Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

FEATURE: Dynamic campaign length #6

Open
132ndNeck opened this issue Jul 19, 2019 · 2 comments
Open

FEATURE: Dynamic campaign length #6

132ndNeck opened this issue Jul 19, 2019 · 2 comments
Labels
question Further information is requested

Comments

@132ndNeck
Copy link
Collaborator

I suggest we setup a aim for a campaign that can run for 3 weeks total.

This will give 3 Sunday events, and various timings on other days for other tasks.

If a 3 week campaing works well, we can work to scale it up/down as required based on experience on the first one.

@132ndNeck 132ndNeck added the question Further information is requested label Jul 19, 2019
@thebgpikester
Copy link

The real question is, should the action be going on in the downtime, ie server online for 3 weeks? I know we said it would but some mechanisms need to be built in to stop the AI when players are not online in order to preserve the ability for a well understood scenario each Sunday.

Remember the AI gets 168 hours a week to work with, without human intervention and Humans get 2 hours organised, potentially 4 extra hours in ad-hoc/training. My experience is, anything repeating for 168 hours will have an impact on the battlefield and scaling becomes difficult because it's eaither nothing going on when humans are on, or too much AI.

@132ndNeck
Copy link
Collaborator Author

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

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
question Further information is requested
Projects
None yet
Development

No branches or pull requests

2 participants