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Posted

The mission must be engrossing and compelling. Detailed briefings with characterization, objectives, well-built slides; in-game radio messages convincingly voice acted; objectives that force one to think outside the box; an actual impression that you're working as part of a larger team and not all alone.

  • Like 5
Posted

Agree that radio chatter and good voice acting is what makes a SM really good for me. Ideally the triggers are reliable but understand that this is often outside the control of the mission designers.

  • 1 year later...
Posted (edited)

- clear mission objectives and well defined briefings

- in cockpit kneeboards and useful MDC

- Utilize more DCS build in functions and rely less on scripting and artificial stuff.

- less unnecessary unrealistic chit-chat during missions, radio silence is realistic and help to prepare and think about the mission execution.

- Don't fly singleton, utilize AI wingman, design missions to workaround it's weaknesses.

- Utilize DCS native jtac, when set correctly, it can be fun.

- make voice over clear and easy to understand. Don't try to make them sound realistic with too much radio effects and accents. In real life you can ask for clarification, repeating etc..

- Don't set traps, create logical placements of units, like it would be in real life. Not to spawn AAA or manpad just on the planned route because you planned it. Put it where it is logical to be if ENY have no clue about you coming

- don't try to increase challenge by just adding unreal amount of AD. Challenge should come from proper and concealed units placements, hitting the correct targets, correct timings, coordination, etc..it doesn't need to be very difficult, just has to be immersive and fun. 

- Use 'hidden on map function' therefore mission planner can be used for map and flight plan study without spoiling the targets. Show only what should be known per intel and briefing

- Leave some room for player to adjust planning. Player is the flight lead responsible for tactical decisions, ingress/egress/fuel/ordnance. Give the player sitrep, intel, objectives, requirements, ordnance, create some example flight plan (so he has waypoints and target points to play with in flight planner) and let player FL to decide how to execute.

- If mission is time sensitive, leave enough time for proper start-up procedure. Not everyone likes to scramble start or use auto-start

- In this matter, I like how bunyap(now ED) made the F-16 red-flag campaign for example. Although he has simplified MDCs and some other stuff which could be done a bit better.

- I like a lot Maple flag A-10C campaigns, I miss more training excercise focused campaign and missions.

Edited by metzger
  • Like 2

[sIGPIC][/sIGPIC]

  • 2 weeks later...
Posted

 

MY OPINION (just my 2 cents)

Ambiance:
-radio conversations. No blunt text. Voiced (with text overlay for non-native English people!)
-Things that move in the world so that the world doesn't seem dead. e.g. a transport helicopter comes in while you are starting your helicopter.

Interaction:
-You have to feel like you are part of the world and that you can influence it. For example, in the protect the convoy mission you have the option of stopping the convoy via the radio menu.

Credibility/plausibility:
-A general doesn't send his AH64 into a combat zone where every other unit is a Manpad, AAA or SAM. At least not a Western/NATO general^^ What the Russians are doing is...different.
-A voiced background introduction would also be great. So what's going on, how did it get to this point, why are we flying the mission now.

  • Like 4
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