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frederf

MP Mission Design Plea

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If you are a mission designer for MP missions or know someone who is, can you possibly be swayed by this plea to put time limits on your missions?

If your mission shouldn't take more than 1 hour to play, then there's no reason not to have it automatically end after 1 hour. It is very impossible to get public players to vote an admin or vote #missions so often a doomed mission will stagnate on the server.

You can also do other clever things like, the mission will fail if you do not take the first objective in 30 minutes. Actively accomplishing objectives buying you time.

Also if only 5% of the friendly units are alive, the mission should fail/reset. There's no reason for 19 guys to wait on only 1 crawling through the bush for a kilometer.

These are very easy triggers to add to your missions and online play will be much more enjoyable because of this. Cheers biggrin_o.gif

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This is not really a general multiplayer mission thing in my opinion, it is a big/public server issue - in smaller games, with people you know, time limits can be pretty annoying. So I would suggest that rather than this plea being about all multiplayer missions, it is mainly about those intended for the bigger public servers without admins present...But I sort of agree in that many mission makers don't make up their mind about where their mission is supposed to be played, and many servers have missions on them that would work better in a different setup.

It might be a good idea for mission makers to be more aware of the way their missions are intended to be played and include timelimits, or optional timelimits, when applicable.

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Another issue would be to force players to accomplish tasks in the given order and not spawn enemy before the task was ahead. This would ease the CPU load insted of having 200 AIs to calculate and update position of.

I love the freedom Arma offers, but missionmakers aren't tweaking their mission at all, leaving the CPU overloaded and reducing the AI to static morons.

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Another issue would be to force players to accomplish tasks in the given order and not spawn enemy before the task was ahead. This would ease the CPU load insted of having 200 AIs to calculate and update position of.

I love the freedom Arma offers, but missionmakers aren't tweaking their mission at all, leaving the CPU overloaded and reducing the AI to static morons.

Havent encountered these problems much in any of the 140 missions we're hosting...

Static morons was pre 1.05 thats for sure, but now? Server fps even with more players is usually around 35. But apart from that I haven't really seen overloaded missions yet?

But spawning AI etc can lead to possibly bigger battles etc and of coarse leaves room for other features aswell.

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