Author Topic: Harness The Power of Little Generals to Entertain Noobs  (Read 342 times)

Offline ccvi

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Harness The Power of Little Generals to Entertain Noobs
« on: August 09, 2018, 04:04:06 PM »
I'd like to see a kind of micro-missions editor. To satisfy the little general in some of us, and to give noobs an answer to the question "what should I do"?


Little Generals Point of View

A micro-mission consists of:
  • Vehicle category
  • Designated target area (circle, fixed radius or field number)
  • Primary/secondary mission goal
  • Expiration condition
  • Danger-Rating
  • Number of times available
  • Recommended departure field

Players need micro-mission posting-points to post micro-missions. These points build up over time automatically up to a maximum of 3 (could be tied to earning perk points, or could be paid for with perk points). Posting a mission is paid for with these points. Instead of posting a mission, points can be used to support missions (increase their importance).

Points are partially refunded when a mission is accepted, and refunded with a bonus-factor when a mission is completed successfully (to the player posting the mission, and all players supporting the mission). i.e., posting successful missions (that are being accepted and carried out successfully) allows to increase the number of points beyond the initial limit. Building up points over time the little general game can then be played at higher frequency.

Primary/secondary goals are formally configured per micro-mission
  • Destruction of target type (all building types selectable) at field XX / town XX / strat XX
  • destroy enemy vehicles at ... area
  • destroy enemy aircraft at ... area
  • Deliver vehicle supplies to ... area
  • Resupply field XX / town XX / strat XX
  • Bring troops to capture ...

The vehicle category does not define a precise selection, but just generally fighter, fighter with bombs, bomber, or GV.

The danger-rating indicates the risk of dieing by the hand of the enemy (not due to own stupidity). "low" for missions like supplying own factories without any enemies nearby, "medium" for asymmetric warfare (destroying enemy buildings or GVs without any enemy nearby), "high" for symmetric fights (fighter vs. fighter, GV vs. GV), and "deadly" for the opposite of low/medium: Running supplies into a capped field, or launching at a vulched field to defend.

A mission expires when the primary goal is accomplished, can no longer be accomplished (e.g., resuppling a field that was lost), after a maximum time (30 to 60 minutes), or when canceled.

Noobs Point of View

Players can accept missions while in tower or in-flight, but cannot accept their own missions (posted or supported) or when already on another mission.

When browsing available missions in tower, they can be filtered for vehicle category, mission goals, and danger-rating (the latter also shown as background-colors green/yellow/orange/red). To "accept" there should be four options. Three of them with pre-set planes, take-off field, and load-out launching right on the runway: pony/spit/la7 for missions against enemy aircraft, p38/mossi/bf110 for missions against enemy GVs, and b17/b24/lanc for missions against enemy buildings, and wirb/osti/m16 from ground-vs-air, t34/panzerH/m4 for GV-vs-GVs/buildings, and of course the support-craft for supply/capture missions. The fourth button is "launch manually". The pre-set options are there to get noobs into the air in a meaningful way, not for long-term use. No options are needed for little generals to suggest/enforce certain aircraft.

While on a mission, perk points earned for activities towards the primary mission goal are multiplied with a factor (>1.0). Perk points earned for activities towards the secondary mission goal are multiplied with the same factor but only if the primary mission goal is achieved.

The factor increases with the danger-rating, and the number of players supporting the mission. e.g. if it is only posted and not supported by others its starting at 1.1, and increases for every player supporting it (converting to a reasonable upper limit for an infinite number of supporting players).

Successful completion might be announced on landing. Completing a certain number of micro-missions should grant related achievements.


Advantages

  • No delay. Accept and go. Current missions require a waiting time, and no-one likes to wait (especially not noobs).
  • Free choice of ride. Fly want you want, but please try to get the job done. The system helps to select something meaningful, if you're too shy to ask.
  • Does not promote hordes like the current mission editor.
  • Provides a goal, but does not fix the way to achieve it. The current mission editor just provides a flight path, and gives no information whatsoever about the purpose.
  • Adds another interesting part of the game, commanding volunteering players around
  • An answer to the question "what to do" for noobs and people to lazy to understand the big picture, but wanting to help the country
  • Reduced need to communicate in written/spoken language by formalizing communication
  • Increased immersion, not just flying for no purpose
  • Completing missions (as well as posting missions that are being completed) provides a sense of accomplishment, helps to create addicts by releasing dopamine.

Can't see any downsides, except that it looks like a lot of work.