This is what I really call a HOT topic. I really found D3 missions simply... repetitive. It takes about 2 hours of
gameplay to MASTER ALL OF THEM to achieve the maximum prestige. I'm not an expert on mission API but I have readed
and understanded most of its key concepts, and I think that could be posible to have really good missions for Dyna.
Before going on examples I wish to be clear in what I consider a "GOOD DYNA MISSION":
- It should be DIFFERENT ALL THE TIME. So Dyna scenarios should add a generous degree of randomness (via random
positions in the script, random support forces, etc).
- They don't have to be balanced. Dyna players should know how to retreat against superior forces.
- They SHOULD ALWAYS BE DESIGNED taking into consideration SIMETRY, to allow Players to be incorporated in any team.
- Prestige rewards/penalties should be based on Result and difficulty. So a death result against overhelming forces
could even turn to a prestige gain if you manage to destroy some enemies.
Now the examples of which scenarios should be there. In all of them I will try to add some direct mechanics related
to the API (please those API experts around, feel free to correct me as much as you like, specially with Dyna
conditions that cannot be detected from inside the mission script):
GENERAL SETUP:
All this missions are best suited for an Empire Controlled Hex (I will try to add more missions for neutral hexes
if I have more time). The following features will appear in ALL the next scenarios (also take into consideration
the final note on AI analysis):
- 1 Defensive Team: Empire which controls the hex. Total (AI + Player) BPV proportional to defensive value of that hex.
Could be nice to include Allies of the empire in this team also but I don't remember if that info from Dyna
is available inside the script. Of course, player BPV could ALWAYS be greater than expected (in that case, no
AI support will be there).
- 1 Offensive Team: Any other Empire ships will be considered offensive. The Total BPV for the offensive team should be
based strictly on the mission script.
- Structures: Directly inherited from Dyna. Each script should ALWAYS take Structures as part of their "Environment".
By Structures I mean any feature of Dyna besides terrain (planets, bases, building docks and any kind of posts).
GENERAL NOTES:
- I consider ANY Dyna entity a Player (either AI controlled or Real Player). Thus Convoys ARE considered in this
scripts as Players and they could appear in any mission as extra BPV (plus additional value related to their strategic
value).
- Following the mission result I add the prestige gained (or lost) by EACH player involved AT THE END OF THE MISSION.
This, of course, are original values that can be altered or scaled based on magnitud (amount of BPV involved) of the
battle.
"Scan Scenario Plus".
This simmulates the gathering info scenario that usually Navy Recon Teams need to solve.
Defensive Team: Standard. (Presented as ordinary Patrol Mission)
Offensive Team: Standard. (Presented as Scan Mission)
Structures: Standard.
NOTES:
1) In this scenario, Structures scanned count as belonging to the defensive team. Planets and other non combat but
strategically important features should be added to the BPV (with big numbers) AFTER ANY AI support is assigned.
2) Scanning results will be only taken into consideration if ANY of the offensive ships withraws from the mission
area. If defending team manages to destroy ALL the scanning team, then it will be a 0% scanned.
3) 50% of the Time an antiwarp field will enclose the sector. Preventing any kind of warp to work. This effect
could be based on the presence of some structures (starbases or planets) or even terrain types.
VICTORY TABLE (Holy S*** I don't know how to add TABS and SPACES)
Scenario Condition..............................Defensive Team Result...........Offensive Team Result
0% of Defensive Team BPV Scanned................Decisive Victory (100)..........Devastating Defeat (-100)
25% of Defensive Team BPV Scanned...............Victory(50).....................Defeat(-50)
50% of Defensive Team BPV Scanned...............Draw(20)........................Draw(20)
75% of Defensive Team BPV Scanned...............Marginal Defeat(-50)............Marginal Victory(50)
100% of Defensive Team BPV Scanned..............Devastating Defeat(-100)........Decisive Victory(100)
COMMENTS: Thus this scenario encloses ALL the previous scan mission plus some patrol.
"Raid Scenario".
This one is the typical lightning attack to weaken defending enemy.
Defensive Team: Standard. (Presented as ordinary Patrol Mission)
Offensive Team: Standard. (Presented as ordinary Raid Mission)
Structures: Standard.
NOTES:
1) In this scenario, non-combat structures should be assigned a BPV based on their strategic value. Planets are not
considered because they cannot be destroyed.
2) In any case Prestige will be awarded even if one of the teams is fully destroyed.
VICTORY TABLE
Scenario Condition Defensive Team Result...........Offensive Team Result
0% of Defensive Team BPV Destroyed..............Decisive Victory(400)...........Devastating Defeat(-200)
25% of the Defensive Team BPV Destroyed.........Victory(200)....................Defeat(-100)
50% of the Defensive Team BPV Destroyed.........Draw(50)........................Draw(50)
75% of the Defensive Team BPV Destroyed.........Marginal Defeat(-100)...........Marginal Victory(300)
100% of the Defensive Team BPV Destroyed........Devastating Defeat(-200)........Decisive Victory(600)
COMMENTS: In this one, EXTREME results could be conditioned based also on Surviving BPV. This scenario could turn into
a lot of different situations based on where it is fought.
Well if you think in which hexes this scenarios can happen you will get HOW different they can be, and I'm only talking
about 2 scripts.
A NOTE ON AI: AI in scenarios is coded by events so it is great to simmulate fixed stories but It's a pain to code some
tactically thinking AI. I mean, the main reason why SFC AI is soooo dumb, is because it does not analyze it's
oposition. If at least each AI ship analyzes its target and could answer the following questions:
- It's faster than me?.
- It's has more firepower than me?.
- It's has more range than me?.
Then we could program dynamic behaviours based on combat conditions.
When you code a mission script you ALWAYS have to take into consideration SFC stupid AI. At least supporting AI should
battle to the death, should not collide against planets or structures and should follow detection rules. This are the
minimum requisites to consider AI ships a helpfull "support" for Human Fleets. And sadly, in the actual scenarios, it's
not the case. You can do this test on planet assaults and starbase assaults (it works better with borg weapons): Advance
until you are at range 51 from the nearest defensive structure and stop there reinforcing your front shields. Wait until
the defending AI ships approach you and simply target their warp core and start shooting, you will see what an outstanding
tactic they use (I think that the strange behaviour is due to a patrol area definition coded in the scripts to prevent
AI ships to be lured away from the installations they are supposed to protect). But this behaviour can be represented
with a more sensate decision making algorithm (based on distance from the nearest detected attacker to any protected
structure, so AI ships can turn from pursuing a fleeing enemy to intercept the approaching one. On top of that if
you add some randomness to that decision... You almost have a typical player behaviour).
Well, I did it again... Buff I have to control my posts length. Excuse for my barbaric english.