 7 etc etc. On that page should be an target list. And when clicked on it will show you the exact building in the F-10 map. If the target is already hit it gets automatically grayed out and clicking on it won't do anything. This will avoid asking ED for complex GUI to support this kind of MP gameplay.

 

KNEEPAD TARGET LISTS PER ZONE.

Zone F (coordinates) :

* Factory1 (drop down menu if possible)

- Building1 (coordinates) > Click on: Go to Building1 coordinates of FactoryTargetGroup1 in zone F on F-10 map.

- Building2 > Greyed out. Unable to click. > Target can be considered destroyed.

 

*** If somebody joins and say's... What do i need to do. Simply point them to the kneeboard for available targets. Or they can ask in an radio trigger for intel on how much percentage of each zone is destroyed. And then check Kneeboard target list for that zone. Everybody can just simply work their own zone of choice or help others.***

 

The key might be is to keep it relative small. Per zone only maybe only 10 to max of 30 targets to hit in total. 70% of them is buildings and 30% is static soft/armoured/SAM/AAA defenses. And have 8 to 12 zones per side. Make the choppers responsible for re-enforcing those zones when needed.

 

104th has many pre-placed targets on the map. Maybe in the thousands But mostly all grouped up. But when spreaded out you should be able to create more realistic defenses and they will be harder to find. The building/structures in the zones will be the main targets anyway as opposed to only armoured/SAM/AAA units. So it will be less unit hunting but more weapon delivery on strategic targets.

Use the units to augment the target area with defenses.

 

Will this be feasible? Will a dedicated server help in such missions? I think this should be able to be achieved within DCS MP with the current ME. Minus the essential Kneeboard idea for target listing and coordinates.

 

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Go in close, and when you think you are too close, go in closer.

Posted

So detailed. :-) I see you really have been giving this some thought and I personally think it is very feasible though I see this taking up a large amount of time to develop - which most missions do I have to assume. (if you can think it up - you can just about program anything and make it happen). I'm definitely interested in seeing your project come to be and I think it would be a great addition to the community.

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