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Memorable Mission Building in IL-2
by Guest Writer
Ian Boys

Introduction
This is not a users' guide for the Full Mission Builder and
it does assume basic familiarity with that tool. Instead it
is a few thoughts on what makes a good mission and how I design
missions. I hope that some mission designers will see a few
new things and that some others may give mission building
a first try. I will generally be discussing single missions
but many of the issues will relate equally to campaign, cooperative
and dogfight missions.
Apologies
for the Eastern Front feel the points apply equally
to the Pacific of course but I very rarely make Pacific missions.
Let's
get the boring technical bits out of the way first.
What
Makes a Good Mission? Smooth Game Play
First
and foremost it should run smoothly. The best mission is no
good at 10 frames per second. As a rule of thumb I set the
mission to 4x accelerated time and see if it still runs smoothly.
A well-designed mission will drop about 5 FPS. A badly-designed
mission will visibly judder.
So what
makes games run slowly? The simple answer is the number of
objects with flight model, AI and line of sight calculations.
This includes aircraft, ships, moving convoys, AA guns and
less obvious things like sirens and searchlights.
However
within this broad group there is a distinct hierarchy: a single
Chaika is quite simple, whereas a Pe-8 or B-17 has a flight
model, formation holding AI and several gunner AI positions.
When a box of B-17's is attacked, you have the thousands of
facets and lighting considerations on each model, the dozen
or more flight models, a hundred or more gunner positions,
several thousand ballistics flight models for all the .50
cal rounds. Equally, a single 88mm gun has AI and one round
in the air at the time whereas a 20mm gun has dozens. A battleship
may have 20 gun positions, all with AI.
In multiplayer
games there is the additional problem that all this needs
to be squeezed down several small pipes to perhaps 20 or more
other computers. It is quite common for players to complain
of terrific stuttering only for the host to state that it
all works just fine on his PC.
What
can we do to lessen the load? A large part of the answer is
to put less of everything, in particular bombers. I
remember one mission where 12 Pe-8's trundled through the
battlefield when they had nothing to do with the mission.
It may have been fine on the host's PC but in addition to
everything else going on it killed it for the rest of us.
Furthermore unless your airbase or the enemy airbase is to
be attacked, does it really need 300+ objects? If it does
need parked planes (and most will), confining them to the
types to be flown in the mission speeds things up. Does it
need more than token flak or static object flak (no AI or
line of sight calculations) if there is no realistic chance
of having enemy aircraft follow you back to base?
While
on the subject of airbases, think about a real airport. Does
it have trees where the aircraft taxi? And yet too many of
our fictive bases have tree-lined taxiways, tethered balloons
near the runway (!) and other such hazards.
Something
to think about: the best two missions I have played recently
had six and eight aircraft in.
Lastly
please use pre-cached aircraft in dogfight maps. Briefly,
place static aircraft corresponding to all the flyables away
in one corner of the map. The player will load all the aircraft
models as he joins the mission and will therefore not suffer
from respawn lag that can ruin a busy server. It was common
practice a couple of years ago but a new generation of mission
builders seem not to know about it.
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