12-18-2014, 11:05 AM
(12-18-2014, 08:07 AM)Fuiba link Wrote: Take for example an objective to kill an officer in a heavily guarded enemy base. If you use mortars on the base and kill the officer you get a pop-up saying that the objective is completed even though you actually have no idea whether you killed the officer or not.Yeah... I hate when that happens. The correct course of action should be to have the task/whatever to "kill officer and confirm his death" or even "take proof he's dead". This way, even if the officer was killed during the attack, the players must reach his body and use an action to "take dogtag" or "take picture".
(12-18-2014, 08:07 AM)Fuiba link Wrote: I'm trying an approach where the player actually decides when the objective is completed:That's a great idea.
-Destroy all AA threats in the area.
-Call in air support when you think the coast is clear (objective completed).
-If you did a hasty job and the air support is shot down, good luck with the rest of the mission 8)
(12-18-2014, 08:07 AM)Fuiba link Wrote: My point is that while we are used to giving control over whether objective is completed or not to the game logic, perhaps we should consider giving it the the player.Most definitely!!!
(12-18-2014, 08:07 AM)Fuiba link Wrote: Is this going a bit off-topic?nope, this is spot on.
The fewer men, the greater share of honor