New Proposed Mission Editor / Briefing UI For
WWIIOL/BE
The Enhanced Mission Editor/Breifing UI vThe purpose for this proposal is to add features that will enhance current game play and encourage the tactical and strategic aspects of the game by leaving the excellent tools that are currently in place and adding an additional means of game play. vThis will satisfy both the traditional players who are looking for quick action and the more advanced Sim oriented subscribers who play in groups and want to set tactical goals. vThe addition of a “Platoon” type mission will enhance the abilities of the hq ‘s by allowing them to delegate tactical roles. These tactical objectives will be based on hq’s strategic initiatives and help foster a greater attitude of cooperation and teamwork within the game. vThe Ideas offered here can be used to great effect by all branches of service and help to integrate cooperative game play between these branches for more dynamic battles. vThe mission editor can be used by any player who enjoys working with others and gives no preference to squad organizations. vThe scope of “Platoon Missions” has been scaled so that large squads do not have an unfair advantage over other subscribers. However larger squads are certainly welcome to initiate several “platoon missions” at once for greater effect. vThe UMS and more traditional means of mission spawn have been left intact so that individuals have more choice regarding game play..
Here is the Log in screen that we use in the game. Notice that nothing has changed
Here is the Persona Selection Screen. Nothing has changed here. We continue to choose a persona in the same manner.
Here is the Brigade Selection Screen. This is where players choose what type of mission they want to participate in. Currently many players do not get past this screen and choose to participate in MS type missions based on the fact that they know they can get into battle quickly. This has hurt the playability of the game since brigade loyalty is lost and there is little communication regarding goals for the missions.
Here is the proposed Brigade Selection Screen. You will notice that this screen uses the existing UI with several features added to it.
Here is an icon that indicates that this mission is a “Platoon” mission that will involve a mission briefing and will allow participants to spawn together.
This light shows that the mission is still accepting mission members. When the light turns red, the mission is full or the mission commander has closed the briefing room and began the briefing. The light will stay red as long as there are members participating in the field.
Here is the POP bar. It work the same way as currently exists in game. “Platoon” missions have a limit of 25 members. This is so a mission can be large enough to be effective, but small enough to foster communications. This also prevents this missions from overshadowing the responsibilities of HQ’s. The size limit prevents one side from establishing an overwhelming presence on the battlefield and forces more cooperation between mission leaders as in RL. This bar will automatically close the briefing room when 25 participants have logged in and the color bar will continue to indicate how many members are still alive during the mission,
Here is the OIC indicator. One of the proposed changes for “Platoon” missions is the ability to predetermine a second in charge. This will alleviate many of the organizational problems currently faced when command is handed down in the field. On “Platoon” missions there are only 2 command positions. After both leaders have been eliminated, mission members are on their own without the benefit of the leaders tool kit. This feature will be a big boost for training NCO’s for high command roles. This is more like RL and forces leaders to be more responsible regarding the leadership assets that take into the field.
Here is the proposed Squad Affiliation Tab. These types of missions are not limited to squads. Anyone over the rank of sergeant may lead this type of mission. Any affiliations that the mission leader has will be shown. It is important to note that there are no limitations on who joins these missions. They are first come first serve. If a squad wants to get everyone in on a mission they have to be organized enough to preplan this. This feature will fit well with the squad recruitment feature as it will allow players to try new squads before joining. It wont take long for players to know what the play style and competency of the leaders and squads are. This feature will help credit squads for the great work they display in game.
Here is the proposed Mission ID number. These are very important to this system. First they allow players to communicate between missions regardless of location on the map or branch of service. Each mission will have access to 2 other missions icons on the map. These are not restricted to “platoon ” missions. They can be any type of mission. This number will allow the mission leader to access those missions on the members maps. The map icons and text channels of other missions will be shared by a coded color– as well as any placed Target, Rally and Attack, and enemy spotting information. The sharing of this information will allow field commanders to execute a higher level of strategic game play including multi-branch attack operations with Armor, Aircraft, and Naval vessels all coordinating communications and map information.
Here is the current Create Mission Screen. It has some very good features. The proposed system adds a few features that allow for a wider diversity of game play.
A Platoon Mission is added to the mission screen that allows anyone over the rank of Sergeant to create small group missions. These missions can have up to 25 members and spawn together after a briefing. Mission Leaders must provide a mode of transportation for these missions as MS’s will not be available. (Part of the challenge is getting there!)
The Mission Leader chooses what type of mission he is creating. Attack, Defend, or Support icons will show on the pop so that potential members know what kind of mission is being planned.
On a “Platoon” mission the Mission Leader chooses who his second in command is. This member will take over the mission should the commander be killed. If the replacement leader is killed, no team leader will exist and the members of the mission must work together or return to base.
Here is the current Mission Briefing Screen. This screen is the basis for the proposed Mission Briefing Screen
This is the proposed Briefing Screen. Notice that a new tab has been added to the current UI. This tab will be locked when the briefing begins so that no new players may enter. Mission members may tab around the screens from this room but must stay for the entire briefing once the room has been locked by the mission leader. The briefing screen will be accessible in game so that members can check mission orders and other pertinent information.
The Mission Leader chooses when to spawn the group by pressing this spawn tab.
A Com lock button has been added to allow the mission leader to block all communications while he is addressing the mission members. When he does so the member lights will turn Red. Mission members may click on their buttons to request permission to ask questions. The buttons will then turn Green. If the mission leader wants to recognize those individuals he can click on their button to allow them to text. This system is very similar to one that TS employs for voice coms (Used by the RATs)
The mission lock button allows the Mission Leader to lock the room when it is full or when he is ready to start the briefing. Only the Mission Leader has access to this button and players who join a mission must stay until the mission has spawned. This is a deterrent to prevents players from joining missions to get information regarding attack plans.
The Mission Assignment Feature allows the Mission Leader to assign duties to the Mission Members participating on this mission. The method that they choose to assign duties and responsibilities is wide open as to allow each branch and mission type to tailor descriptions to meet their needs. However, space is limited.
ORDINANCE How many times have you spawned on a mission and realized that you have the wrong ordinance package? Looked behind you and realized that everyone else was an SMG also? Had half a spawn list wiped out for want of a sapper? In the Briefing Room mission members can coordinate ordinance before you spawn so that you work as a TEAM.
TRAINING One of the biggest obstacles with retaining new subscribers is the steep learning curve of this game. Platoon Leaders can assign duties to inexperience personnel and provide mentors to watch over these players as they learn. New players can still experience the same sense of accomplishment that all other Mission Members feel. They will meet other players and form friendships more quickly in a small group environment than with the current type of mission. By providing goal oriented assignments and supporting these with organized information that shows new players how they relate to the mission, the game will increase the retention rate for new subscriptions.
The Mission Orders section remains the same however now has greater purpose. Again it is loosely structured to provide for maximum usability. The inclusion of new tools and the ability to organize that this Mission Editor provides it is much more meaningful and will surely be used more.
The Mission Details section has been expanded to include some new information. Most of the information here can be automatically loaded from input on other screens. The ETD, ETA, and ETR data will help indicate what time commitments that players will be expected to provide as well as be a tool that allows missions to coordinate with others groups and activities on the battlefield. This information may be edited in the field and a good platoon leader will communicate these changes to his team members.
Deployable Forces section is an existing feature that takes new meaning. Mission members will be allowed to choose ordinance from the Ready Room while in the Briefing so that an efficient variety of weaponry can be assembled for the mission at hand. This will lead to much greater ability to do Tactical planning and be much more enjoyable for all players. The deployable forces column tells mission members what is still available at a glance during combat.
This is the current Communications Tab. While it provides some good contact information, it is unwieldy because of the current lack of mission organization.
Here is the proposed Communications Tab. It offers much more relative information to the mission at hand. Much of this information should be provided and updated by a HQ link to brigade and sector headquarters. This will ensure that the information is timely, giving HQ personnel more opportunity to contribute valuable input.
The Support Type section is new and offers text channels to Branch support services in that brigade. This information will be maintained by HQ and automatically update to the target location. Notice that the unit and contact officer are provided to help identify the command chain. This feature will draw brigades closer together and provide more overall commitment to brigade operations.
The Brigade Message section is an existing feature which is under-utilized. Hopefully, when mission objectives are linked with other battlefield efforts, we will see more detailed explanations of the strategic purpose. Here the HQ’s brigade commanders can provide more detailed and timely information regarding brigade activities at a glance.
The Support Contact section is new. This section will also be administered by the Brigade commanders. It allows HC to provide information and contact info regarding other operations near the mission leaders field location. It must be filled in by hand and can be for any branch of service. This can be done at anytime during the mission or during the briefing if the mission ID is known. Since each mission map can link up with 2 other missions, this information becomes highly valuable in the field so that contact information and positions can be exchanged.
The Logistic Info section is new. This section provides an in game link to outside web sites. By clicking on the Web Links you computer will automatically open a new window to any sources that the Mission leader has chosen to to provide. By Alt-Tabbing you can return to the game. (You may need to ensure that your computer and operating system are capable of this function). This will allow players to seek out additional resources from within the game at a moments notice.
The Command Structure section has been modified to include contact info for the chain of command in your branch. This way all players have a better idea of the current chain of command.
This section of the Communications Tab has not been changed. It provides current information regarding your Brigade unit.
This is the current Mission Map in an expanded view. Both Mission leaders and members have the same map in game, however the mission leader has the ability to accept reports and place and remove attack and rally points in game.
This is the current Mission Map in an expanded view. Both Mission leaders and members have the same map in game, however the mission leader has the ability to accept reports and place and remove attack and rally points in game.
The proposed Mission Leader map will be based on the current map and have the addition of several tools that can provide more ability to communicate with team members.
A Mission Editing Tools drawing set is provided so that the mission leader can make more graphic descriptions of orders and enemy movements. Only mission Leaders will have access to these to stem abuses that would certainly occur. (This set is from MS Paint and is far more than is needed for this purpose. Less complex tools could be obtained through Free-ware programs on the web).
The Coop Mission editor is where mission ID numbers can be added to allow map information and text channels to be xhared with other missions. After the mission ID has been added, a color for the icons and text is chosen. When the buttons to the right of this information are activated all the associated information for that mission will appear. This can be turned off at any time. This can provide your team with target info, waypoints, map diagrams, team member positions, enemy target locations, etc… for a mission in any branch of service. This will allow an Armor mission to coordinate Air Support, allow Ships to work with recon planes, give ground troops the opportunity to do FAC duties, etc… It will open up the game to be a global theater and take advantage of all of the great properties the game has to offer.
This is the proposed Mission Member Screen. Note the lack of tools and communication interfaces at the bottom of the left hand column. However, in this type of mission the members still have the ability to add waypoints, attack points, as well as the ability to place and remove their own contact markers.
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This is a rule feature that can give a better determination of the distance from a map location. It can be toggled on and off and redirected from north to south on the compass wheel. (This is an afterthought that could be included with the Mission Leader map alsonot crucial to this Mission Editor).
Here we see several different colored icons. The icons still represent friend and foe, however they now also correspond to different missions that are linked by the mission leader. Notice that the yellow icons are a Air mission and the Blue color icons appear to be another mission. All contact reports can be seen by all 3 missions regardless of which unit posted them. This way it is much easier to coordinate air and armor with infantry on the battlefield. The same can be said of This is what Naval targets wherethe air recon can provide information on enemy fleets. Since each mission can only see 2 other missions icons, if the Mission leader were to switch to communications with a third mission one of these 2 would disappear (and so would their contacts).
The yellow Icons corespond to an Air mission that the commander has linked to.
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The Blue Icons relate to another ground mission which has been linked to. As you can see there is a MS in that mission.
The advantages of this type of mission system are readily apparent to any active player. •
It creates a tactical game play element.
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It allows players to better understand the battles that they are participating in.
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It creates goals and personal responsibilities for each player.
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It creates team play and fosters cooperation between with players and branches of service.
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It improves all aspects of the game that rely on ordinance control.
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It promotes leadership and allows a great training ground for HC staff.
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It is an excellent training aid.
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It gives the HQ realistic performance based tools to plan strategic initiatives with.
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It opens up new markets within the MMOLG world to draw additional SIM subscribers.
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It requires very little art or new technology resources from the developers.
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It utilizes the current UI.
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It will enhance the TOE's concept and reward personal conservation of weaponry.
Game Development Potential There are several potential game play developments that could work very well with this package:
Goal Oriented Point System The ability to acquire points for activities other than killing enemies and capturing facilities would greatly enhance teamwork in the game. Points Sharing Letting each member of the team share in the success of a mission is important to The ability to work as a team means that each member of the Expanded Target Options The creation of tactical targets such as Fuel Depots, Maintenance facilities, Communications , Ammo Dumps, Power Grids, Supply Lines. Destroyable Radar, etc.. would make the creation of these “Platoon “missions crucial. Having this UI in place before that development would be important.