taQo 0 Posted October 5, 2003 hi everyone, I've been playing OFP since the game first came out and like everyone else I tired of playing the single missions and thus would attempt to download the many user created missions available online, but every now and then the game would not allow me to play the missions due to there not being a certain file the mission needs to run such as a missing unit, house, tree, whatever, that was not included in the downloaded mission and trying to find that one unit somewhere in the mass of files on websites could be an extremely daunting and wasteful task. Â I've thought a great way to avoid this constant search for files needed to play specific missions would be simply to include a random mission generator. Â Most of you have played flight simulators that included this mode, it adds IMMENSELY to the games replay value. Â I can see no reason as to why this mode should not be included in OFP 2, the only problem is small logistical details as to how a mission is generated. Â These missions types I'm including mostly apply to infantry only as I'm not that familiar with the types of missions that assault vehicles perform other than search & destroy but the way I figure it could go something like this... Mission Type: the type of objective/s that will be included in the mission. Deliberate Assault, Laser Designation, Defend in Sector, Assasination, Ambush, Urban Combat. Deliberate Assault: the Unit/Team is given the task of assaulting an objective (objective is then specified in another menu, whether the objective be a squad of infantry, tank column, enemy base, AA guns...it would be up to the designers). Laser Designation: A small team must traverse enemy territory, avoiding patrols who have direct radio contact with the objective that is to be lased, and lase a designated target to allow air-to-ground guided munitions to strike the target. Â Enemy patrols can be taken out SILENTLY and before they have time to radio the target but open engagement with non-suppressed weapons could result in mission failure. Upon taking out the intended target you have an set amount of time to arrive at a rally point where you will be picked up for extraction, once the timer is up you have 1 minute to be in the extraction vehicle before the force of the enemy causes it to evacute with or without you in its possesion. Defend in Sector: your unit/team is expecting enemy contact and you must set-up a defensive perimeter, suppress the enemy and disuade them from further engagement of your position. Assasination: You (a sniper) and your observer (optional) are given the description (possibly a photo if discrepancies can be made as to the dress and characteristics of the intended target by the designers) of a high-ranking leader in the enemies military. Â You must traverse enemy territory, avoiding patrols that have direct radio contact with the intended target, Enemy patrols can be taken out SILENTLY and before they have time to radio the target but open engagement with non-suppressed weapons could result in mission failure. Â Upon taking out the intended target you have an set amount of time to arrive at a rally point where you will be picked up for extraction, once the timer is up you have 1 minute to be in the extraction vehicle before the force of the enemy causes it to evacute with or without you in its possesion. Ambush: A surprise attack by fire from concealed positions on a moving or temporarily halted enemy. Urban Combat: your unit/team spawns in the middle of a village/city and must seek and eliminate all opposing units to complete the mission. So after you have selected a mission type these other options will be available to you both of which will apply to friendly and opposing forces...all of which will be set at random by default. Unit Type: Select infantry, tank, helicopter, jeep, chicken, goat...you get the idea. The size of the selected force will also be under this category Unit Loadout: the type and number of weapons your unit/team will be carrying as it relates to the unit type you have selected. Method of Placement (does not apply to opposing force, their positions are randomly plotted onto the map): if infantry only, how you will be inserted into your area of operations. Â Possibly truck convoy, on foot or heli insertion (rappeling or touch down landing). Â Does not apply to Defend in Sector, Ambush or Urban Combat as in these missions your unit/team will simply be pre-placed at their area of operations right at the start of the game. Of course the fun part of all this is that things such as the locations of objectives and enemy forces are, as stated earlier, randomly placed on the map. Â You will not know exactly where the enemy will be once the mission starts, every mission you generate is different. Â This is not to say that static objects such as trees and houses are placed at random though (if they can be randomized that would be cool aswell but I'm not sure as to the possibility of this) only enemy forces. Â The mission map will point you in the right direction towards your objective/s but it should not blatantly give away enemy positions or objectives. Also, it would be nifty if any fighting units (infantry, tanks, aircraft, etc.) you download could be easily implemented into the mission generator and selected in the unit type category. Â For instance you could substitute the default infantry with american weapons with some kickass SAS infantry with european weapons. Â All without that "file ___ is missing" crap I talked about at the start of this post. Â I can see no reason why this idea should not be played around with by the designers, it would give the game so much more replayability and everyone who truly loves this game will not so easily get burnt out doing default campaigns and missions. Â Please please please carefully think about including this mode. Thank you. Share this post Link to post Share on other sites
TheRedBaron 0 Posted October 5, 2003 I doubt it would work and why do that when theres allready a great mission editor Share this post Link to post Share on other sites
taQo 0 Posted October 5, 2003 I played this game for PSX called Gunship that did it, that was about 5 years ago...it seems possible to me. Â Also creating missions takes hours as opposed to generating a mission in less than 1 minute and of course the whole purpose of randomity is that it is NEVER THE SAME like user created missions are. Share this post Link to post Share on other sites
hellfish6 7 Posted October 6, 2003 I wish BIS would bring back the "Mission Wizard". I think they disabled it back around version 1.30, IIRC. It was a great feature - basically, you could load up a mission template, make some adjustments and you were all set. Share this post Link to post Share on other sites
kegetys 2 Posted October 6, 2003 I wish BIS would bring back the "Mission Wizard". I think they disabled it back around version 1.30, IIRC. It was a great feature - basically, you could load up a mission template, make some adjustments and you were all set. Its still there, at least in 1.92 beta... Share this post Link to post Share on other sites
hellfish6 7 Posted October 6, 2003 I know, but it doesn't have the same functionality it used to. For example, I can't open up and edit mission templates from the wizard anymore. I can select templates and save them, but then I have to go into the regular mission editor and modify them there. It's not horribly inconvenient, but it is a bit more time consuming. And I don't think that anyone has made any new templates since the functionality was changed. Share this post Link to post Share on other sites
-style- 0 Posted October 6, 2003 This is a great idea! SOF2 had a random mission generator. I forget if it was multiplayer maps or SP missions. It was pretty cool: it had a built in random map generator too. It made the geometry and placed a couple pre-made structures... I think this would be pretty easy to make for OFP2. Just use existing islands, run a couple algorithms to semi-randomly place units/patrols/waypoints/whatnot, and you'll have a random mission generator. Actually, we should be able to hack this together for OFP1. It would run outside the game, make a quick mission by placing waypoints, units, and stuff, then save it to a mission file and it should be ready to play... Could open/view the islands to control placement (don't drop a T80 in the river/on a cliff). Share this post Link to post Share on other sites
colt 0 Posted August 2, 2006 Huge bump. I was going to start a topic on this but I found this one... I'm still not sure at what stage 'Game 2 ' is at but I think this is a worthy topic for a bit more attention. I know we've got the editor, but it would be nice to load up the game, click a button and bang! Straight into a mission we have no prior knowledge of. My ideas: On the Menu selction have a Random Mission button. Click it to go to a sub menu: 1.Random 2.Infantry 3.Armour 4.Air 5.Sea (maybe?) Clicking on one of these takes you into a random mission brifing specific to what class you chose (unless you click Random which is pot luck). If you choose Infrantry for example, your mission objective would be infantry orientated such as capture an airfield, eliminate a base, patrol, seek and destroy, recon, etc... For Air, possible mission objectives might include Aircap, Barcap, destroy runways, buildings, bridges, depots, tank hunting, convoys, recon and many more. I wouldn't expect indepth mission briefings just your main objective, secondry objectives (if any) and your assests. Of course, if you're not happy with the mission you're given, you could click a 'refresh' button where a new mission is created. Anyway, I would really like to this feature implemented (if possible) into Game 2. I hope we can keep this topic in the minds of BIS. Share this post Link to post Share on other sites