The Official Mission Requests Thread
- Wombat
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The Official Mission Requests Thread
Welcome to the official mission requests thread!
This thread is the go to place for the community to share their ideas or requests as to what they'd like to see in a future mission.
Of course, mission developers have no obligation to respond or implement any requests made in this thread but this thread does give mission developers a potentially useful resource to find out what the community would like to see and maybe even get inspiration.
So, whether your request is a simple as "I would like to see this vehicle used in a mission" or as extensive as "I would like to see a mission based around... blah blah blah...", there is no harm in posting it below for all to see.
Just don't forget, the best way to get your ideas implemented into a mission, is to make it yourself!
This thread is the go to place for the community to share their ideas or requests as to what they'd like to see in a future mission.
Of course, mission developers have no obligation to respond or implement any requests made in this thread but this thread does give mission developers a potentially useful resource to find out what the community would like to see and maybe even get inspiration.
So, whether your request is a simple as "I would like to see this vehicle used in a mission" or as extensive as "I would like to see a mission based around... blah blah blah...", there is no harm in posting it below for all to see.
Just don't forget, the best way to get your ideas implemented into a mission, is to make it yourself!
- Rodi
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Re: The Official Mission Requests Thread
Guerilla mission with 1 main objective that cannot be tackled without total annhilation of all forces (due to lack of weaponry or equipment). In order to have a realistic chance there are 1-2 side objectives (supply convoy/depot) that can be raided with the spawning gear and may used to rearm your force. "Loot" can be randomised each time for replayability and to force different tactics to complete the mission every time it is played.
TL;DR Sabotage-like mission in gamenight format, different weaponry that may be found from side objectives to force commander to use different tactics.
IDK if this is possible,reasonable or entertaining
TL;DR Sabotage-like mission in gamenight format, different weaponry that may be found from side objectives to force commander to use different tactics.
IDK if this is possible,reasonable or entertaining
Rip Inglisch
- Wombat
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Re: The Official Mission Requests Thread
On server#2 regular nights (off-gamenight), players are reportedly getting bored of playing the same seeding missions everyday. Apparently, these players don't feel like they have other options since "gamenight" missions are perma-death which isn't suitable for more relaxed play and ZGM missions are typically not very well designed/executed.
Asking for more seeding missions to be developed isn't realistic since seeding missions take a great deal more time and energy to develop when compared to static/non-dynamic missions.
Instead, to help keep server#2 fresh on regular nights, we could develop more simple, basic, small scale missions which have the following attributes:
1. Alow respawn and spawn on team so they aren't as hardcore as gamenight missions.
2. Fairly static/non-dynamic so they're easier and faster to develop.
3. Set loadout (no virtual arsenal) so there's no messing around with kit.
4. Low minimum player count requirement so the mission is still fun even with low number of players.
Essentially, create missions aimed at non-gamenights which have the non-hardcore, low player count friendliness of a seeding mission but with the static, single objective and simplicity of a gamenight mission.
Asking for more seeding missions to be developed isn't realistic since seeding missions take a great deal more time and energy to develop when compared to static/non-dynamic missions.
Instead, to help keep server#2 fresh on regular nights, we could develop more simple, basic, small scale missions which have the following attributes:
1. Alow respawn and spawn on team so they aren't as hardcore as gamenight missions.
2. Fairly static/non-dynamic so they're easier and faster to develop.
3. Set loadout (no virtual arsenal) so there's no messing around with kit.
4. Low minimum player count requirement so the mission is still fun even with low number of players.
Essentially, create missions aimed at non-gamenights which have the non-hardcore, low player count friendliness of a seeding mission but with the static, single objective and simplicity of a gamenight mission.
- 2600K
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Re: The Official Mission Requests Thread
All of my #2 missions are designed to be playable for non-gamenights. All have respawn/medical/casualty cap/virtual arsenal options that can be set by the logged in admin and they are often fairly basic not requiring specialised assets.
Typical settings should be Respawn = Enabled, Casuaty Cap = Disabled and Set Always Go Unconcious. Medical level and Virtual Arsenal are Commanders preference along with the usual weather settings. The VA is intended to be used to fill any gaps (Radios if players are lacking them, NVGs if it's night and you don't have them etc) or upgrade AT etc.
The mission speadsheet may need to be more accessible/visible for players so they can easily identify suitable missions. Perhaps a link somewhere direclty from TS? Or maybe someone can write something to export it into a HTML page so its more easily viewed/sorted. It's a bit fragile for sorting which really limits is function.
Typical settings should be Respawn = Enabled, Casuaty Cap = Disabled and Set Always Go Unconcious. Medical level and Virtual Arsenal are Commanders preference along with the usual weather settings. The VA is intended to be used to fill any gaps (Radios if players are lacking them, NVGs if it's night and you don't have them etc) or upgrade AT etc.
The mission speadsheet may need to be more accessible/visible for players so they can easily identify suitable missions. Perhaps a link somewhere direclty from TS? Or maybe someone can write something to export it into a HTML page so its more easily viewed/sorted. It's a bit fragile for sorting which really limits is function.
- Wombat
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Re: The Official Mission Requests Thread
That's great! Seems I, as well as many others, were oblivious to this possibility.2600K wrote: ↑Mon Feb 20, 2017 9:24 am All of my #2 missions are designed to be playable for non-gamenights. All have respawn/medical/casualty cap/virtual arsenal options that can be set by the logged in admin and they are often fairly basic not requiring specialised assets.
Typical settings should be Respawn = Enabled, Casuaty Cap = Disabled and Set Always Go Unconcious. Medical level and Virtual Arsenal are Commanders preference along with the usual weather settings. The VA is intended to be used to fill any gaps (Radios if players are lacking them, NVGs if it's night and you don't have them etc) or upgrade AT etc.
This is something worth looking into.2600K wrote: ↑Mon Feb 20, 2017 9:24 am The mission speadsheet may need to be more accessible/visible for players so they can easily identify suitable missions. Perhaps a link somewhere direclty from TS? Or maybe someone can write something to export it into a HTML page so its more easily viewed/sorted. It's a bit fragile for sorting which really limits is function.
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Re: The Official Mission Requests Thread
Agreed, this is a very good idea that can be implemented easily.2600K wrote: ↑Mon Feb 20, 2017 9:24 am
The mission speadsheet may need to be more accessible/visible for players so they can easily identify suitable missions. Perhaps a link somewhere direclty from TS? Or maybe someone can write something to export it into a HTML page so its more easily viewed/sorted. It's a bit fragile for sorting which really limits is function.
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Re: The Official Mission Requests Thread
I would like to see some smaller scale missions for those of us who are on at the end of game nights or any other times when the server (mainly #2) has a low pop. Like a mission for numbers between like 2 and 12. I have tried to start making a few of these but my lack of knowledge in the editor and lack of attention span makes this difficult for me to do. There was one mission that was on server 2 with a sniper team + one squad and had to clear a town but unfortunately this mission is/was broke. Basically I want to have a mission were the main objective can be completed by a 2 man team and then maybe add in a secondary objective where a squad would be more appropriate.
For example, have the main objective be eliminate an HVT which can be done by a sniper team from afar or an assault made on the hvt's possistion by a squad. The secondary objective could be to destroy a cache located in the hvt's compound. And if you have enough manpower you could have another optional objective to eliminate an enemy QRF.
For example, have the main objective be eliminate an HVT which can be done by a sniper team from afar or an assault made on the hvt's possistion by a squad. The secondary objective could be to destroy a cache located in the hvt's compound. And if you have enough manpower you could have another optional objective to eliminate an enemy QRF.
Aiming is Overrated
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Re: The Official Mission Requests Thread
I can look into that sniper mission Face.
[3:33 PM] BOTMEE6: Hey @Cobra! Please don't use bad words!
[3:33 PM] BOTMEE6: Hey, sorry about this but... you got banned from Zeus by MEE6#4876 for 'Too many infractions..'
please do not swear on my christian youth server.
[3:33 PM] BOTMEE6: Hey, sorry about this but... you got banned from Zeus by MEE6#4876 for 'Too many infractions..'
please do not swear on my christian youth server.
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Re: The Official Mission Requests Thread
I have noticed lately that we choose the missions without big attention in our choices with consequence a lot of times to play boring missions invade and Anex or Patr ops style missions.Objectives one after the other with not a nice scenario background.
Example:Objective 1 Destroy Supply Depot, Objective 2 Kill Officer, Objective 3 Destroy AA
Arma players can found these style missions and to other servers 24h as 77jsoc and our Public 1 24h server.
For attract new members in our community need more interesting missions with less but more clever objectives.
Example:Convoy Ambush or Resque some Officers.
Need a better preparation before Public Game Night start to have think more about mission and not take last moment decisions.
Example:Objective 1 Destroy Supply Depot, Objective 2 Kill Officer, Objective 3 Destroy AA
Arma players can found these style missions and to other servers 24h as 77jsoc and our Public 1 24h server.
For attract new members in our community need more interesting missions with less but more clever objectives.
Example:Convoy Ambush or Resque some Officers.
Need a better preparation before Public Game Night start to have think more about mission and not take last moment decisions.
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Re: The Official Mission Requests Thread
+1 I agree.Olympus wrote: ↑Tue Feb 21, 2017 6:09 pm I have noticed lately that we choose the missions without big attention in our choices with consequence a lot of times to play boring missions invade and Anex or Patr ops style missions.Objectives one after the other with not a nice scenario background.
Example:Objective 1 Destroy Supply Depot, Objective 2 Kill Officer, Objective 3 Destroy AA
Arma players can found these style missions and to other servers 24h as 77jsoc and our Public 1 24h server.
For attract new members in our community need more interesting missions with less but more clever objectives.
Example:Convoy Ambush or Resque some Officers.
Need a better preparation before Public Game Night start to have think more about mission and not take last moment decisions.
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Re: The Official Mission Requests Thread
So a game night, without being game night, with an uncontrolable amount of jips and tards destroying the experience?StRiKeR wrote: ↑Tue Feb 21, 2017 6:44 pm+1 I agree.Olympus wrote: ↑Tue Feb 21, 2017 6:09 pm I have noticed lately that we choose the missions without big attention in our choices with consequence a lot of times to play boring missions invade and Anex or Patr ops style missions.Objectives one after the other with not a nice scenario background.
Example:Objective 1 Destroy Supply Depot, Objective 2 Kill Officer, Objective 3 Destroy AA
Arma players can found these style missions and to other servers 24h as 77jsoc and our Public 1 24h server.
For attract new members in our community need more interesting missions with less but more clever objectives.
Example:Convoy Ambush or Resque some Officers.
Need a better preparation before Public Game Night start to have think more about mission and not take last moment decisions.
It's hard enough to admin a game server with easy objectives and people don't tend to read a briefing in a "fancy" mission anyways.
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Re: The Official Mission Requests Thread
There's a point to what Tom's said, you can only achieve so much with a public server in terms of objective complexity. Unless people know what to do and how to do it things like hostage rescue in CQB and anything with convoys will inevitably end up as massive clusterf**ks because we lack the training and practice to achieve the close-knit organic teamwork required to be successful.
Then again, it's worth trying to see how it goes.
Then again, it's worth trying to see how it goes.
Making the world a better place, by shooting people in the face.
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Re: The Official Mission Requests Thread
I disagree. My agreement was placed in the context of the environment that server #2 provides. If you never demand, they never deliver. This ties in with a dire need for actually more "clever" objectives that dont make themselves a "challenge" through adding more AI onto the dull "Capture this generic place"- objective.Kyoptic wrote: ↑Wed Feb 22, 2017 5:54 pm There's a point to what Tom's said, you can only achieve so much with a public server in terms of objective complexity. Unless people know what to do and how to do it things like hostage rescue in CQB and anything with convoys will inevitably end up as massive clusterf**ks because we lack the training and practice to achieve the close-knit organic teamwork required to be successful.
Then again, it's worth trying to see how it goes.
This has nothing to do with admin workload. If the players fail a mission it doesn't make it more stressful for an admin. If people fail to receive basic information from a briefing its their fault. I still don't see how this warrants resorting to just feeding them 3-sentence-briefings. I feel that argument is also too generalizing. If some weak players fail in their role as leaders it should have no consequence for those that do well. It SHOULD have a consequence for those that don't give a shit - which it currently doesn't. But that's another discussion entirely.It's hard enough to admin a game server with easy objectives and people don't tend to read a briefing in a "fancy" mission anyways.
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Re: The Official Mission Requests Thread
+1 Striker. If you don't get challenged you'll just keep repeating the same dull plans cause they work. How can we improve if we have nothing to improve for.
And I find a boring mission way more frustrating then losing a challenging one.
And I find a boring mission way more frustrating then losing a challenging one.
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Re: The Official Mission Requests Thread
Just a simple TvT Thing.
Have Nato Vs Talibans And Civ
Taliban Only have Small Arms And Suicide Weapon's (vest Expo ect.)
Nato jobb is to Patrol
Civ Job is to Distract and Steal Shit From Nato
(Roe Nato Dont kill civ)
Have Nato Vs Talibans And Civ
Taliban Only have Small Arms And Suicide Weapon's (vest Expo ect.)
Nato jobb is to Patrol
Civ Job is to Distract and Steal Shit From Nato
(Roe Nato Dont kill civ)
What, how The hell is 10 frags to much, i feel naken here.
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