PDA

View Full Version : Idea for next sims FMB! -nt



XyZspineZyX
11-14-2003, 08:37 PM
nt = No Text

SPECS:

AMD 1.5
490 SDRAM
AGP Gforce 4 mx 420/64
Thundering Digital 5.1 Sound
WIN XP Home

XyZspineZyX
11-14-2003, 08:37 PM
nt = No Text

SPECS:

AMD 1.5
490 SDRAM
AGP Gforce 4 mx 420/64
Thundering Digital 5.1 Sound
WIN XP Home

XyZspineZyX
11-14-2003, 08:45 PM
Sorry about that, hit the wrong key. I do that alot!!
Hey Oleg sir,

How about considering implementing a random generator into the next version of the FMB? Something in the lines of being able to for example: Create a patroll flight and allow for enemy flights, ground...etc being able to randomly spawn/dissapear at selected grid locations.

I know that another foreproduct had this in their Mission Builder and it was a really nice feature. The possibilities for virtual squads and VEF's are limitless with a random generator. Please dont misconstrude this with a Dynamic Mission or Capaign generator, I am talking about individual coops and missions.

Example:
I create a mission for a four plane unit of Hurricanes to patroll an area. When they reach a trigger point of whatever design, there would be a 30% chance that an enemy recon flight would appear in a certain vector....and so on.

SPECS:

AMD 1.5
490 SDRAM
AGP Gforce 4 mx 420/64
Thundering Digital 5.1 Sound
WIN XP Home

XyZspineZyX
11-14-2003, 10:24 PM
-- Example:
-- I create a mission for a four plane unit of Hurricanes
-- to patroll an area. When they reach a trigger point of
-- whatever design, there would be a 30% chance that an
-- enemy recon flight would appear in a certain vector...and so on.

If this is an example of "trigger" they are fake. I really don't know about this though.

No, better that random AI sqyadribs spawn to takeoff on a realistic squadron mission goal over the frontline within the larger mission file with slightly randomized waypoints with escorts and all. Your idea won't work if you wish to switch sides in the mission. You don't wanna pop out randomly to meet the Hurricanes.

You don't need "triggers" but you do need enough aircraft in the air so that there is too much for the simmer to predict what will happen, and some random aircraft waypoints too. For many aircraft missions, basic placeable aircraft units must be much larger formations than four aircraft, and they must stagger in altitude. That's alot of AI programming, but if it could be done, the advantages of flying onwhine will become less...given that dogfighting has little to do with real air war.

XyZspineZyX
11-15-2003, 01:00 AM
I am afraid you might have missed the point of my suggestion. And it is only a suggestion.

You can set a trigger as any type of action. For instance, a patroll crosses over a hidden spotter which creates a 40% (any percentage the user wants to set) that they will be intercepted by opposing aircraft, AAA units...etc. You could have enemy formations spawn in air, on the ground, whatever altitude you want them to.

An escort fails to destroy a recon scout before the bombers cross a certain map point, causing a 30% chance that the strategic bombing raid will be met with interceptors.

The examples and possibilities are really open. Basically, it would be nothing more than what is already in the FMB, except that there would be an extra 'object' called a trigger/spawn point. You could set it just the same you do for mission priorities and such, only use a random percentage rather than a constant occurance.

This is already used in the Mission builder of CFS2 and if used appropriately, works great.(a bit old, but still works really well) Obviously, the missions created would be limited to one sided coops or individual offline play, which btw, has become increasingly more popular of late.

I think it would add an element to the DCG as well. If I follow a bandit over his spotter position, or fail to destroy an enemy flight before they have a chance to send for help, I may face a 75% chance of not getting out in time before another enemy formation spawns to intercept me.

The problem with the CFS2 model, is the multiplayer facet. You can set all the radom triggers and spawns you want, but the limited multiplayer capabilities of the game itself have prevented it from becomming a recognized tool. I have no doubts whatsoever that Maddox would be able to surely outdo anything that was done by the other competitor, but that is just me.

SPECS:

AMD 1.5
490 SDRAM
AGP Gforce 4 mx 420/64
Thundering Digital 5.1 Sound
WIN XP Home