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FEATURE: Daily- and Weekly Objectives #3

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jkhoel opened this issue Jul 19, 2019 · 4 comments
Open

FEATURE: Daily- and Weekly Objectives #3

jkhoel opened this issue Jul 19, 2019 · 4 comments
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Feature Extra feature for the campaign /mission help wanted Extra attention is needed

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@jkhoel
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jkhoel commented Jul 19, 2019

In lack of better words;

  • Daily Objectives:
    -- Planning and execution within 1-2 days
    -- Typically AR, SCAR or CAP missions
    -- Computer generated missions mostly

  • Weekly Objectives
    -- Planning and execution within a week
    -- Might require the completion of one or more Daily Objectives
    -- Typically Package Strikes and major offensives
    -- AMC-level (Game Master) objectives intended to drive the conflict and story forward

@jkhoel jkhoel added help wanted Extra attention is needed Feature Extra feature for the campaign /mission labels Jul 19, 2019
@jkhoel
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jkhoel commented Jul 19, 2019

From my comments on discord:

I think it sort of should be limiting factors to what people should be able to do between the larger events (Weekly Objectives). I wouldn't want it to be like on Blue Flag, where a bunch of semi-coordinated people randomly show up and capture an airfield. The airfield should be so well fortified, that you can't take it without a plan involving multiple flights. So the in-between-stuff should be limited by the fact that the enemy has resources and it will take planning to kill them. Basically, you can't do anything without planning. It is not a type of server you pop in on for a casual night

Unless you plan to check what has been going on, what is going on - and what is the current need. You could CAP and see what happens, that would be a mission that would be pretty quick to get of the ground. But then you might not be engaged either. However, if you find another flight doing some AR work, then you might want to plan a CAP around their mission - since they are more than likely going to trigger a response of some sort

So basically;
For larger events (Weekly Objectives), it would be pre-planned. For the smaller stuff (Daily), I think different "rules" for each type:

  • CAP/SWEEP, any blue flight entering into a zone would trigger some sort of AA response. So this one is perhaps the easier one.
  • AR/SCAR/CAS/SEAD, we could do pop-up intel messages on discord/other with droplets of information. That way people can react to it, and fly out and do recon them selves. Find a convoy and kill it type.

@132ndNeck
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Tied to Issue #5

@thebgpikester
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This is also very much tied to the "pacing" of what goes on in the 160 hours of the week when AI get the freedom of no humans on the server.

Humbly I'm not sure there is any other way apart from limiting what goes on to when we are online. I think it should trigger according to clients online else the whole thing will be over without us seeing most of it.

Static targets that AI most likely wont touch, should be OK to have as a list type ATO.
CAS, should be ever present as far as I understand the forces are moving? Just have the units only advance when they have CAS clients inside 10nm

Else it's either a 6 hour battle or a 168 hour battle and it's got to be one or the other.

@132ndNeck
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I think this is tied to what I wrote in Issue #6 :

I think the aim should be that when the campaing is running, it will not be 3x Sunday events.
The Sunday events is of course the "main" 132nd events, but ideally, pilots would join up and fly various missions that is tasked by the ATO generator (Issue #5 ).

Also, ideally the campaing will be open for other external groups, that share the 132nd way of operating and view of how to operate using DCS.

(In a realistic way, and not so much arcadish)

This way, the AI will get some more than the 2 hours a week. If we set it up properly, we could run a training periode before launching the campaign, and have a more intense combat period during the campaign.

Also, the key will be how the ground combat is setup, so the AI actually have "cooldown" after offensives, so after taking an objective, they will be fairly static for the next hours or days (as that would be more in line with the real world) But this will be handled in Issue #16

The most important on how to handle this is the way we set up Issue #16, the ground combat, as the enemy's activtity will be centered around this. Supporting it. So if that have a too high pace, I think we will get into trouble

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