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What Makes
a Good Mission? Good Briefings
- If the mission is designed for
certain realism settings make sure you say so. I have written
several missions that only make sense if played on full
real for example a night dogfight mission in 1940
where pilots are meant to use searchlights to find the enemy,
not padlock, icons or externals. Another mission may need
full map icons on to simulate "Serrate" in a night
time Beaufighter - 110 cooperative mission. The host will
need to know this and the best place to put it is in the
"Short" section that only the host will see.
I
may be alone in this but I am not a fan of a history essay
at the beginning of briefings. Real pilots wouldn't have
one so it instantly brings in less realism rather than more.
A few words about the current situation ("our forces
are advancing on Libau"), a date, time, met report
and a description of the player's task are plenty. This
can include a lot of information the player may be
escorting IL-2's but would doubtless like to know about
enemy flak hotspots, other friendlies in the area etc. If
the Finns are known to be operating Russian aircraft in
the recon role it may help to know. If the Russians are
operating their IL-2's alongside allied Rumanian Hs-129's
this is vital information for a German fighter pilot. Basically
give the player what he needs to know, including
what he has to do to "pass" the mission, but do
not encumber him with "In 1943 the Germans were..."
What Makes
a Good Mission? Realistic Aircraft Behavior
- Often in missions one sees a random
collection of aircraft that seems designed so everybody
in that co-op (for example) finds an aircraft they love
to fly. There's nothing wrong with that, I suppose, but
it isn't too realistic. Sometimes however the mission designer
can mix aircraft realistically because they did operate
together. 16 GIAP would fly with P-40's at medium altitude
covered by P-39N's over them. 4 GIAP used Yak-7B's as close
escort for KBF Sturmoviks while La-5's operated as top cover.
JG54 would sometimes mix Fw-190 and Bf-109 fighters in a
mission. They key here is to find the right mix. Yak-9T's
are far more likely to fly with Yak-9's than with La-5FN's.
- Related to the last topic: in dogfight
missions there are often bases with 20 or more flyable aircraft.
This attracts a lot of players but is a very different experience
from, let's say, a red base with IL-2's and Yak-1B's only
and a blue base with Stuka-D's and Messerschmitt G-2's.
In the latter case, people tend to fly as a team a lot more
and are more willing to act as escorts, wingmen and so on.
- Mission types: La-7's are far more
likely to operate across enemy lines in a free hunt than
Yak-7B's. Pe-2's, due to their speed and agility, make better
airfield bombers than IL-4's. Is the mission realistic for
the aircraft type? Soviet B-25's rarely operated in enemy
territory in daylight until 1945 so making a B-25 mini-campaign
of ten daylight missions will not give the player a good
picture of the operations.
- Mission altitude, speed: the whole
point of the Ju-88 and Pe-2 during the first years of the
war was that their speed at altitude rendered them immune
from interception unless their attackers were in exactly
the right spot. Seeing Ju-88's trundling along at a ground
speed of 300 km/h in mission after mission is unfortunate
they should be very hard for an I-16 to catch
if he is engaged by fighters. That's why they built MiG-3's.
- In account after account
of Eastern Front air combat we read of aircraft turning
away before they got to the target. It may be that US 8th
Air Force B-17's never turned away but Stukas, Heinkels,
IL-2's and so on frequently did. The relatively ineffective
defensive armament on these aircraft and the nature of the
air war on the Eastern Front frequently meant that once
intercepted by significant opposition pilots would turn
back rather than risk going down over enemy lines. So a
pilot's waypoints may take him over the target area but
halfway there, 30 seconds after those Finnish G-2's with
cannonpods are spotted, the IL-2's decide to head home.
The pilot will need to notice this. It also adds some realism
the pilot knew the intended route but circumstances
have forced a change.
In summary a memorable mission
offers choices and challenges in a realistic environment that
can be enjoyed without stuttering and slowdowns. As for the
drama you will need to add that yourself. Good luck.

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