Comrades in Arms Discussion Board

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(03-29-2015, 08:06 PM)Evans link Wrote:I would like a mission where you have to drive through a city in humvees, and eventually get ambushed.
Kinda like a generation kill inspired thing.
That would be great, now that we have FFV. The ACR jeeps allow firing from the front passenger seat! I have yet to experience FFV in full, only firing from little-birds, but I think doing that from moving vehicles will be cooler.
Need a mission based on the new LDs:

Yes indeed, and I do have one in mind. Concept is cool; but I think there's a limited amount of scenarios that can use that and still be interesting for all players.
How about an escort the officer type of objective?? Among the community of arma as a whole, there is a lack of creativity and originality in objective design, most times it is basically just a rehash of go and kill, stay and defend, wait and kill, go and rescue.


Try and think of new objectives to expand on the current archetypes instead of just new missions.
I agree. Key issue is the fun factor in this. Also typical missions are relatively easy to implement whereas innovative ones take far more time.
I don't agree with the notion that they take more time. That's a very general statement.

Regarding originality, just look at the amount of franchise reboots, HD editions and what have you, and you see that creativity is in really short supply these days.

Innovative missions very often also fall flat on their faces because of limitations in Arma itself.  I think that a good compromise would be to at least tell an interesting story.  Unfortunately, most coop missions focus on the mission and rarely on the story
I'm just saying they take more time because my experience is, as soon as you're trying to do something different, you'll have to rely to no small measure to scripting. That increases production time, testing time and execution risk by a lot for people like me whose experience is limited...

The mission I currently have in production has the team collect samples from an area filled with enemies. It's not complicated to do but it's just not always straightforward Smile
(04-10-2015, 10:17 AM)SPhoenix link Wrote:Yes indeed, and I do have one in mind. Concept is cool; but I think there's a limited amount of scenarios that can use that and still be interesting for all players.
I agree it's tricky to balance. You only need one, maybe two pilots to deliver ordinance onto the target once lased and they have nothing to do until then. I suppose there could be lightly defended artillery somewhere that's a threat to the ground troops that they need to take out in the meantime.

The ground troops also need some enemies to fight through (or at least try and avoid) on the way to the lase position and ideally either need to protect and defend that position or have targets they can go and mop up after the planes have taken out the main threats, otherwise the mission is over for them once they reach the lase position and they're just waiting around for it to end. That's not a problem if the planes are already close and can strike quite quickly though.
(04-10-2015, 06:37 PM)Varanon link Wrote:Regarding originality, just look at the amount of franchise reboots, HD editions and what have you, and you see that creativity is in really short supply these days.

It's probably more that people buy the same old stuff and thus there's pressure from the money men to produce stuff that's sure to sell. For evidence of creativity just look at indie games like the hilarious 'I am bread'
I don't know if it would work in ArmA but maybe a mission where you're dropped off at the target's last known location and have to track him down. Do vehicles leave visible trails we could track? Otherwise you'd need something else that would let us work out which way he went. Then you could have enemy ambushes on the way, getting more intense the closer you get to the final location of the target, as the first few might just be a few troops dropped off to slow us down, whilst nearer to the enemy camp there would naturally be more forces.
(04-10-2015, 07:20 PM)doveman link Wrote:Do vehicles leave visible trails we could track?

Only as a client side effect, so it won#T work if you didn't actually see the car.

Alwarren had the idea once to make a mission (Working title "Dogs of War") where you are a pack of dogs and have to track deer or other targets... by smelling them out... unfortunately, animals can't be really used very well, they can't be grouped, etc, but I found the idea just awesome
Also I'm on low gfx and you only see track/wheel/foot marks on higher settings.
(04-10-2015, 10:03 PM)Varanon link Wrote:Only as a client side effect, so it won#T work if you didn't actually see the car.


Ah, that's a shame. I guess you could use other things to help you track him though, for example trees he's knocked down with his vehicle, bodies of people he's killed whilst fleeing or villages/buildings he's attacked. Maybe you could also have HQ radio us with periodic intel reports on his location to guide us in the right direction.

Quote:Alwarren had the idea once to make a mission (Working title "Dogs of War") where you are a pack of dogs and have to track deer or other targets... by smelling them out... unfortunately, animals can't be really used very well, they can't be grouped, etc, but I found the idea just awesome


Yeah, interesting idea. Maybe we can adapt it and have a very smelly enemy which we have to track Wink
(04-10-2015, 10:48 PM)Outlawz7 link Wrote:Also I'm on low gfx and you only see track/wheel/foot marks on higher settings.


We wouldn't need everyone to be looking for the tracks, most of us should be keeping an eye out for enemies. It's a moot point though, seeing as it's only a client-side effect.
Personally I found it easier to not bother with a story because thinking one up would take me more time than making the mission.


I've tried to make something like Fuiba's Versus, a coop campaign, but can't think of a story because see above.


I can come up with weird missions if you want those though  ;D
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