Sharing an idea: Run a long Coop mission as a DF game.
Wanted to share an idea here: Running a long Coop mission as a DF game.
Probably it's unclear by what I mean, so I'll elaborate a bit.
Within the Dangerdogz we are mostly running Coop style missions on squad nights. We use a DogFight map to 'warmup', before a string of coop missions is being hosted. Sometimes we have bigger events, DogFight style, or a string of Coops with a theme, like a mini campaign.
Now the big fun/+ with coop missions is that they have a clear goal, usually a flight in to the target, a battle, and a return flight. Why is that a good thing? Well, it's 'historically' accurate. Most wartime aerial missions were like that.
Downside of this is 'dead is dead', and people who joined a bit late cannot join the mission.
That downside gets bigger for longer missions...
Now I've thought of a workaround for this: Run the Coop mission as a Dogfight. Apart from having to change the mission by adding home bases for mission start purposes, this still leaves timing issues, as people joining half an hour after mission start, or people killed by an accident or collision, will still be out of the mission as they have no way to join up with the pack on their way to target.
To to fix this, one adds hone bases, somewhere along the way points / flight path of the main flight/pack. There do not have to be many, like one for every 30 minutes of flight or so, as a pilot needing to hit 'Fly', is a maximum of 15 minutes away from the main pack. A waiting time like that is not too much, specifically when it is a long mission.
We've tried and applied this to several long missions now, and it works nicely.
So, basically, the mission builder creates a normal long Coop mission, including programming all AI flights. All of them, for both sides.
And, he includes spawn bases (mostly air start) on some key points in the mission, surely use some common sense here, like not put one in heavy enemy triple AA areas and stuff...
When it's time to host, remove the AI flights that will be filled up by humans - you should at least have an idea how many pil2ots will show up for this to work - , by placing a semicolon in front of the squad/regiment name in the [Wing] section on the .mis file, and fire it up!
For now, we've only used this one one sided missions, as in humans + AI on one side, only AI enemies (a bit easier mission programming and testing - lol), but with some extra effort this should also work when both sides are using AI and humans.
Good fun for inner squad stuff, as it takes some elaborate planning and briefing (At mission start, you do not want pil2ots to spawn in at a half way spawn point), and you all do need to be on TS... so its not such a suitable idea to use via Hyperlobby
Sure, alternatively, you can set up a Dogfight map with a front line and some Ble and Red airbases and let that run for some hours.... but, that would mean a lot of rinse/repeat, as in a pilot will probably always be flying the same distance to target, each time he needs 'Refly'.
Like stated, just sharing an idea....
I have a template somewhere for a BoB 352nd map scenario along these lines under HSFX.
We have options for dead escort fighter pilots to rejoin as enemy and dead bomber pilots to rejoin as escorts.
Might see you in HL one night.
Last edited by KG26_Alpha; 11-07-2012 at 11:58 PM.
WTE squadron used to run this sort of thing when the first "AI in DF mode" mods came out, it works very nicely if the missions are well designed.
Cool. I was thinkin', how come it took me so long to get to this 'idea', and how come I do not know whether it's all new or not... now I know.
Originally Posted by KG26_Alpha
'see you in one night'? Sure, as long as it's a Euro saturday night, or Aussie Early Morning ;-)
Me thinks you hit it there Tully, kinda basically all I was stating... I used a lot more words though... lol
Originally Posted by Tully__
It would be great if TD could just use the MDS. Use it as it worked in 4.10 even if you cant get rearm refuel. I guess there is more to that debacle than that but I dont see where modding a mod would be any more or less wrong than modding the sim in the first place.