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By: Kellan, February 15, 2000
There are some hard and fast rules for me on what separates a 4.5 or 5 star mission from a 1.5 or 2 star mission, but there are also several highly partial and interpretative issues involved. Generally speaking, a good mission will combine storyline, balance, design and gameplay into a whole that gels well and is more often than not better than the sum of its parts. This article is designed to help all mission designers to create the best missions they can and to explain how I review a mission. Throughout the article I'll be referring to particularly good examples, and giving tips at the end of each section. Storyline Obviously, execution is very important when dealing with the storyline. Good spelling and grammar will show off your own skill and attention to
detail, while poor spelling will break the illusion of an immersive mission. If you don't trust your own spelling, get someone to proof-read your mission before it goes out on public display. Ship icons in a briefing should also match up with the ships they are meant to portray and have a matching ship class visible when clicked on. Keeping the storyline tight is also important. Briefings should give the information the player needs in a concise manner, and not ramble, while
still being be long enough to actually impart the necessary information. Similarly, debriefings should relate to the player's actions in the mission. Debriefings are also a good place to describe the effect of the player's actions or, if you are planning a follow up mission, to preview your next mission. Tips: Balance The key to good balance is, as Zileas has said, to have the actions of the player directly affect the outcome of the battle. This could range from shooting down bombs to disabling an enemy vessel. The other main point is to not make the mission too easy or too hard to complete. The only way to make sure of this is to test the mission yourself (something which I doubt is even done with some missions) and to get other people to test the mission out for you. Bear in mind that you, as the mission creator know what is going to happen and can predict enemy attacks, but players can't. Thus, players will often find a mission harder than you do. I've fallen into this trap several times. Solrazor's mission 'Nekhbet' was tested by a fairly large group of people before its release and the balance was near perfect. One aspect of balance, which is frequently poorly realised, is the loadout for a player. Too often I have seen every weapon and ship available to the player, often including the multiplayer variants, which can't be used anyway. The idea of the loadout is to give the player some choice in the ships they fly of the weapons they take, but not to give them the option to fly in some super-ship with dual Kaysers, or a bomber with a dozen Helios bombs. Tips:
Design Most s-exps can be easily understood thanks to the excellent help for FRED2 that is available, but most designers stumble over a few of them. Most aren't crucial, but there are a few that really should be learned. For example, designers should remember to make use of the escort list, messages and directives above all other design aspects. Other useful s-exps include the beam-free s-exp (critical for a mission involving capital ships) and the cap-waypoint-speed s-exp. S-exps such as send-message-list can be useful, but they aren't really necessary. Nevertheless, it's s-exps like these that get you the higher design marks. A good background is also a nice touch, which can add those extra few marks while making the mission beautiful as well.
Tips:
Gameplay Once again, the only real way to be sure of what is good gameplay in a mission is to get other people to test it and suggest improvements. However, as gameplay is a highly subjective thing there are bound to be differences in opinion. My best advice is to follow the greatest proportion of your testers' views. That is another reason to have more than one tester, because different pilots have different strategies. Gameplay is an aspect of mission design that I can't give too much help on without trying the mission myself. Generally speaking, you have to ask these questions: "does my mission immerse the player," "does it provide a fun challenge" and "Is it long enough without being too long?" Tips:
Common Design Pitfalls I believe that the most important design point which most people don't seem to know at the moment, but should know, is what to do with the The send-message-list s-exp is also one that few people can master. Their length and their use of milliseconds put off many people. It's not too difficult once you know how, you knowhere's how. When you create a send-message-list it'll have four fields. The first is source, the second is importance (which can just be ignored, always set it to High) and the third is message name, just as you would find in a standard message. The fourth field is the time delay in milliseconds after the previous message. For the first entry this should be 0. For any subsequent entry, the time delay should be the number of seconds you want the message to show up after the previous one plus enough zeros to make a four-figure number. For example, for a 5-second delay, you must put in 5000. If you want a 5.6-second delay, put in 5600. Additional entries are put in with "add data". See? Simple really, isn't it? The other thing that's not always added to a mission is a background. Many people are put off by them, but they too are quite easy. Basically, you open the background editor (shift-I) and choose a nebula, planet or sun from the drop down list. Setting the scale factor at a number larger than one will create a larger than normal object. Reducing the number below 1 can create a smaller object. Then it's a case of placing the nebula according to pitch, heading and bank. Pitch will place the nebula above or below the horizon, heading will move it along the horizon, and bank will turn the nebula. All three work on a 360-degree system. All I can really recommend is practice. With some time, you can create beautiful backgrounds. The Restricted Access FS2 Reference Bible is also a useful source of information on background colours, command animations and much more besides. Conclusion
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