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Clever/different mission objectives?


puje

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With SF2 around the corner, I'm looking forward to playing with the editor again.

However the standard, "capture ground" objectives can get a bit stale at times.

What are some clever/different/interesting/alternative way of making mission objectives?

 

Eg. Assassination mission

Now, I'm sorry I don't recall the exact game terms. But if you reduce an enemy unit strength (eg. HQ squad) to a single man, and set the unit as a "unit goal" (am I remembering this right?) with a very high point award, you will win the battle when you kill him. Also add an exit goal, so your soldiers must escape, and the mission will be an assassination mission, in the style of the Bin Laden raid.

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6 minutes ago, puje said:

With SF2 around the corner, I'm looking forward to playing with the editor again.

However the standard, "capture ground" objectives can get a bit stale at times.

What are some clever/different/interesting/alternative way of making mission objectives?

 

Eg. Assassination mission

Now, I'm sorry I don't recall the exact game terms. But if you reduce an enemy unit strength (eg. HQ squad) to a single man, and set the unit as a "unit goal" (am I remembering this right?) with a very high point award, you will win the battle when you kill him. Also add an exit goal, so your soldiers must escape, and the mission will be an assassination mission, in the style of the Bin Laden raid.

This is @Combatintman best area to suggest - he’s a rocket in this style of play

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1 hour ago, puje said:

But if you reduce an enemy unit strength (eg. HQ squad) to a single man, and set the unit as a "unit goal" (am I remembering this right?) with a very high point award, you will win the battle when you kill him. Also add an exit goal, so your soldiers must escape, and the mission will be an assassination mission, in the style of the Bin Laden raid.

Unit objective but yes. If blue has a unit objective for a single member HQ unit and red has a unit objective for all the blue soldiers and blue also has an exit objective then red gets points for anyone they kill, capture or prevent from exiting while blue only gets points for taking out that one unit.

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4 minutes ago, Majestic12 said:

I don’t know if it is possible but under an raid type mission Redfor should get periodic reinforcements so Bluefor is under time constrains

you can design it anyway you want so if you want periodic reinforcements for redfor, that has always been available.  Not sure what the question is.

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4 hours ago, puje said:

With SF2 around the corner, I'm looking forward to playing with the editor again.

However the standard, "capture ground" objectives can get a bit stale at times.

What are some clever/different/interesting/alternative way of making mission objectives?

 

Eg. Assassination mission

Now, I'm sorry I don't recall the exact game terms. But if you reduce an enemy unit strength (eg. HQ squad) to a single man, and set the unit as a "unit goal" (am I remembering this right?) with a very high point award, you will win the battle when you kill him. Also add an exit goal, so your soldiers must escape, and the mission will be an assassination mission, in the style of the Bin Laden raid.

Yes that is essentially the case - your HVT would be set as a 'Destroy' objective in the Unit Objective part of the editor with a high point value. If the HVT is killed you get the points, if the HVT isn't killed you don't get the points.

Otherwise clever/different/interesting/alternative ways of making mission objectives is a pretty broad church. Generally, the best have a mix of different types of objectives but this is not always the case. Your objectives should be tailored to your mission narrative and if that narrative suits 'capture ground' then this will work fine. Sometimes simple solutions are the most elegant and best way of doing things rather than trying to be too clever.

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Chris ND (AKA Normal ) dude had a very clever mission in his CMSF II Airborne Campaign (I can't  recall the exact name ATM). You had to reach a blue spy and escort him to safety through a dense urban map as he had some important intel . You had a limited number of men and never knew where the insurgents would pop up. I've considered asking for permission to update the campaign for CMSF2 beyond what the editor "translator" will do but I want to see how much work is involved once the new game comes out before committing.

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1 hour ago, Sequoia said:

Chris ND (AKA Normal ) dude had a very clever mission in his CMSF II Airborne Campaign (I can't  recall the exact name ATM). You had to reach a blue spy and escort him to safety through a dense urban map as he had some important intel . You had a limited number of men and never knew where the insurgents would pop up. I've considered asking for permission to update the campaign for CMSF2 beyond what the editor "translator" will do but I want to see how much work is involved once the new game comes out before committing.

The Snitch- rates as one of my favorites.  I also liked how he incorporated a special OPS team working with your Airborne platoon on the mission.

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3 hours ago, Sequoia said:

Chris ND (AKA Normal ) dude had a very clever mission in his CMSF II Airborne Campaign (I can't  recall the exact name ATM). You had to reach a blue spy and escort him to safety through a dense urban map as he had some important intel . You had a limited number of men and never knew where the insurgents would pop up. I've considered asking for permission to update the campaign for CMSF2 beyond what the editor "translator" will do but I want to see how much work is involved once the new game comes out before committing.

So I'm guessing it was basically a counter assassination mission from my first post? 

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5 hours ago, puje said:

So I'm guessing it was basically a counter assassination mission from my first post? 

The premise was as @Sequoiadescribed. In simple terms there was a spy at the opposite end of an urban map to the Blue Force recovery/escort element located in a base/FOB. The Blue Force had to get to the 'safe house' before the insurgents, which inevitably involved a few firefights on the way. Once the meet up was achieved, the whole element had to escort the spy back to the original base, again battling insurgents on the way back.

From a mission design perspective, bearing in mind this is from memory and I haven't seen how ChrisND did it in the editor the objectives probably worked out like this:

Blue spy: Red 'Destroy' objective.

Blue base: Blue 'occupy' objective and probably a Red 'touch' or 'occupy' objective.

There would likely have been some casualty parameters thrown in there as well.

Simple, consistent with the narrative, but effective as I said before.

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9 hours ago, domfluff said:

With CMSF 2, you should be able to set up an Exit zone, and make the Spy the only Destroy target for the opposition - then if the Spy is killed or doesn't exit the map, opfor will score the VP.

True but destroy or destroy all objectives do not require exit zones to function. You should only use exit zones if they fit the mission narrative.

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Sure, but if the idea was:

Quote

Too bad you can give the spy a touch objective only he could activate. 

Then you can do precisely the opposite of that, which achieves the same end (i.e., you can't give points for the spy touching an objective, but you can give points to the enemy if specifically the spy doesn't hit that objective.

Only once, mind you, but it's a start.

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20 minutes ago, domfluff said:

Sure, but if the idea was:

Then you can do precisely the opposite of that, which achieves the same end (i.e., you can't give points for the spy touching an objective, but you can give points to the enemy if specifically the spy doesn't hit that objective.

Only once, mind you, but it's a start.

How do you do that? Specifically the spy? Wont other units activate it as well?

Edited by puje
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No, you can't set up a touch objective for the spy (i.e., get this specific unit here, +100 VP).

What you *can* do, set the spy as the only destroy objective for opfor, and give that -100 VP. Then, set an exit condition on the map.

If there's an exit zone on the map, then any destroy objective units will be worth their assigned points, as if they were destroyed, if they do not exit the map by the end of game time.

So... what you end up with is something which has almost exactly the same end effect as "this unit to here is worth 100VP", but it's done backwards.

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In the past I've created missions where I cranked up the points value for all enemy HQ targets or all hvy weapons crews. Which mean being selective in who you're shooting makes a difference points-wise. There's a scenario in CMSF that's all about locating that lone spotter hiding on a hill... with other units just creating diversions.

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