View Full Version : Missions?
Jittery
06-17-2008, 10:18 AM
Hi all, around 2 months ago?? i downloaded 18.3 and installed and have been loving it since. Great news with 19.0 coming but i was wondering if anyone has any missions they have made themselves or campaigns. I have resorted to making my own at the moment and was interested on how other people have made them and also in some new ones to play :).
One thing i am having trouble with is the spawning of options with goals. I tried to basically make it so that you take on the whole Chinese navy but in waves as you kill off objects. It isnt creating the objects when you hit the kill goals etc. Wondering if ne1 has any advice etc for this kind of issue??
TY, and great add on 2 all.... going to have to get a few of these new skins i think :P
paladin5
06-17-2008, 05:11 PM
Hi all, around 2 months ago?? i downloaded 18.3 and installed and have been loving it since. Great news with 19.0 coming but i was wondering if anyonehas any missions they have made themselves or campaigns..
Yes some of us still make missions for NWP. I have two that I am working on right now. One of them is basically complete (just needs to be played through a few times to make sure i didn't miss anything), and the second one is about 40% complete right now. However I haven't had much free time to work on them lately so they probably won't be ready in time for v19.0
LUCASWILLEN05
06-17-2008, 08:07 PM
Yes, I enjoy creating my own scenarios as well. I suspect many of us actually do. Maybe sometime, perhaps, I might feel some of them could be worth submitting but none of the ones I have done are anything near complete yet.
Luke
Jittery
06-30-2008, 07:23 AM
For those that sitll do make missions is their a way to have the goals that create objects set up so that they create a dynamic group.... to explain im trying to make it so that when your kill A(airbase), B(ships) is created. and so on.
The reason for this is when i have the mission/missions i have made played with all units added it lags to all hell so im settings ive set it up (before actually trying) so that as you kill a group another enemy group is created and you get more assets etc.
Is this possible or am i stuck with a mission that lags to all hell
LUCASWILLEN05
06-30-2008, 01:12 PM
I.m not sure why you would want to create another enemy group when you have just killed one off. This does not happen in the real world which is what FC is intended to represent. This is a simulation of combat, not a "shoot them up" like a lot of computer games out there.
If you want reinforcents, friendly or enemy, just plan your scenario such that they are located further away from the area where the initial combat is most likely to take place. You should be able to anticipate this fairly well from the movement waypoints you will have put in.
Air reinforcements can however be brought in using the air entry point but, unfortuneatly this can only be done over land at the moment, not over water.
When you first start designing scenarios start with small and simple ones. Then, as you gain skill and confidence you can move on to larger and more complex affairs like some of the ones you will have seen in the scenarios folders. That said, a small game can be every bit as interesting/enjoyable as the largest and most complicated sscenarios like PErsian Rug Burn for example. Most modern naval actions likely to be fought over the next few years could well be relatively small skirmishes, for example between North/South Korea or in the South China Sea. Actions in the Persian Gulf are quite likely are incidents between China/Taiwan, US/Iran, India/Pakistan, Saudi Arabia/Iran.
It is often a very good idea to include plenty of neutrals to create cover for certain technologicly inferior navies (you know who they are) as well as to create confusion and mayhem.
Convoy escorts, ASW etc can also make excellent material for scenarios. For inspiration read a few technothrillers (eg Larry Bond, Tom Clancy, Dale Brown, Stephen Coonts) you could even "modernise" a WW2 action such as the Channel Dash, perhaps in this case transferring the action to the Taiwan Straits.
Luke
Lancer
07-02-2008, 12:54 AM
Hi all, around 2 months ago?? i downloaded 18.3 and installed and have been loving it since. Great news with 19.0 coming but i was wondering if anyone has any missions they have made themselves or campaigns. I have resorted to making my own at the moment and was interested on how other people have made them and also in some new ones to play :).
One thing i am having trouble with is the spawning of options with goals. I tried to basically make it so that you take on the whole Chinese navy but in waves as you kill off objects. It isnt creating the objects when you hit the kill goals etc. Wondering if ne1 has any advice etc for this kind of issue??
TY, and great add on 2 all.... going to have to get a few of these new skins i think :P
Did you place the objects you want to see in waves within a dynamic group? Make sure you use a probability of 0%, otherwise they will immediately appear on start of the mission. Use global or attached goals to trigger the waves you want, make sure you add the name of the dynamic group on the last goal page.
Jittery
07-04-2008, 09:27 AM
Its not a case of shoot them up but avoiding lag. China isn't going to send 10 ships to take "XYZ" objective in the south China Sea, this is unrealistic.... i can create this simulation with no problems in the game but it has already been done to an extent with South China Sea Slug fest.... one of my original favorites... loved this mission.
What i was trying to do is re-create the mission multiple times over... IE: you go and take the island base back from the Chinese forces... your get a airbase with some planes..... then all hell breaks loose as the rest of the chinese navy comes to get their island back.....
Lancer: had it at 100% putting to 0% fixes wonderfully. Ill play test it a few times and adjust. Thankyou for input all.
LUCASWILLEN05
07-04-2008, 11:44 AM
Taking the South China Sea example I think there are a couple of ways to approach this. First you could set up a series of missions as a campaign. The down side to this is that no account can be taken, at least as far as I can determine of damage or ammunition expended in a previous battle.
This leaves you with the second option which involves postioning reinforcements a considerable distance from the main battle area. For example, the Chinese attack the Spratley Islands currently being defended by the Phillipines, Vietnam and Malaysia. However, 3 - 400 miles away there is an American CVBG heading for the area. The Chinese also have additional units coming to reinforce their original invasion force. Submarines from both sides are operating throughout the area.
You can also vary the mission by including random start boxes and including a percentage probability that specific units will be present. This means that in some replays some units might not appear at all. Just make sure that these units are not key to the scenario victory conditions :-)
You can also use the same scenario but change the victory condtions to allow the game to be played from the enemy side.
I like to add a more detailed political background to my own scenarios in addition to the military briefing, probably because I studied History and Politics at University. Personaly I think this approach can help you in scenario development. After all, war is politics by other means as Clauswitz said.
Luke
Its not a case of shoot them up but avoiding lag. China isn't going to send 10 ships to take "XYZ" objective in the south China Sea, this is unrealistic.... i can create this simulation with no problems in the game but it has already been done to an extent with South China Sea Slug fest.... one of my original favorites... loved this mission.
What i was trying to do is re-create the mission multiple times over... IE: you go and take the island base back from the Chinese forces... your get a airbase with some planes..... then all hell breaks loose as the rest of the chinese navy comes to get their island back.....
Lancer: had it at 100% putting to 0% fixes wonderfully. Ill play test it a few times and adjust. Thankyou for input all.
Mike D
07-05-2008, 04:37 AM
I.m not sure why you would want to create another enemy group when you have just killed one off.
Actually I like this. Scenarios in NWP can become too easy after you play them 2-3 times. This adds a few unpredictable nasty tricks into the play.
Also you can think of SAM batterys. Many times there will be a battery in reserve, in place or near by with its radars powered down. Kill off one SAM battery and the reserve comes online. Nasty.
Jittery
07-06-2008, 11:57 AM
trying to simulate having to take on XYZ force without lagging the game engine. So far the distances are hard to simulate with the kill times as if you kill the initial enemy group late you get a almighty surprise when you eventually do as the second group is way way to close. :s
I like the idea of probability.... ill try to add that in but im goign to have to get it working as it is.
(for the initial airbase once you damage it a SAM site appears, in real life they don't wait till the main airbase is completely gone before trying to defend it)
Ill see as Uni starts up again in a week ill try and get it wrapped up in time.
LUCASWILLEN05
07-06-2008, 07:00 PM
Something like a reserve SAM battery is fine but I would not, for example, want to create a whole new group of warships mid game.
What you can also do is vary the probability that individual units will show up in any given replay of the scenario and have the random start boxes for most or all units involved. It can also be interesting to do an "enemy version" of the original scenario so you can play from both sides.
Another interesting possibility is to allow one side to be on a greater state of aircraft alert and most forces out of position to allow for a surprise attack scenario.
Luke
Actually I like this. Scenarios in NWP can become too easy after you play them 2-3 times. This adds a few unpredictable nasty tricks into the play.
Also you can think of SAM batterys. Many times there will be a battery in reserve, in place or near by with its radars powered down. Kill off one SAM battery and the reserve comes online. Nasty.
Lancer
07-07-2008, 08:07 PM
Also, believe it or not, you can also have a random time trigger to deploy forces by. (ie SAM batteries can appear either at 1200, 1205. 1210, or 1215hrs after overflight by warplanes.) This is done by placing time goals in addition to SAM batteries in separate dynamic groups.
LUCASWILLEN05
07-08-2008, 03:43 PM
Since we are on the subject of discussng missiion setup at the moment something I have noticed is that many people have designed missions in which carrier air groups, airbases and ASW helicopters are all off alert. While there are circumstances where this is ok it would be reasonable to assume that some form of CAP and probably an AWACS or similar would be up over a valuable asset like a Carrier group or at least some airbases assuming you are not gaming out a surprise attack by one side or another. Of course there are situations such as the start of the 6 Day War or the First Gulf War where one side mounted an attack that came as a total surprise even though war was known to be imminent.
In most situations you should, in addition to CAP and AWACs have some aircraft on 5 or 15 minute alert ready to respond to a surprise attack
Luke
paladin5
07-08-2008, 06:06 PM
Something like a reserve SAM battery is fine but I would not, for example, want to create a whole new group of warships mid game.
What you can also do is vary the probability that individual units will show up in any given replay of the scenario and have the random start boxes for most or all units involved. It can also be interesting to do an "enemy version" of the original scenario so you can play from both sides.
Another interesting possibility is to allow one side to be on a greater state of aircraft alert and most forces out of position to allow for a surprise attack scenario.
Luke
For a mission i am working on now i have used dynamic groups to give an enemy Carrier strike group multiple spawn points at the start of a mission. I should come as a rude suprise for people when they play the mission for the second time, because the different spawn points will have a dramatic effect on how the mission is played. (i learned this the hard way)
LUCASWILLEN05
07-09-2008, 08:13 AM
Interesting.
A mission I am working on at the moment inovolving the British Queen Elizabeth Class carruiers I am having the Russians launch a surprise attack. The scenario assumes the outbreak of war between Russia and NATO over Poland in August 2017 and takes place in the North Sea. NATO forces know war is coming but the Russians achieve tactical surprise. Most NATO units are out of position and only routine air patrols are in the air. A few aircraft on the carriers are on alert but most crews are stood down when the Russians attack. NATO has a French carrier battle group, 2 British carrier groups, a US SAG and elements of the Norwegian and Danish navies. Russia has a group based around the Kuznetzov which is supporting a large amohibious invastion force moving to makie a landing in Norway. The game begins half an hour after WW3 begins with the Russian invasion of Poland. Word has only just reached NATO headquarters but word has not ot out to the various commands in time to get everyone on full alert. Play tests so far indicate that at least one British carrier group is vulnerable as it is in an isolated position moving between Scotland and the Shetland Islands. I will very likely add Backfire bombers to the Russian side ready to hit British airbases and NATO surface units. Additionaly the Russians have a strong force of submarines moving into the North Sea and Atlantic and at least some of these will have to be hunted down. It is likely that I will make some of the North Sea oil rigs Russian targets as well.
Luke
For a mission i am working on now i have used dynamic groups to give an enemy Carrier strike group multiple spawn points at the start of a mission. I should come as a rude suprise for people when they play the mission for the second time, because the different spawn points will have a dramatic effect on how the mission is played. (i learned this the hard way)
paladin5
07-09-2008, 11:33 PM
Interesting.
A mission I am working on at the moment inovolving the British Queen Elizabeth Class carruiers I am having the Russians launch a surprise attack. The scenario assumes the outbreak of war between Russia and NATO over Poland in August 2017 and takes place in the North Sea. NATO forces know war is coming but the Russians achieve tactical surprise. Most NATO units are out of position and only routine air patrols are in the air. A few aircraft on the carriers are on alert but most crews are stood down when the Russians attack. NATO has a French carrier battle group, 2 British carrier groups, a US SAG and elements of the Norwegian and Danish navies. Russia has a group based around the Kuznetzov which is supporting a large amohibious invastion force moving to makie a landing in Norway. The game begins half an hour after WW3 begins with the Russian invasion of Poland. Word has only just reached NATO headquarters but word has not ot out to the various commands in time to get everyone on full alert. Play tests so far indicate that at least one British carrier group is vulnerable as it is in an isolated position moving between Scotland and the Shetland Islands. I will very likely add Backfire bombers to the Russian side ready to hit British airbases and NATO surface units. Additionaly the Russians have a strong force of submarines moving into the North Sea and Atlantic and at least some of these will have to be hunted down. It is likely that I will make some of the North Sea oil rigs Russian targets as well.
Luke
now that sounds like a fun mission
LUCASWILLEN05
07-10-2008, 10:11 AM
The first full play test ended up as a 10 hour slugfest following the destruction of one of the British carriers finally ending up as a NATO phyrric victory. The scenario still needs a lot more developent and play testing before I even consider submitting it.
Of course, I also like to develop other smaller scenarios, one current one being a couple of US warships transitting through the Red Sea and coming under attack from Yemen. This one could grow larger and more complex later.
Luke
now that sounds like a fun mission
I'm building a scenario for Operation Praying Mantis which was the conflict between Iran and the US in 1988.
I'm trying to make it as historically correct as possible and finding the nuts and bolts of where ships were and how events transpired is challenging to say the least.
Should be pretty neat when I get it done though. May even be good enough to submit.
Jittery
07-12-2008, 07:36 AM
love it all ^^ i like the idea of playing from different sides. For myself their is only 2 missions that involve Australia in the DB atm. Being Australian i have an interest in Australian units etc more than US units or European units etc.
I know it may be weird to have warships or additional forces spawning when you are mid way through the mission but im trying to do it based on Intel units at the moment.
IE: you send out th f/a18 rece plane and when its withing 150 nm's of "XYZ" the group of ships enters the mission. This is a bit more realistic than "kill em all and then some" to an extent.
At the moment it takes about 6-7 hours to play the mission, however their are faults that really pull the game play back. I'm trying to make the dynamic groups like suggested.
For something i started as "fun" its taking up alot of my time and getting alot more complex, hopefully you will all enjoy it when completed.
LUCASWILLEN05
07-12-2008, 01:01 PM
Speaking of Australia there was the 1999 East Timor Crisis of 1999 that could have become a war with Indonesia. I think this could be an excellent idea for a Fleet Command scenario.
So far as deployments are concerned you can get a randomised deployment using the random start box. It should be possible to do this with a dynamic group which would give you the unpredictability without the weirdness of having a new unit appear in the middle of the map, particularly if you use a large RSB. One thing to be careful of is to avoid land areas otherwise results could get really weird.
Luke
love it all ^^ i like the idea of playing from different sides. For myself their is only 2 missions that involve Australia in the DB atm. Being Australian i have an interest in Australian units etc more than US units or European units etc.
I know it may be weird to have warships or additional forces spawning when you are mid way through the mission but im trying to do it based on Intel units at the moment.
IE: you send out th f/a18 rece plane and when its withing 150 nm's of "XYZ" the group of ships enters the mission. This is a bit more realistic than "kill em all and then some" to an extent.
At the moment it takes about 6-7 hours to play the mission, however their are faults that really pull the game play back. I'm trying to make the dynamic groups like suggested.
For something i started as "fun" its taking up alot of my time and getting alot more complex, hopefully you will all enjoy it when completed.
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