jdkbph -> RE: Weapons loadouts in scenarios (10/22/2013 3:55:31 PM)
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ORIGINAL: mikmyk It has ESSM's and the scenario is winnable. Have you played this scenario? If so what do you think the load out should be? Fair enough. And that is the scenario designer's prerogative (you, in this case). It also raises an interesting question. For the purists out there... are we looking for competitive scenarios where the scenario design goal is balanced play with a more or less even chance of winning for either side? Or are we looking to model more realistic or likely scenarios where success (from a gaming standpoint) might be measured in degrees of winning or losing? For example, if we're modeling the recent Libya thing, it's fairly obvious that Gaddafi's guys had little to no chance of winning. So when creating scenarios to model that, do we play balance by removing or degrading coalition assets (or upgrading Gaddafi's assets), or do we set our victory conditions to reflect the best that can be done given a particular starting situation? I know I can go into the scenario editor and modify any of the existing scenarios to suit my own taste. However in my mind this smacks of power-ups, cheat codes and what not and I'm not sure I'd feel good about knowing where to stop. If nothing else it exposes the whole of the scenario to the player thereby removing any surprises the original author may have built in. Particularly with a new game like this, I'd prefer not to get into that sort of thing. I guess the lesson here is, whether we like the way the out-of-the box scenarios are built is really not that critical. I expect that in very short order, the number of community built scenarios available will dwarf the bundled stuff. We (the community) just need to be aware that the default loadouts are not necessary optimal or appropriate to all scenarios and in most cases will need to be edited. JD
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