Jump to content
Sign in to follow this  
Blake ST2

Mission Idea/Help Please!

Recommended Posts

Hey! So I basically have this operation i'm going to be playing with my unit. BUT, the problem is, I have the idea in my head but have no idea on how to make it! The name for this mission will be called SEAL Pvp. Basically, the unit will split up into 4 different groups. These groups will be from independent, civilian, opfor, and of course blufor.(All blufor if possible) The map will be on chernarus, I figure this would be a nice map to play some PvP on. There will be certain objectives the groups will have to complete and they will start with only limited supplies to complete them. Whoever completes the objective first gets a reward each time, whether it's a new vehicle, new weapons, or maybe some optics. Respawn will be enabled but you can only respawn after the objective is complete. You can then spawn on your group and continue in the fight. There will be a total of 6 objectives for this mission. PLEASE Help!

-I don't know how to restrict respawn until objective is completed (maybe with a trigger)

-I don't know how to spawn in reward boxes for the group that completes the objective

I would love some work arounds to this if you guys have any ideas. I was thinking maybe I could mcc the whole thing where I spawn in the reward boxes and such, but I kind of want to be in the mission as well. If I could make it a fully automated mission that would be AMAZING! Please guys help, I need your opinions and ideas?! Thank you :)

Share this post


Link to post
Share on other sites

It really depends on how "deep" you want to take realism. I wouldnt give weapon accs as rewards, any team in their right mind would pack as much as they can carry to complete the mission, esp a short direct action objective. Instead perhaps give specific objectives that complete a broader goal, like blufor needs to disable generators at AA emplacements, allowing support aircraft to take the airspace. Maybe tell opfor there is intel on an attack in the region, but unknown where exactly. Give them patrol routes. Stuff like that, you get the point. If you want a quick rush just put everyone in a city, last kan standing style, its always a blast.

Immerse yourself and the players into the mission, and idea, a cause. Make them feel like they are fighting for their lives. Maybe throw some backstory into it, no matter what the more time you spend creating your mission, the more fun everyone will have

Share this post


Link to post
Share on other sites

There are tons of threads on respawn and stuff like that, enough that I won't take the time to post them here, but search the forums/use google and you should be able to find what your looking for.

As far as the rewards on objective completion, depending on how you have it setup (basic trigger setup, tasking system, etc) it would be easy enough to just check the state of the objective object/area to then spawn in rewards after those certain objective/task conditions are met, but I can't help much further than that until I can get some more specifics on setup, type of objectives, and such.

And if your having trouble brainstorming objective ideas here is a short list of some basic tasks:

Clear/Assault Area

Destroy Something (radio tower, power plant, etc.)

Kill/Capture HVT

Hostage Rescue

Find Intel/Weapons Cache

Escort/Destroy Convoy

Defend Area/FOB

Warlord is also on a good track about adding in a story-line, even if it's not "powerful" per-say, but has enough background info that it gives each objective some meaning, some flow. The best missions aren't the ones with all the fancy features, but the ones that just simply make sense, and roll well when played, having the occasional unexpected ambush/objective is always fun.

I think two words can sum up what a mission must contain to have it be fun, functional, and exciting, those two words would be flow and dynamics. Flow I explained above. Dynamics basically means that the mission is repeatable, you can play it again, and get a different experience (maybe not entirely), but if you build in certain "branches" into the mission, it makes it so much better. What I mean by branching is if you have an objective like hostage rescue, sure simple enough just get the civs bring them back to base, objective done; but to branch that objective you would have different mission situations before, during, and after the success or failure of the objective, for example if the hostages died, maybe random insurgent ambushes started to popup around the next AO, really anything can be done.

When I make a mission I live by "failure is always an option".

Edited by JShock

Share this post


Link to post
Share on other sites

Thanks a bunch for the help, that gave me some great ideas!

---------- Post added at 23:33 ---------- Previous post was at 23:32 ----------

Thanks alot for your ideas and explaining to me what a good mission actually is. I'll be putting to use some of the things that you suggested!

Share this post


Link to post
Share on other sites

No problem, and please don't take my opinion as the template for all good missions everywhere, it's just what I think makes a good mission, someone else may have another view point.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×