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Blkhwk8

Mission revamp

7 posts in this topic

I would like to see some improvements to missions as it's current form. 

I would like the ability to change a mission target while still in the mission.

For example if I set a mission to repair a bridge or blow an fb then upon completion of that task (maybe by another unit ) we could change the objective similar to placing a waypoint or going into the mission screen on map. This would help in rewarding those who stay alive during massive spawn delay and not have to despawned just because your current mission has changed.

I would also like to see ability to hide squad based missions maybe a toggle where you can open it up during the mission.

Mission leaders at one time were also able to reserve equipment as well.

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On 8/16/2017 at 0:22 PM, blkhwk8 said:

I would like to see some improvements to missions as it's current form. 

I would like the ability to change a mission target while still in the mission.

For example if I set a mission to repair a bridge or blow an fb then upon completion of that task (maybe by another unit ) we could change the objective similar to placing a waypoint or going into the mission screen on map. This would help in rewarding those who stay alive during massive spawn delay and not have to despawned just because your current mission has changed.

I would also like to see ability to hide squad based missions maybe a toggle where you can open it up during the mission.

Mission leaders at one time were also able to reserve equipment as well.

  1. I would also like to see improvements on the mission screen, we need to simplify things.
    1. Got any ideas? Visual aids to support them?
  2. Upon the creation of a mission the target is tied to it directly, this sounds a little painful, and interesting. I do recall you used to be able to right-click and change your attack waypoint to say TARGET and adjust your target. Not really sure why this was taken away...?
  3. Can you please better explain squad based missions? Currently there are only the generic missions which are either displayed in brigade HQ's (or active battles tab) and in your Squad tab. In either of those instances they are the same generic missions.
  4. Define reserve equipment? Not sure I recall this. If you're meaning to say "no one can use this piece of equipment," that concerns me a bit. 

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1.  I can work up a few things on this. And post at a later date 

2.  I'm not sure why it was taken away either but imagine being a mission for a fb. You take that down and achieve your objective, we should be able to change that objective to that new town.

3. Squad missions would only be viewable to squad mates via squad tab. You would be able to see the mission on the tab but not be able to join it unless you were in that squad. Eventually I'd like to be able to link squad missions together for example 7th Ast and Lancers are hitting Prum. The 7th Ast has a mission for ATGs and Infantry to pummel AB. While Lancers have an armor column rolling to cover advance on north CP. The linked mission would share waypoints and comms however you would be able to have multiple FRUs setup. better coordination 

4. Ok so the way it was from my recollection was you had no timer on the reserve for equipment when at mission screen. So let's say I want to get a armor column together, the mission leaders was able to disable spawning on that mission and the people joining that mission would be listed on the mission tab with their equipment. So if you are waiting on an AO to clear before running to town or you just want everyone to be together from start you can. Mission leaders clicks ok to spawn and it opens mission up (you can't close it once open) and now instead of 4 tanks trickling out you have the entire mission participants spawning at once and moving together as a unit. The reserve timer currently is set for less than 30 seconds (which I think causes the enter mission but with a 30 sd) and makes it harder to organize a large column.

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On 2017-08-21 at 0:07 AM, XOOM said:
  1. ...
  2. Upon the creation of a mission the target is tied to it directly, this sounds a little painful, and interesting. I do recall you used to be able to right-click and change your attack waypoint to say TARGET and adjust your target. Not really sure why this was taken away...?
  3. ...
  4. ... 

I would also love the ability to "change target as mission leader", while member still spawned in. Game is so much easier for newcomers if they do not have to despawn, and find out HOW to spawn in on next squad mission

 

Although, we have some logical problems (hope I do not mess this up, being really tired):

  • When changing mission target, what happens to stats? Does all get a RTB? If I would have a guess, stat database do probably not support multiple values in the field TARGET in database.
    • Suggesting solution: Lock mission for 15 seconds (to let members spawn out that are in the midst of doing so), and do not allow despawn after 5 sec of those 15 seconds have passed. Reason is that each member on mission needs to get a RTB on old origin and target, and be reset to same ORIGIN, but new TARGET. Also we need probably 10 seconds to let server move all members (could be easy be 25 mission members). And even if the database IS faster: Not wrong to be nice to the database. Last thing we need is database lock when a super mission of 250 members are spawned in, and mission leader suddenly is changing twice every second (due to de-spawning mission leaders) and suddenly a mission leader gives the command for changing target... while despawning... -> hard to test, better to use locks (if possible)
  • Multiple cell hosts. So what if some on mission are on one cell host, and some on another?
    • Even if having a total interested in cell hosts, and how you can move players dynamically.. this is out of range of my knowledge of how it is implemented in this game.
    • Now when having multiple cells online again... "recreating a mission while spawned in" needs a operation "transfer", to be able to move some/all players to new cell host.
  • Squad missions: IF implemented with a limit of maximum of 1 mission per squad, then we need to be careful with the handover, because I have a feeling we could end up with a change in target could get registered as a duplicate, locking that squad out from having their mission
    • Solution: Allow 2 missions, but only on same origin.

In general though it should not be hard to implement as long as the mission system is stable, and no "fix" is hard coded anywhere that could spoil this "obvious" functionality.

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Been out of the game for a while but with all the new activity and development going on it seems this may be the time to bring up a lot of the old ideas that were passed by. I'm an old fart who grew up on WWII TV and movies and it really seems like the "Band of Brothers" game play that builds comradery and game loyalty is really missing due to the emphasis on twitch game play and huge battles. But it need not be. We could have both with some tweaks to a separate  mission spawning interface.

First and foremost would be adding a new in mission organizing tool to the UI.  This would require a Ready Room where teams (squads or any affiliated players) could organize before spawning. Mission Leaders could have communications control, access to mark-able maps to allocate member duties, ability to request ordinance load outs so the team was adequately prepared for the mission at hand, ability to link mission objectives with other mission leaders so too coordinate air,  sea, or armored units, and change missions in the field so that a well oiled team could experience the fog of war and make attrition meaningful. (Members killed would need to re-spawn a separate mission to link up to the existing mission). This would involve a one time mass spawning of mission members as dictated by the mission commander. 

Another aspect of this is that it adds another tactical tool to High Command who could be involved in the approval of these missions.  I'm sure others might have so great ideas to add.

 

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I would start with dynamic mission ORIGIN, as this would allow team members to quickly join back other team members when the group is moving. As soon as the target is achieved, mission can be closed.

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