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Competitive/Co-operative "Multiplayer Campaign" Game-Mode Idea (Games : Vector Thrust : Forum : Game Types, Goals & Mutators : Competitive/Co-operative "Multiplayer Campaign" Game-Mode Idea) Locked
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Jan 3 2013 Anchor

So, there have been discussions on a "TBS"-style game-mode (which, to be honest, I have no idea for what that stands for...). I do like the idea, but I was thinking of a more interesting one with a bit of ArmA II, a bit of Aces High II, and a bit of my own creation. Please bear with me, as this is going to be a long one.


The game-mode, or as I call it the "Multiplayer Campaign" (although suggestions for a better name would be appreciated), features two teams fighting over a large map (perhaps make it five hundred square miles? This isn't ArmA, after all, where everything is detailed. Look to Aces High II for inspiration on how to do this). In competitive, both teams are populated by roughly two to three dozen players per team (allowing for two to three squadrons per side). In co-operative, four to six dozen players are now on one side, while the other is entirely populated by AI. This game-mode will feature player-controlled aircraft with AI controlled vehicles, carriers, and non-combat aircraft. The game-mode can be centered around five tiers: command, missions, defense, attack, and support/logistics. To make things clearer, examples will be put at the end of each topic to give an idea on how this should look. We'll start with Command.

Command exists in this game under the idea that this is a sector of a larger war, and because of that players are not in charge of assaulting regions. However, they are free to sortie and launch their own combat missions under the head of Squadron commanders, so long as they support offensives when the time comes.

The command chain is as follows: AI generals (or server admins, should this be too difficult to program) come first. They will, from time to time, order all squadrons to support ground forces in offensive and defensive operations. Wing Commanders are able to see, ahead of time, the target for the next offensive. Note that this does not apply to defensive operations. Next comes the Wing Commander, who is also the Squadron commander of the first squadron per faction (or admin, should AI generals be possible). He co-ordinates large-scale missions (all details on missions below) involving all squadrons but do not feature ground forces. After him comes the squadron commanders, who lead their group and can order missions involving their force. They can, if they can convince the other squadrons to do so, launch co-ordinated strikes, but obviously it is simpler if the Wing Commander gives the green light. Last comes the pilot, who can fly individually on patrol. However, he cannot do terribly much good unless he's with his friends, or in an operation. Teamwork, obviously, is key.

An example of this chain (and the back and forth of operations) would be that one side launches an offensive, and all the pilots on that side suit up to help their armour push through to some crucial cross-roads town. At the same time, the other faction becomes involved in a defensive operation, preparing to not only deal with enemy armour, but also their air support. Another example would be when a Wing Commander orders his keep to launch a bomber mission against an enemy logistics base. He makes one squadron a bomber flight, and the rest fighter escorts.


Missions is an idea I took from Aces High II. In there, you could create a mission in the middle of a game (which are massive,
massive free-flow campaign battles against three different sides over a scale of several hundred miles... I recommend any pilot worth his salt to at least try the game for a few weeks). In which, you detailed what groups there are, what planes the groups are using, what equipment said planes would be flying with, where they were taking off from (which could be specified for each group), and where the target is. This provided some order to operations, and made it so that large-scale offensives were possible with fighter/bomber co-ordination.

In VT, it would work very similar to the original concept. Squadron Leaders (who are chosen before a match begins in multiplayer or co-operative play [which is a good idea, but must include a few dozen pilots per side, and even more with co-op]) are able to co-ordinate with other squadron leaders or with their squadron solo to determine what kind of mission they'll do. It could be a bomber raid on an enemy logistics post, a massive anti-fleet operation, or even the
preparations for an assault on a FOA (Forward Operating Airbase). It'd give some order to things, and allow for flexibility.

An example of ordering a mission would be like this. Let's say that a Wing Commander is readying up for a massive bomber attack on our old friend, the logistics outpost. So, he opens up the mission interface and starts looking around. First, he selects the squadrons he wants involved in this. Because it is likely to be heavily defended, as it is crucial to the enemy's war effort, he wants all of them. Then, he moves onto the details. The Wing Commander now begins to interface with each squadron separately. Starting with his squadron, he begins by selecting which airfield to take off from. He chooses the one closest to the outpost, and then moves on to picking aircraft. He decides to have his squadron fly the F-16C armed with proper anti-aircraft weaponry. When he's done with that, he moves to the next squadron. He intends to have second squadron function as longer range interceptors that will serve on high, so he selects an airfield a little farther back to give them time to get to altitude, then tells them to fly the F-15C armed with longer-range RADAR missiles. Finally, he moves onto the third squadron, who he wants to fly the bombers. So, he chooses an airfield way back so that way they can reach their proper altitude, then tells them to fly the B-52 with laser-guided bombs. Finally, he selects all three squadron's target, which is the outpost. Done with his mission, he sets the start time to be in ten minutes, and sends it out to the squadron commanders so they can finish their sorties and return home before it starts. Else-wise, they'd be forcibly returned to their airbase without them having the proper satisfaction of landing and giving themselves time to look over the flight-plan.

Defense exists in this game primarily at an "offensive" level. While sorties may be launched towards facilities such as airfields, such defenses are free-flow, and have no real objective other than prevent the enemy from leveling some important buildings. However, in an operation, all the things come together. Pilots are tasked with defending several key structures unique to the type of facility being attacked (an airfield has conning towers, hangers, etc. while a city has the city hall, highway exits, etc.) as well as supporting their ground forces deployed, such as armour and artillery. A successful defensive team will be able to assist their tanks in pushing back the offensive, protect their artillery so that the guns can support the ground-pounders, and also prevent enemy aircraft from interdicting in any of the other two.

An example would be an operation has been launched towards our Wing Commander's airfield. The squadrons take off, each to their own, and begin fighting for their lives as enemy armour rolls down into the area. A-10 Warthogs strike at the tanks, while F-15's destroy enemy Warthogs and fighters alike. A few planes fly over their artillery as it rains fire on the enemy line. As the fire continues, more and more are thrown into the breach. But eventually, the casualties are too great, and the enemy falls back, defeated.

Attacking lies at a different level than defending. Unlike the defenders, who merely must protect their house, the assaulting team must deal with enemy armour, destroy enemy artillery, and handle enemy air cover while their tanks roll through. It is the harder job, as in real life, but a good team will be able to prioritize weak points and stay constantly mobile on the battlespace. Like defending, things are free-flowing, but good Squadron and Wing Commanders will task their groups accordingly for more effective attacks.

An example; with the enemy offensive gone, the Brass orders a counter-attack towards the FOB where the enemy tanks came from. Our friendly neighborhood Wing Commander decides, even though he cannot organize a mission, to task each squadron to do something. As allied armour rolls towards the FOB, he sends his men to cover their approach from the enemy artillery, also tasking a squadron to destroy the guns. The tanks push forwards, and the skies are ablaze with conflict. As the artillery guns die, the armour pushes through the gap and reaches the first critical structure, the barracks. With their line broken, the enemy tanks retreat to the FOB, but are destroyed by a squadron running anti-armour in their Warthogs. The friendly troops push through to the vehicle hanger, than to the command post. The facility falls to the good guys, with the operation being announced a success and the squadrons are told to return home.

Finally, we hit logistics. Normally, in campaign games, you rarely consider supply convoys or reinforcements. This game-mode, however, will make such important. The thing with logistics is that it makes all other things possible; to ignore it would doom your side. Logistics exist in this game in three ways: supply lines, logistics outposts, and naval convoys. Each kind of logistics also is broken into three separate forms: oil, arms, and manpower. Each is important, and each must be protected at all costs. Further, each is not only crucial to the over-all war effort, but also to your operations as a pilot.

Let's start with the forms of logistics first. Oil is, obviously, oil. While it doesn't matter if it's describing vehicle petrol or jet fuel, it's crucial to keeping tanks rolling and (more importantly for you) jets flying. Should you start taking hits in this area, the first thing you will notice is that your amount of flight time (noted by the clock in the top right of the screen) will go down. The second thing you will notice is that there will be less and less tanks going into operations. Finally, some of the bigger and faster planes will become unavailable because they take up too much fuel. So, protect that stuff! Next up is arms. Weaponry and equipment is vitally important to a war because, well, what else are you going to shoot with? Losing ground in this means that, again, less guys in operations, but also smaller weapons count and a smaller selection of secondary weapons. Finally, we are left with manpower. Now, don't let the name fool you-by manpower, we mean replacements of all kinds. Neglecting this area means that you will not gain access to certain planes because they're being destroyed in shipment, and furthermore smaller and more ineffective offensives. Take notice, gents; do not neglect these areas!

The ways that these logistical wonders are stockpiled is divided up into three different forms. Supply lines exist on every major road in the map, and connect all of your bases together. They're defended by anti-aircraft guns of all shapes and sizes, but are the easiest of all the targets to destroy. To attack them, you must find and neutralize supply vehicles on that road. Trucks, tanks, and mobile artillery guns are all targets; destroy them, and that road will become closed up in order to try to limit losses. The damage done by this is somewhat minimal, but it can be annoying to the defender and an effective way of cutting a base off from the rest of the world for the attacker. Supply roads, if left alone, will become more active over time. Because of that, constant suppression is only truly necessary when preparing to attack a base. Next are logistic outposts. These are larger, and are more heavily defended. They are located off of main routes, and contain within them all sorts of goodies that need to be burned. They're defended heavily with anti-aircraft, and attacking one will bring the wrath of any fighters stationed nearby. Destroying them is far more effective than the routes, and take much longer to be rebuilt. Trashing a outpost is a good way to weaken the enemy's war effort. Finally, naval convoys. These are big ol' targets of opportunity, and serve as a form of a double-edged sword. Destroying them, however, is far more difficult than anything else when it comes to logistics. They're protected by Aegis destroyers, small carriers, naval fighters, and several gunboats. Furthermore, enemy aircraft in the area will certainly come to help their fleet. The advantage gained, however, by destroying them is massive. First of all, it's a huge hit to enemy resources according to what convoy was destroyed. Secondly, and perhaps more interestingly, it weakens enemy naval power. There will be less enemy ships in the water when convoys are hit, and if a convoy is destroyed when on route to a base surrounded by enemies and only connected by water, that base will become extremely easy to attack. Make these a priority when you find one.

So, that about wraps the idea up. Any things I've missed, any suggestions, anything at all would be appreciated. Cheers!

No love for the idea, huh?

Edited by: Archer_Six-One

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