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Project Silver Bullet: Challenging assumptions in adversarial missions

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  • Project Silver Bullet: Challenging assumptions in adversarial missions

    After talking with the admin team last night it was clear that there was a serious demand for fast action (PR-esque), high quality, scalable, innovative adversarial missions. So after the meeting me and lqSnake got together to brainstorm ideas. Heres what we concluded:

    Fast action: The goal of the mission would be to have a conventional army control various sectors (either one larger building or something like a cluster of smaller buidlings). The number of total objectives would be determined by the number playing at the time. The attacking team would only be revealed one sector at a time unless they captured a map at an insurgent cache, then a second sector would be open for attack for a limited period of time. The sectors will be chosen randomly for ten possible locations.

    High quality: We will first be putting this mission archetype on Avgani, we will add some large enterable buildings to the map and add abandoned vehicles to the map as well as taking other steps to mimic an atmospheric urban environment.

    Scalable: We will make three separate missions for varying numbers of players;
    -Operation Silver: 30 players, 2 8-man US squads and platoon leadership with 2 MTVRs with 4 minute respawn, 3 total sectors and 15 minute reveal time against 10 insurgents. 50 minute total round length plus 15 minutes for each sector captured by the attackers
    -Operation Gold: 45 players, 2 8 man Chinese squads, weapons section and platoon leadership with 3 trucks with 5 minute respawn and 1 wheeled APC with 9 minute respawn, 5 total sectors and 20 minute reveal time against 15 insurgents. 65 minute -total round length plus 15 minutes for each sector captured by the attackers
    -Operation Platinum: 60 players, 3 8 man Russian squads, weapons section and platoon leadership with 4 trucks with 6 minute respawn and 2 T72BAs 11 minute respawn, 7 total sectors and 25 minute reveal time against 20 insurgents. 75 minute total round length plus 15 minutes for each sector captured by the attackers

    Innovative: We will implement a new wave respawn system where units will respawn in their groups when:
    -No less then forty seconds (when you are in your own group or your whole group dies in the same instant
    -Your whole group dies
    -For the attackers an objective is completed
    -For defenders you hold an objective for 5 minutes
    When you are waiting to respawn you will be in a spectator script but only able to see your own team.


    lqSnake, if we agreed to anything else I've forgotten please add it.

    Everyone else, if you have any suggestions please post them

  • #2
    Re: Project Silver Bullet: Challenging assumptions in adversarial missions

    I suggest something besides a spectator script. Yeah, it may be boring to not be able to watch, but, a specatator script allows for an unreasonable amount of situational awareness to respawning troops. You can find out who killed you, peek around corners for the alive players, etc. Even if it is limited to only your side, there are plenty of ways to exploit this.

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    • #3
      Re: Project Silver Bullet: Challenging assumptions in adversarial missions

      Ok, then what would you suggest?

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      • #4
        Re: Project Silver Bullet: Challenging assumptions in adversarial missions

        That's the hard part :)

        I've got nothing :(

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        • #5
          Re: Project Silver Bullet: Challenging assumptions in adversarial missions

          2 ideas:

          -static camera at the entrance of the city, shouldn't give anything specific away, but you might get a general idea of the action.
          -Bluforce tracker, a map showing blue dots of all friendly units to give people a general idea of the situation

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          • #6
            Re: Project Silver Bullet: Challenging assumptions in adversarial missions

            what about something that BD tried,

            a base in the middle of no were that has a timer

            so if you die you respawn there then after say a minute you get released an teleport somewere else?

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            • #7
              Re: Project Silver Bullet: Challenging assumptions in adversarial missions

              so if you die you respawn there then after say a minute you get released an teleport somewere else?
              Because thats no different than timed respawn?

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              • #8
                Re: Project Silver Bullet: Challenging assumptions in adversarial missions

                Yes on Blufor tracker. Reduce it to , Fireteamleaders and Squad leaders and Command. Grunts can figure out who his/her Fireteam leader is or should've.
                Watching the screen for 4/9/11minutes of respawn is daunting and annoying. Even as a dead player. Browna's idea might fill the need here.
                Teleport them into an ocean surrounded by setpos'd hesco bags. No way to breach/escape that one.

                TGU Instructor TG Pathfinder

                Former TGU Dean Former ARMA Admin Former Irregulars Officer

                "Do not seek death. Death will find you. But seek the road which makes death a fulfillment." - Dag Hammarskjold

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                • #9
                  Re: Project Silver Bullet: Challenging assumptions in adversarial missions

                  Originally posted by Sam Hoy View Post
                  Because thats no different than timed respawn?
                  ok let me continue and elaborate more.

                  example:
                  4 people die within in a minute of each other. they all respawn after 30 seconds in a "Field Hospital" which is a far distance away from the front line. Now at the base there is a timer of say 6 minutes, So every 6 minutes anyone who is in the fired hospital gets "teleported/respawns" at another place i.e start position. And can then join the fight

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                  • #10
                    Re: Project Silver Bullet: Challenging assumptions in adversarial missions

                    example:
                    4 people die within in a minute of each other. they all respawn after 30 seconds in a "Field Hospital" which is a far distance away from the front line. Now at the base there is a timer of say 6 minutes, So every 6 minutes anyone who is in the fired hospital gets "teleported/respawns" at another place i.e start position. And can then join the fight
                    Again, I'd say thats just timed respawn, except you have to wait 6 minutes and you can walk around.

                    But we can teleport them to a rifle range until they respawn to the AO and let them blast it out until the rest of their groups die.

                    And for bluforce tracking, I mean strictly when you are waiting to respawn to the AO, not available to players who are actually fighting (as an alternative to spectating script).

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