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Thread: What makes a good mission?

Started 2 months, 2 weeks ago by beita
Last night I heard some pretty harsh "criticism" of various missions, and some gushing "love" of some other missions. One of the responses was that they did not like "generic infantry assault town" missions (the mission being played was infantry defending a factory, but anyways). Mission editing takes a considerable amount of time, it's not something that you do to a mission type/game mode...
Site: Tactical Gamer - The PREMIERE online gaming community for mature gamers!  Tactical Gamer - The PREMIERE online gaming community for mature gamers! - site profile
Forum: Armed Assault - Tactics, Missions and Mod Discussions  Armed Assault - Tactics, Missions and Mod Discussions - forum profile
Total authors: 14 authors
Total thread posts: 19 posts
Thread activity: no new posts during last week
Domain info for: tacticalgamer.com

Other posts in this thread:

cctoide replied 2 months, 2 weeks ago
I was the one saying I hated "generic infantry assault town" missions. I wasn't saying this out of the blue, it was in response to some criticism of F16TAC missions. The complete line was "I hate generic infantry-attack-town missions, but I don't voice that often". I wasn't criticizing the mission choice, as I actually quite like F16TAC missions, I was just (hopefully light-heartedly) responding ...

Falcon_262 replied 2 months, 2 weeks ago
Well as seeing how much of the criticism seems to be leveled at my missions in particular I thought would try to explain my motivation in making the decisions I do so that other people can voice their opinions and create some constructive criticism. First off my missions are designed to simulate a full blown military conflict between two superpowers in the 1985-1990 era. This alone changes ...

Nyax replied 2 months, 2 weeks ago
To me a good mission involves challenging conditions, and replayability. A good example are some of Beta's maps and Falcon's (wac maps i think), some happen at night, do not give unlimited supplies, include cool scripts like disposable at-4/rpg18 and paraflares/tripflares, etc... I just played a Wac mission (grozovoy pass, or something), the map (briefing) was good, with LOA's, some info on...

Rommel replied 2 months, 1 week ago
The generic scenario isn't the problem with missions. Logistical errors and bugs are what cause the most strife. A boring mission is one where you spend more time worrying about getting the next lot of re spawns in rather then worry about keeping your own team alive. The enemy should be smart, challenging you, whether in small or large numbers, and not simply being a turkey shoot, but a fire ...

Sc[ + ]pe replied 2 months, 1 week ago
In my mind, a good mission is one in which a mission designer does not need to explain the rationalization behind why it is the way it is. This, in principle, is exactly why I dislike Falcon's thematic co-op campaigns: although the idea behind them is often interesting, the implementation is such that the enjoyability of the mission is superseded by the mission designer's intent. In short, a good...

tralicrifleman replied 2 months, 1 week ago
TIME: A good non-respawn mission should last no longer than an hour. A good respawn mission should last no longer than 2 or 3 hours. GEAR: This is where i disagree with falcon the most. I think that you should have a limited number of scoped weapons(2 or so per squad). I to think ammo should be limited especially for AT weapons, I have to agree that no-NVGs is awsome except for pilots...

Pistolfied replied 2 months, 1 week ago
I can agree with a lot of your points tralic however the one about AI skill level should vary. I've found AI are absolutely USELESS on the lower skill levels at range however if you max it out you can have long distance firefights with the AI actually shooting back like a player would (most of the time...). Anytime AI are used for <200m though or have the chance to be at that distance depending...

GeneralCarver replied 2 months, 1 week ago
you are all crazy. lol. I think a good mission is one which has plenty of ammo, NVGs, the command modules, the medic modules and some air support. I like to give players plenty of ammo, cause this is really a reflection of how western forces fight in general.

Blackdog1 replied 2 months, 1 week ago
I'm with Carver on this... While not unlimited, I generally provide a couple of ammo crates for various choices for the players and then if they really get stuck they can always grab enemy weapons just like the the RL. I personally really dislike "having" to have an M16 with ironsights, 1 grenade and 4 clips of ammo. I wouldnt go into the RL with that weapon loadout and so I sure as ...

Fer replied 2 months, 1 week ago
A long time ago, in a galaxy far away (well, okay, it was the nascent VBS1 community, back in the twilight days of the OFP era), BAS was very concerned about the structure of good and bad coop missions. So we created something called the CoopA dogma. The dogma was underpinned by five key concepts: Quote: 1. A scenario must provide a compelling back-story and ...

 

Top contributing authors

Name
Posts
GeneralCarver
3
user's latest post:
What makes a good mission?
Published (2009-11-29 03:26:00)
What makes a good mission? TG Mission Team... stay tuned its coming..
Rommel
2
user's latest post:
What makes a good mission?
Published (2009-10-07 22:43:00)
Something I read that made me think of this topic. What makes a good experience. Quote: 1. Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities). 2. Concentrating and focusing, a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it). 3. A loss of the...
Fer
2
user's latest post:
What makes a good mission? -...
Published (2009-11-29 14:21:00)
Quote: Originally Posted by GeneralCarver If we got a 40 player mission and they hit a beach defended with even 60 a.i. it will be lag-o-ramma. Even the best ArmA 2 servers can't handle it. ArmA engine just can't push that type of activity. Recreating the opening scenes of SPR is probably not within ArmA2's remit - but it is perfectly possible to run a mission with playercounts of 40+ that feature 60+ AI whilst maintaining a...
BigGaayAl
2
user's latest post:
What makes a good mission? -...
Published (2009-12-02 00:10:00)
I see carver. I made such a mission with my total lack of editor and scripting knowledge in OFP . So I thought it would be do-able on ARMA2. Pity. THat is something to wait for in future games.
beita
1
user's latest post:
What makes a good mission?
Published (2009-10-03 12:38:00)
Last night I heard some pretty harsh &quot;criticism&quot; of various missions, and some gushing &quot;love&quot; of some other missions. One of the responses was that they did not like &quot;generic infantry assault town&quot; missions (the mission being played was infantry defending a factory, but anyways). Mission editing takes a considerable amount of time, it's not something that you do to a mission type/game...
Falcon_262
1
user's latest post:
What makes a good mission?
Published (2009-10-03 16:36:00)
Well as seeing how much of the criticism seems to be leveled at my missions in particular I thought would try to explain my motivation in making the decisions I do so that other people can voice their opinions and create some constructive criticism. First off my missions are designed to simulate a full blown military conflict between two superpowers in the 1985-1990 era. This alone changes many of the assumptions that people hold about...
Sc[ + ]pe
1
user's latest post:
What makes a good mission?
Published (2009-10-04 04:59:00)
In my mind, a good mission is one in which a mission designer does not need to explain the rationalization behind why it is the way it is. This, in principle, is exactly why I dislike Falcon's thematic co-op campaigns: although the idea behind them is often interesting, the implementation is such that the enjoyability of the mission is superseded by the mission designer's intent. In short, a good mission is one in which no...
cctoide
1
user's latest post:
What makes a good mission?
Published (2009-10-03 13:19:00)
I was the one saying I hated &quot;generic infantry assault town&quot; missions. I wasn't saying this out of the blue, it was in response to some criticism of F16TAC missions. The complete line was &quot;I hate generic infantry-attack-town missions, but I don't voice that often&quot;. I wasn't criticizing the mission choice, as I actually quite like F16TAC missions, I was just (hopefully light-heartedly)...
Nyax
1
user's latest post:
What makes a good mission?
Published (2009-10-03 22:10:00)
To me a good mission involves challenging conditions, and replayability. A good example are some of Beta's maps and Falcon's (wac maps i think), some happen at night, do not give unlimited supplies, include cool scripts like disposable at-4/rpg18 and paraflares/tripflares, etc... I just played a Wac mission (grozovoy pass, or something), the map (briefing) was good, with LOA's, some info on the larger ops (other platoons) and...
tralicrifleman
1
user's latest post:
What makes a good mission?
Published (2009-10-04 11:05:00)
TIME: A good non-respawn mission should last no longer than an hour. A good respawn mission should last no longer than 2 or 3 hours. GEAR: This is where i disagree with falcon the most. I think that you should have a limited number of scoped weapons(2 or so per squad). I to think ammo should be limited especially for AT weapons, I have to agree that no-NVGs is awsome except for pilots. IMO maps should be given to the lowers. It doesnt add...

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