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What makes TVT mission good

tuntematonjr edited this page Feb 13, 2024 · 13 revisions

General

This serves as a general guide for what constitutes a quality TVT (Team vs. Team) mission, applicable across various styles beyond just AFI missions. While there isn't a singular "right" approach, the following points highlight observed best practices. This guide covers points relevant to both single-life and respawn missions, offering valuable insights applicable to both formats.

Mission Design Do's:

  • Ensure Enjoyment for All: Make the mission enjoyable for every participant, providing meaningful roles and tasks.
  • Give Everyone Purpose: Ensure that every player has something to contribute and feels impactful to the mission's success.
  • Avoid Cannon Fodder Syndrome: Prevent players from feeling disposable or insignificant; everyone should have a chance to shine.
  • Foster Balanced Gameplay: Design the mission to allow both sides a fair chance at victory, with attackers succeeding through good performance and defenders through excellent performance.
  • Incorporate Defensive Phases: Introduce phases where defenders hold strong positions to challenge attackers, allowing for a sense of accomplishment on both sides.
  • Allow Room for Attacker Breakthroughs: Create formidable but not impenetrable defensive positions, enabling attackers to identify and exploit weaknesses within a reasonable timeframe.
  • Strategically Place Defensive Positions: Position defensive strongholds preferably at the mission's start or near the final objective, enhancing the sense of achievement for both defenders and attackers.

Mission Design Don'ts:

  • Avoid Imbalanced Gameplay: Steer clear of situations where one side significantly outmatches the other, leading to frustration and dissatisfaction.
  • Avoid Unpredictable Outcomes: Design objectives and gameplay mechanics in a way that allows for strategic planning and meaningful decision-making by both sides.
  • Don't Underestimate Terrain Impact: Take into account the terrain and its effects on gameplay, ensuring that assets and strategies remain relevant and effective in various environments.
  • Don't Neglect Asset Balancing: Balance asset availability and effectiveness to prevent any one asset from dominating the battlefield unfairly, ensuring a fair and challenging experience for all participants.
  • Avoid Excessive Hard Counters: Limit the number of hard counters in the mission design to prevent assets from being rendered ineffective or irrelevant, promoting balanced and engaging gameplay.
  • Avoid Strict Victory Conditions: Allowing each side to define their own goals and determine what constitutes success based on their objectives and gameplay style.
  • Avoid Bypass Opportunities: Design the mission layout to prevent attackers from easily bypassing defenders, avoiding situations where defenders become frustrated by the inability to regain control.
  • Avoid making mission what is just fun idea to you: Ensure that the mission design isn't solely based on personal preferences or the allure of flashy assets. Prioritize creating an experience that is enjoyable and engaging for players.

Mission design

Medical

You want the medic to get you back into the fight quicker than a respawn wave, and you dont want to be left in a position where you blink at grass for 20 minutes with out anyone around to help you.

There isn't a universally correct approach to configuring ACE Medical settings. It's crucial to tailor the settings to suit the specific mission parameters, including the desired pacing, whether it's single-life or respawn, and the intended atmosphere and player base. However, here are some key considerations to keep in mind:

  • Medics should not merely function as riflemen with extra bandages.
    • Medics should be regarded as valuable assets within the mission.
      • A skilled medic and effective medical system can enhance the mission atmosphere, salvage critical situations, and inspire memorable narratives.
      • Additionally, medics have the power to provide second chances to fellow players, further enriching the overall gameplay experience.
      • In missions utilizing respawn and ticket systems, players should have the ability to conserve tickets by receiving medical attention and avoiding unnecessary deaths.
    • Medical settings should strike a balance, avoiding excessive harshness while still maintaining an appropriate level of challenge.
      • If players dies instantaneously, the role of medics becomes redundant and less engaging.
      • Basic soldiers should possess the ability to administer basic first aid to patch wounds, but they should still rely on medics for more comprehensive treatment. Additionally, heavily wounded individuals should require the intervention of a medic to stabilize and revive them.
      • The medical system should strike a balance, avoiding excessive complexity. It's unrealistic to expect the majority of players to possess the skills of real-life medics. Therefore, requiring extensive guides for medical treatment may not be engaging for most players.
      • Players should not be left staring at a black screen for an extended period while waiting for a medic to attend to them.
        • Following the stabilization of a patient's vital signs, the epinephrine settings should be configured to allow patients to regain consciousness within 30 seconds after administration.
        • Consideration should be given to disabling instant fatal damage settings, as this provides medics with an opportunity to intervene and save lives if they react swiftly.
          • The necessity of keeping someone alive encourages players to collaborate and share the responsibility of patching wounds and administering CPR.
          • The urgency of saving someone who has been severely injured during a firefight adds intensity and excitement to the gameplay.
          • Successfully saving someone imparts a sense of accomplishment and satisfaction to players.
        • In a respawn system, receiving assistance from a medic to get back on one's feet should be quicker than opting for a standard respawn.
  • Implementing a medical system that requires medics to administer treatment may slightly slow down the pace of the game.
    • This slowdown can be beneficial as it provides defenders with additional time to maintain their defensive lines and prevent them from collapsing too quickly.

Time usage

Mission should have as little downtime as possible. Good practices for achieving this include:

  • Immediate Access to Gear:

    • Players should have immediate access to all necessary gear without the need to scavenge from boxes or an arsenal.
      • While having an arsenal or boxes available is not prohibited and can serve as an additional option, players should not be obligated to use them in any way. Moreover, the presence of these facilities should not impact the amount of time players spend waiting at the base.
    • Basic equipment and essentials should be readily available to each player at the mission's outset.
    • Additional items should be conveniently accessible, ideally stored within their vehicle for easy distribution while on the move.
    • Alternatively, if vehicle storage isn't feasible, these extras should be contained in boxes located at the squad's starting point.
    • This setup ensures that players can focus on the mission without interruptions or delays caused by searching for gear.
  • Minimize Travel Time:

    • The mission should minimize unnecessary travel time at the start.
    • Defenders should start near the frontline, while attackers should have minimal distance to cover from their spawn point.
    • While some may enjoy a leisurely 10-minute drive to appreciate the scenery, the majority would prefer to dive straight into the action.
  • Waiting after respawn:

    • The time between dying, respawning, and returning to the frontline is a critical aspect of mission design.
      • It's essential to factor in the time it takes to reach the frontline when calculating the total respawn time.
    • Attackers should generally have slightly longer respawn times compared to defenders to ensure balance.
    • This allows defenders to more effectively maintain defensive positions without feeling overwhelmed and helps attackers gather more players for coordinated waves.
    • Optimal wave times are 20 minutes for attackers and 15 minutes for defenders.
      • Lowering these values could overwhelm logistics capabilities and result in players spending more time waiting at spawn areas.

Gear

These guidelines serve as a solid foundation, yet flexibility is key to accommodate the specific needs of each mission:

  • While ensuring ample ammunition for all participants, adjustments may be necessary based on the mission's requirements.
  • Basic soldiers should possess sufficient basic medical supplies to manage minor injuries independently, although they'll still rely on medics for more serious treatment.
    • I would suggest soldiers to have following: 7-10 bandages, 1-2 morphine, 2-3 tourniquet and 1-2 splints.
    • Good bandage type for soldiers is Packing Bandage ACE_packingBandage. It takes a little longer to apply but offers greater effectiveness in stopping bleeding.
  • Medics should be well-equipped with an abundance of supplies tailored to address the needs of heavily wounded players and facilitate their recovery.
    • I would suggest medics to have following: +20 bandages, ~10 morphine, ~10 epinephrine, ~ 5 splint, ~ 4 tourniquet, ~ 8 1l blood, ~ 5 0.5l blood and surgical kit.
    • Good bandage type for medic is Bandage (Elastic) ACE_elasticBandage. It's quick to apply, but offers limited effectiveness in staunching bleeding.
  • The use of optics presents a nuanced dilemma.
    • No Optics:
      • Without optics, firefights tend to be prolonged, characterized by increased suppressive fire at longer ranges.
      • Casualties predominantly occur at closer ranges, making movement crucial for survival.
      • Treating casualties becomes challenging due to the proximity of enemies, often favoring attackers in such scenarios.
    • Presence of Optics:
      • Conversely, optics can expedite engagements, amplifying their lethality and potentially leading to more static gameplay.
      • Players may gravitate towards sniping from fixed positions, potentially leading to more static gameplay.
      • Casualties are more easily treated if individuals can seek cover when hit
  • Explosives & grenades
    • The mission should restrict the availability of explosives for infantry to enhance gameplay.
    • Excessive grenade spamming can detract from enjoyment due to the rapid throwing mechanics in Arma.
    • Similarly, an overabundance of anti-tank (AT) launchers leading to a constant barrage of rockets towards tanks diminishes the fun factor.
    • Limiting the use of smokes is also crucial due to engine limitations on smoke particles in Arma.
    • Each basic rifleman should be equipped with one grenade and one smoke grenade to balance utility and gameplay.
    • Leaders and medics can carry additional smokes of various colors to facilitate tactical coordination and versatility.

Balance & assets

Achieving perfect balance in missions is an elusive goal. No matter how meticulously you balance assets and gear, player skill introduces unpredictable variables. A highly skilled player wielding a seemingly inferior asset could prove to be a game-changer, while a less proficient player piloting a powerful Apache might inadvertently crash it into a tree shortly after the game begins.

Type of assets

  • High-impact assets:
    • Anything that basic infantry can't easily eliminate.
    • Capable of decimating entire teams if left unchecked.
    • Always needs some kind of counter.
  • Medium-impact assets:
    • Weapons effective against specific targets but not the entire enemy force, such as Anti-Tank Guided Missiles (ATGMs), Anti-Aircraft (AA) missiles, etc.
    • Medics: Skilled medics can save numerous players, especially when respawn is enabled and more so if tickets are in use.
  • Low-impact assets:
    • Items posing minimal threat or causing minor inconvenience.
    • Primarily consists of mines or static weapons.

Mission should not depend on single player or asset performance.

Relying on the performance of a single player or asset poses significant risks.

For example, if the objective is to destroy something and there's only one explosive expert who becomes lost or gets killed shortly after the game starts, or if there's a lone tank that gets destroyed immediately, or just one piece of anti-aircraft defense against a high-impact air asset, it can hinder progress or even result in the opposing side dominating the mission.

Ideally, there should always be multiple similar assets available to mitigate such risks.

Does every asset require a hard counter?

Not necessarily.
While nothing should be indestructible, providing a specific counter for every asset isn't always essential. For instance, having Stinger missiles to counter a Mi-24 may not be necessary.

Depending on the terrain, softer counters like Heavy Machine Guns (HMGs) or weapons like the ZU-23 could suffice. While they may not instantly eliminate the threat, they can effectively prevent the asset from freely maneuvering or engaging in undesirable behavior like auto-hovering.

Similarly, not every opposing force needs to be equipped with Anti-Tank Guided Missiles (ATGMs) or other heavy anti-tank weaponry to counter tanks. The objective is to prevent assets from dominating the battlefield without rendering them entirely useless due to an excessive number of counters.

Assets should face consequences for poor decisions, but when utilized correctly, they should still have a meaningful impact on the mission.

How to choose Assets?

The primary focus of mission design should center on the rifleman and their rifle since they constitute the majority of players. However, the mission should also take into account the assets available, the terrain, objectives, and other relevant factors.

Mission designers should avoid overemphasizing the importance of assets, as relying too heavily on them can lead to frustration if the players utilizing them aren't skilled enough, potentially resulting in a side's defeat and disgruntled participants.

Terrain plays a crucial role in asset selection. Dense forests, for example, can diminish the effectiveness of many assets, as tanks may struggle to maneuver and air assets may have difficulty spotting enemies.

While these assets would typically be considered high-impact, the terrain allows infantry to conceal themselves more effectively, reducing the necessity for hard counters.

Conversely, in open fields or desert environments where cover is scarce, hard counters may be essential to prevent opposing assets from dominating the battlefield by simply positioning themselves advantageously atop hills and picking off targets with impunity.

Area of Operations (AO) and Objectives

This is the most important thing with objectives. I would say that they are inseparable. Mixing wrong type of objectives, orbat and AO will be bad mission.

Do missions need borders?

The necessity of borders in missions varies depending on the desired gameplay experience.

Opting not to have borders can be advantageous for attackers, granting them the freedom to choose their direction of attack. Meanwhile, defenders are forced to cover a 360-degree perimeter, spreading their forces thin. This setup can result in defenders stationed in less active areas experiencing prolonged periods of inactivity, potentially leading to a negative player experience.

Therefore, borders are beneficial if the objective is to create a conventional battle scenario with clearly defined attacking and defensive lines. Objectives should be linear and strategically positioned to facilitate defensible positions.

However, borders may not be necessary if the goal is to foster more unconventional warfare. In such scenarios, there's no clear defensive line, and gameplay revolves around hit-and-run tactics and ambushes characteristic of guerrilla fighting. Objectives can be more flexible, potentially involving tasks like locating enemy camps or caches.

Size of Area of Operations (AO)

This largely hinges on factors such as terrain characteristics and the number of defender squads available. The primary consideration is determining the extent of the area a defending squad must cover. In dense forests, a squad's defensive effectiveness is diminished compared to open terrain.

For instance, a 100-meter radius in a forested area might prove too extensive for effective defense, whereas in open desert or fields, a single squad could potentially cover a larger area.

The AO should include chokepoints or key terrain features strategically placed to aid defenders in establishing strong defensive lines.

Objectives

In designing objectives, it's crucial to avoid creating impossible tasks.
While both sides don't necessarily need to be aware of each other's missions or share identical objectives, there should be intersecting objectives to promote conflict and engagement.

  • Avoiding Impossible Objectives:
    • It's essential to ensure that each side's objectives are within the realm of achievability within the mission's context. Introducing tasks that are inherently impossible to accomplish not only frustrates players but can also undermine the credibility of the mission design.
      • Players simply need to perceive a mission as impossible for it to be deemed unattractive, leading to a reluctance to participate and a negative overall attitude towards the endeavor. Furthermore, the presence or absence of assets and their corresponding counters significantly influences this perception.
    • While asymmetrical objectives can add depth to the gameplay, they should remain within the realm of achievability for the respective sides.
  • Intersecting Objectives to Fuel Firefights:
    • The placement of objectives should be strategic, with a deliberate emphasis on intersecting points to catalyze confrontations between opposing forces. This ensures a consistent flow of combat throughout the mission, keeping players immersed and engaged.
    • By positioning objectives in areas of contention, the mission fosters dynamic and intense firefights, heightening player enjoyement.
  • Logical Placement for Narrative Cohesion:
    • Objectives should be thoughtfully situated in locations that align with the mission's narrative and terrain. Haphazardly placing objectives, such as at arbitrary crossroads in the midst of a field or at the base of a valley, detracts from the mission's immersion and authenticity.
    • Consideration should be given to the strategic significance of each objective's location, ensuring that they contribute meaningfully to the mission's overarching narrative and gameplay experience. This approach enhances the mission's coherence and reinforces player engagement.

Mission Briefing:

A comprehensive in-game briefing text is crucial for ensuring that all players are well-informed and prepared for the mission ahead.
Here is examble briefing, used in one afi event..
Most of these thing can and should be automated or at lest base template should be created.

  • Clear Objectives and Map Links:
    • The briefing should outline clear objectives, providing players with a clear understanding of their mission goals.
    • Additionally, links to the map where objectives are located offer invaluable assistance in navigation and coordination during gameplay.
  • Intel and Enemy Forces:
    • Providing intelligence and images of both friendly and enemy forces helps players identify friendlies and targets, enhancing situational awareness and minimizing friendly fire incidents.
    • Even limited information about enemy unit compositions aids in tactical decision-making.
  • Orbats:
    • Including an Order of Battle (Orbat) for friendly forces enhances organizational understanding and facilitates coordination.
    • Limited details about enemy orbats add depth to the mission without revealing too much information.
  • Rules:
    • Clear rules regarding map marker usage and looting of enemy gear ensure fair play and prevent confusion.
      • Clarifying whether creating "magic markers" on the map via side channels is permitted is necessary, as different communities may have varying rules and preferences regarding this practice.
    • Restricting the looting of enemy uniforms helps distinguish friendlies from foes, reducing the risk of friendly fire incidents.
    • Prohibiting the use of enemy radios prevents unnecessary clutter and confusion on communication channels.
      • It also reduces confusion, particularly in situations where respawns occur and players are unsure of the new radio frequencies.
  • Optional Text:
    • General situation and other "fluff" texts provide context and atmosphere but should be clearly separated from critical information.
    • This ensures that players can easily distinguish between essential mission details and supplementary narrative elements.
  • Basic Equipment and Assets:
    • Listing basic equipment and assets available to players ensures they are adequately prepared for the mission.
    • This information helps players plan their loadouts and strategy effectively.
    • Players should not be tasked with counting the number of available vehicles or boxes for their use.
  • Starting Positions:
    • Marking starting positions on the map aids in initial coordination and deployment, ensuring a smooth start to the mission and reducing confusion among players.