12-18-2014, 02:06 PM
(12-18-2014, 01:51 PM)Fuiba link Wrote: Here's my two cents: tasks = good, no hand-holding in tasks per se. Too many tasks = bad. To use Alwarren's three-tier architecture metaphor here: tasks that are not presented very mission critical (View) but actually are mission critical (Model) = bad.
Agreed. As I tried to say earlier, I do think the model and view should be kept separately. It's a good practice in programming, and in Arma. For a lot of cases, there is a direct mapping between model and view, but that is highly contextual.
I generally think that tasks should be kept at a minimum, yeah. To go by my convoy example, the point of the mission was to stop the armour reinforcements, not necessarily the accompanying infantry. So that is why I made it two tasks (Destroy Armour, Destroy Everything) with the latter being optional - I didn't want to require people to chase after the last guy in that hid somewhere in the bushes.
You could make a task out of everything (Kill Tank #1, Kill Tank #2, Kill Shilka) which would be just too much and map model to view 1:1.
If there is sufficient effort required for each kill, they can be separated as well. For example, in "Airport Security" I had three AA positions that were pretty far apart, so knowing which one is still up was crucial information.
But then, I am also a strong proponent of not stuffing too many objectives into the same mission. "Kill the convoy, capture an AA site, shoot down a chopper, then use a UAV to kill a HVT", that is just three missions in one. Unfortunately, a lot of people seem to work that way.
Quote:I could consider tasks hand-holding if they were mandatory with no obvious reason, like:
-move through HERE (why can't I approach from the direction I want?)
-go get better equipment HERE (I have good enough weapons)
-observe the village for X minutes (I have already spotted all the enemies, why do I have to wait more?)
-steal the enemy chopper and use it to destroy something (I captured a tank, why can't I use it?)
Exactly my view on it. Tasks should give you objectives, whatever you need to do to finish the mission, and leave everything else out. How I transport to a specific point on the map, what kind of explosives I use, it should all be up to me. The mission can give hints ("There is an ammunition storage in the abandoned UN Base") but it shouldn't be mandatory (why would you do this if you could capture enough AT to take out those Shilkas with that).
I don't need luck, I have ammo.