Mission impossible.

Originally posted by Quarto
If by the same, you mean completely different, yeah :p.

If I understood what arQon said, I do agree with him. In that specific aspect, they are similar. They usually have a "big surprise" at the end, and things never go as planned. You expect it to happen. When the mission don't follow this scheme, it's a surprise, paradoxically. While such dramatic resource is also used on WC games, it’s not on almost every mission.

Don't be an asshole. If you want to discuss this, discuss it - but "I'm right and if you disagree then you must be an idiot" is a cheap and pathetic tactic.[/B]

Yes, it is a cheap and pathetic tatic. That's exactly the tactic that was used against me when I made a similar comment to arQon's. If you want proof, I can go search for some examples of it, you’ll find them just like that example.

However, you didn’t call anyone using this "cheap and pathetic" tactic before in your favor an “asshole”, so I guess it’s not really about the tactic itself, now is it?

Most disturbing is the fact is that all I did was to mention that such "I'm right and if you disagree then you must be an idiot" tactic was used here to respond to that kind of comment, and so it could as well be used again. Read my message with more calm and you’ll realize that’s all.

I didn not, in any way, shape or form, call anyone who would disagree with me "dummie", only the someone who would make use the very tactic you described as cheap and pathetic. Not once did I disrespect anyone who did disagree with me on this matter in the past. Your name-calling was uncalled for.
 
Sorry: guess that was a bit unclear. I didn't mean the luck aspect, I meant basically splicing multiple missions together as one, with the "hard bit" always at the end. I know you did it deliberately (since you said so :p) but it really is awkward if the time you can spend on the game is limited to an hour here and there rather than marathon sessions. :/ Even the <10-minute milkrun parts just get annoying, because they really do feel like "wasted" time after the first time you complete them.

M2: ?3? simple patrols, then the Fralthi and like 20 fighters.

M5A is basically M2 all over again, only more so: 5 waves; refuel; 5 waves (including 3 corvettes, tho thankfully Barracudas are crap) and an ORCA ffs! Die at the Orca and you're looking at probably 20+ minutes of now-"pointless" fish-in-a-barrel shooting just to get back to it.

M9 is the same scenario: a bunch of filler then the real mission.

Looking at them laid out like that, it's certainly unfair to say that "all the missions are the same". I expect it feels that way because those are the missions that you do end up replaying, likely to the extent that they comprise over half the missions FLOWN despite only being a third of the ones in the game.

M3A is about right, I'd say: it's a test of endurance (patience? :p) but all 8 (EIGHT!) stages are reasonably even and self-contained. For missions like that, I've got no problem with replaying them if I screw up, even though that generally means "tomorrow". Again though, you could very easily argue that the mission is extended for its own sake: given the refuels/rearms, it clearly COULD have benn done as distinct missions with effectively no impact on the actual gameplay.

I think it's *implicit* that missions that keep the hardest part for the final stage are going to be tougher than those that don't: you run the risk of having lost a wingman along the way; or needing missiles that you've already used to get out of a tight spot; etc etc. I'm just not convinced that it's fundamentally GOOD design, rather than simply the easiest way to "artificially" make a mission harder.

Difficulty isn't the issue here, for me at least. It's the concept of "wasted" time: filler gameplay rather than driving gameplay.

I think there IS value to having at least some missions follow that "inverted" design. For one thing, it brings an element of suspense into the game that's currently somewhat lacking.
There's a parallel with Doom here: in that, you KNOW that every key you pick up will prompt a bunch of monster spawns; every door you open and every corner you turn will have something hiding behind it to "surprise" you, which means that there IS no surprise. The only thing left for you to wonder about is exactly what form it'll take: a Cyberdemon, an Archvile, 3 Hell Knights, etc. But that there WILL be some generic "Big Bad Guy" event is never really in any doubt.
In UE, I expect that rather than cakewalking it for 10 or 15 minutes and then going "Oh look, today's "surprise" is a destroyer. Shock. NOT", you might get a more intense experience by having no missiles or wingmen left after a tough FIRST stage, and then still having 4 more NAV points to hit. That way you avoid all the time-wasting shit AND leave the player in a position where he's terrified of what MIGHT be out there because there's a real chance he might not survive it. Then, he IS invested in the mission, because you've actually presented a real threat of losing something he earnt, rather than merely losing another 10 minutes of his life on replaying some pointless, tedious crap.

Just thinking out loud really. :p
 
Originally posted by arQon
Sorry: guess that was a bit unclear. I didn't mean the luck aspect, I meant basically splicing multiple missions together as one, with the "hard bit" always at the end. I know you did it deliberately (since you said so) but it really is awkward if the time you can spend on the game is limited to an hour here and there rather than marathon sessions.
Well, the idea was that the mission length should make up for the low number of missions ;).

I do agree that we may have "spliced missions together" a lot, but then, there's only eleven missions altogether. If there was three or four standard patrols between each of these missions, you'd get a normal WC game. Anyway, about the specific mission comments you make...

M2 (actually, M1) - this isn't really a case of splicing multiple missions together, in my opinion. There is some combat before you reach the Fralthi, but it would be very strange if there wasn't.

M5A - hey, this isn't at all like the Fralthi mission :p. Actually, this seems to have been a case of me subconsciously trying to recreate a specific nightmarish WC1 scenario (a Dakota mission, where you escorted a Drayman in one direction, and then another Drayman on your way back). And the Orca... well, the Nephilim are trying to shut off the escape routes, after all. It's also worth noting here that if you don't feel like you're up to it, you can simply sacrifice a few transports by not going after the Orca. A wing commander must make tough choices sometimes ;).

M9 - look, you gotta have filler in missions like this. Otherwise, it's just silly.

M3A is about right, I'd say: it's a test of endurance (patience? :p) but all 8 (EIGHT!) stages are reasonably even and self-contained.
Wow, that's unusual - normally, people say that "most of the missions are ok, but M3"... :p

And yes, we could have split the refuel/rearm missions at those points. However, this would have (in my opinion) ruined the experience. UE is all about desperation, flying too many missions in too little time and with too little rest in-between. Sure, the game would have been easier, but then it would just be WCP all over again.

That way you avoid all the time-wasting shit AND leave the player in a position where he's terrified of what MIGHT be out there because there's a real chance he might not survive it. Then, he IS invested in the mission, because you've actually presented a real threat of losing something he earnt, rather than merely losing another 10 minutes of his life on replaying some pointless, tedious crap.
Now, hold on there. Aren't games supposed to be all about "time-wasting shit"? I mean, why not just cut out all the crap from WC3, and have the player destroy Kilrah in the first mission? And besides, this fear you talk about, isn't that precisely what the point of having all that stuff before the big event? If you encounter a tough situation at the start of the mission, that's when you don't give a damn. You can just play it again. On the other hand, if you spent ten minutes getting there, you may be frustrated if you have to do it again, but you sure will be a lot more terrified of dying the next time around.

I do agree that a few "inverted" missions might be interesting, though. You'll probably find some in UE2. Ultimately, though, they are bad design, unless they're specifically what you're aiming for. If you know the best is behind you, you will look upon the rest of the mission as a waste of time. It would be like an action movie where the climax happens in the first thirty minutes, and then the remaining ninety minutes are devoted to the weak romantic subplot - why keep watching?

Please don't think I'm dismissing your criticisms, by the way. While I do think that (for the most part) UE's missions are exactly what I wanted them to be, it is always good to hear what others think about them (especially negative opinions - "it's great" is always a nice thing to hear, but it just doesn't teach you anything, ultimately). I feel that experimentation was a vital aspect of UE's mission design, so ideas about what we should experiment with in UE2 are always welcome.

Originally posted by Delance
If I understood what arQon said, I do agree with him. In that specific aspect, they are similar. They usually have a "big surprise" at the end, and things never go as planned. You expect it to happen. When the mission don't follow this scheme, it's a surprise, paradoxically. While such dramatic resource is also used on WC games, it’s not on almost every mission.
Well, that's a good point, but still... if every mission doesn't go as planned, does that really make them the same? I mean, the very reason why we did that was to stop the nauseating fly-there-kill-that gameplay that always dominates WC games. This may be a personal preference on my part, but I simply don't see the point of doing yet another three-point patrol. Plus, I wanted to show that the good guys aren't the only ones making moves - a mission can only go exactly according to plan if the enemy allows that to happen. And the enemy is not interested in allowing your mission to go according to plan.

However, you didn’t call anyone using this "cheap and pathetic" tactic before in your favor an “asshole”, so I guess it’s not really about the tactic itself, now is it?
It is. If, as you claim, somebody else did that earlier on to you, I simply didn't notice it.

I didn not, in any way, shape or form, call anyone who would disagree with me "dummie", only the someone who would make use the very tactic you described as cheap and pathetic. Not once did I disrespect anyone who did disagree with me on this matter in the past. Your name-calling was uncalled for.
No indeed, you merely said that it is the dummies that disagree with you. As for my name-calling, I said you were being an asshole, not that you are an asshole - and that was indeed called for. Anyway, drop it.
 
Woo, and now it looks like I'm talking to myself again. When I said drop it, Delance, I meant it.
 
Last bit first:
> If you know the best is behind you, you will look upon the rest of the mission as a waste of time.

Clearly then, at least SOME part of any multi-stage mission is going to be a waste of time, because it's inarguable that the current UE format suffers from it as well. That being the case, which would you rather replay: the fun and challenging parts, or the mindless "dead air" parts?

To follow on from your action movie parallel, consider a horror movie. There, the suspense factor is orders of magnitude higher, simply BECAUSE things aren't so utterly predictable. Neither holds up particularly well once you replay the mission, but I'd argue that the UE approach is STILL inferior because it's "okay, we did the preamble, so now that we've killed the bad guy we know it's all over". With the inverted approach, you still have no idea what's coming AFTER that objective until you've actually passed it.

The way I see it, if your ship's been pounded in an EARLY stage, even a 2Manta 4Moray encounter in a later one holds some degree of threat, especially if you lost a wingman by then.
IMO, the "inverted" design actually wins on all counts: it provides a higher proportion of NEW experiences in the fail-replay scenario; more interesting gameplay FOR the replayed parts; and more tension after the key stage has been completed.

I guess we just have different philosophies. :)

---

The WC3 argument's a bit weak given that the campaign is basically a staging activity to GET you to the point where you can make that last run (rather Star Wars, now that I think about it). It's an internally-valid concept for the macro behaviour of a game, and I do think it remains so on a micro level, i.e. "take out patrols 1 and 2, then attack the destroyer NAV, weaken its coverage, and finally take out the destroyer itself". I don't think that UE's missions particularly HAVE that behaviour though. They come across as "this bit was bolted on at the end because otherwise the mission is too easy", and THAT'S the piece that just seems wrong. A lack of coherence, if you will.

Hrm. You know, I think I've got this all straight in my head now. That's what's really been bothering me: certain missions just feel "faked", and blatantly so.

You can try to pass it off as "well, the enemy are Doing Stuff too", but I'm having a really hard time buying into that as a good reason. :)
I guess it might just be because it's a pretty one-sided deal: other than M1 (sorry, I was counting them wrong before) you have these situations where something "unexpected" happens but YOUR side is still following the script. It's kind of the worst of both worlds.

I mean, look at 5A. "Erm, guys: there's a fucking destroyer here. It's over a mile long, and it's magically come through the jump point in the 5 minutes since we were here last. Gosh, could we afford to scramble a wing in support?!"
"Sorry Colonel, while that is without question the sensible response, y'know, seeing as how we're at war nstuff and the last thing we want is that destroyer deciding to make a run at US... but it would make things too easy, so no."

9 at least has the "radio silence" excuse. :p
(Does the secondary objective actually have a gameplay impact? Would be nice if failing it meant a larger fighter complement at NAV2 or initially at the JP, but I didn't check).

I thought 5A was a lot of fun BTW (although I did indeed trade off a transport against risking a lucky shot forcing me into a replay :p) but that doesn't change the underlying "this just isn't quite right" feel of it.

That's what my problem is with 7A as well (apart from the luck factor) - it's the blatant artificiality of it. What's the comm blurb before you head off? "This thing's 5KM long" or something? Well, obviously the smart thing to do then is send you off to investigate without even refuelling first. I mean, what with the carrier and its SAR's sitting right there, under no threat whatsoever. Honestly, if the BW captains were THAT retarded, they'd have had the shortest secession in history... :)

Okay, I'm happy now. I think I've finally got a handle on WHY some parts of UE just don't work for me. Making the missions difficult is good: I've never really had a problem with that part of the philosophy. Where it all falls down is when you end up so blinkered by "HOW do we make this difficult enough?" that coherent design falls out of focus.

I don't have a magic solution to that. Frankly, I expect it's inevitable that it'll creep in to at least some degree given UE's goal of "not being a sucking cakewalk like WCP", but I guess what it comes down to is simply "cheating" on the mission design. Whenever you end up forcing something in EXPLICITLY to make a mission harder, regardless of whether it fits or not and especially when it's handled in a way that utterly defies any degree of common sense, you really can't hide it. It's ALWAYS going to be jarringly obvious, and come off as "fake".

I'm guessing that's why I don't have a problem with M3: it may be a LONG mission, but it has the coherence that some of the others lack. The pieces all fit: there's no element clearly tacked on just because "it would be too easy otherwise".

Or something like that. :)
 
I must say that I reckon no-one, except for maybe the developers of UE, could have played UE in one go without getting killed or having to repeat a mission. I know I didn't, even on Ace. I had a lot of fun and frustration with Nightmare and I can say it was worth it. WCP and WCSO were definitely easy on Nightmare if you knew the sequence of the game well, but with UE even if you did know the sequence it was still very hard.

It's good it is hard and this is because it forces players to think into individual strategies and tactics to overcome the harder missions, including ones where you could refuel, but can't. It gives more insight to what the 'real thing' may actually be like, because none of us could possibly get into a real fighter now and rack up 500+ kills in 50 missions, mainly because we'd be on the receiving end.
 
Originally posted by arQon
Clearly then, at least SOME part of any multi-stage mission is going to be a waste of time, because it's inarguable that the current UE format suffers from it as well. That being the case, which would you rather replay: the fun and challenging parts, or the mindless "dead air" parts?
Well, thing is, I don't look at it that way, and I'm not sure if most other people here do either. I like to fly WC missions - I don't just like to finish them, I like to fly them. In M1, one of my favourite parts is the wing of Gratha that you must take out before you head for the Fralthi. I love dogfighting Gratha, even if their blasted mines have killed me several times.

To follow on from your action movie parallel, consider a horror movie. There, the suspense factor is orders of magnitude higher, simply BECAUSE things aren't so utterly predictable.
What? That's not true at all :). Horror movies are one of the most formulaic genres of all. The suspense factor works *in spite* of their plot. You know the plot before you even see the movie. Plus, in horror movies especially, the climax comes at the end, after a long string of events. Imagine a horror movie where everybody except the hero(ine) dies in the first ten minutes. Then the hero kills the monster in the next twenty minutes (no choice there - otherwise, you have an hour to fill, and nothing to fill it with). And then what? Nothing. The credits roll, because there's nothing left to do.
Or imagine if the hero did defeat the monster as stated above, and then spent the next hour and a half fighting inept muggers on the way home, or something. It wouldn't work. The viewers would keep expecting something bigger to come up simply because the movie isn't over. Failing to meet this expectation would be a surefire way for the director to sink his/her own career.

Neither holds up particularly well once you replay the mission, but I'd argue that the UE approach is STILL inferior because it's "okay, we did the preamble, so now that we've killed the bad guy we know it's all over". With the inverted approach, you still have no idea what's coming AFTER that objective until you've actually passed it.
I disagree. If the mission is inverted, you know that after the objective, there isn't going to be any more significant threats. What you're suggesting is exactly the same thing, just in reverse - that makes for a somewhat different dynamic, but it's just as predictable :). Plus, it carries with it all the same problems that you complain about in our missions - you don't like to repeat the easy parts, and you expect me to believe that you wouldn't mind repeating the *tough* parts, just because you were killed by a measly Moray? :)

I don't think that UE's missions particularly HAVE that behaviour though. They come across as "this bit was bolted on at the end because otherwise the mission is too easy", and THAT'S the piece that just seems wrong. A lack of coherence, if you will.
Well, I think this just depends on your point of view, because I don't think any part of any UE mission was bolted on just to make a mission tougher. It all makes sense as far as I'm concerned. We never added whole incidents to boost difficulty - generally, difficulty was a matter of the number of hostiles versus the number of friendlies. In terms of navpoints and events, most missions (all right, all right, except for 7, but more on that later) include exactly what I felt they should include.

5A - you're forgetting that time does continue flowing while your ship gets from place to place in the autopilot sequences. The destroyer had time to get there (it was probably on the way there even before the first convoy went). For you, on the other hand, it's a matter of arriving and finding that a destroyer is heading straight for your convoy. You need to defang the Orca because you *are* the only one there. Other ships wouldn't have gotten there in time. Also, don't forget that the Dauntless' fighter compliment is very limited - the reason why you escort two convoys in one mission is because there's not enough ships to go around and not enough time for a full rearm/repair between the runs. You should be grateful that the Dauntless is willing to send some of its CAP ships with you if you lose wingmen during the first escort run.

Yeah, the secondary objective in 9 has an effect - try failing it, and see how many hostiles there are at the Dauntless after you come back... :).

Now, with 7, I am willing to admit that the last part was kinda tacked on (we simply didn't feel it justified having a separate mission, and didn't do a rearm/refuel because, umm, we didn't think of that). I think we might in fact rework this at some point into a separate mission.
 
> you expect me to believe that you wouldn't mind repeating the *tough* parts, just because you were killed by a measly Moray?

Really, I wouldn't. I LIKE the tough parts - it's the milkruns that irritate me. But maybe I'm just weird. :p
Sure, I'd be annoyed to have slugged my way through a monster battle and then got taken out by some chump ship, but it'd be a GOOD kind of annoyed (and that situation is a perfect example of WHY I think there's value to the inverted approach: it means EVERY stage has the potential to cause trouble).

I'm not saying every mission should be that way, any more than every mission should be the UE way. I'm just saying that I think it has real merit and would be well worth trying, not merely as a "sod it, we'll do a couple of these just to break up the pattern" but as something that might actually "work". :)

(Aside: I'm guessing you don't know who I am, but gameplay/design is a passion of mine. I love talking about this stuff: just not usually in the context of Space games. :p)
 
Originally posted by arQon
Really, I wouldn't. I LIKE the tough parts - it's the milkruns that irritate me. But maybe I'm just weird. :p
Hmmmmm... no offence, but in that case, I really don't think you're very representative of what most players want :p.

I'm not saying every mission should be that way, any more than every mission should be the UE way. I'm just saying that I think it has real merit and would be well worth trying, not merely as a "sod it, we'll do a couple of these just to break up the pattern" but as something that might actually "work".
Oh, naturally. Contrary to the impression you seem to have gotten from some UE missions, I don't like doing things for no proper reason... so, if there are gonna be some inverted missions, you can be sure that it'll be because they work at that point ;).

(Aside: I'm guessing you don't know who I am, but gameplay/design is a passion of mine. I love talking about this stuff: just not usually in the context of Space games. :p)
Yep, it's a passion of mine, too - that's why I don't mind in the least if you criticise UE... I'll defend the parts that I don't think you're interpreting correctly, but in general I'm more than happy to listen to an alternate point of view.
 
Now that I've finally finished 9a (in my defence, I haven't actually been playing all this last week, just didn't have a chance until today) I'm reasonably convinced of two things:

1) Even the light enemy presence on the way back prompted an "uh-oh" feeling - until I saw just HOW light it was. I expect I'd have liked it a lot less if I'd failed NAV1. :)
IMO, the potential fear factor of the inverted approach is highly desirable on its own merits, and infinitely more so than the "here is a totally non-threatening encounter" fluff followed by an EXTREMELY difficult stage.

2) I completely disagree with your rationale for 9 "needing" the filler crap on the way in. NAV1 is defensible because of its later impact, but NAV2 is NOTHING but a total waste of time: irritating and pointless, and practically the definition of the BS "stuffing" that I object to. :)
Six replays of 9a (yeah, yeah, I suck - bite me :p) means close to an hour total *pissed away* on cinematics/NAV2. They're barely interesting the first time, and definitely not at all after that. I realise that the cin issue is Origin's stupidity rather than your fault, but you have to take the blame for NAV2. Given that even the wingmen generally get through it with full armour still, there's just no point to it at all.

I count roughly 25 enemy at the JP NAV (plus the Hydra, obviously), assuming you avoid the Squid scenario. While that's arguably light by UE standards :p it does include 2 Devil Rays who will almost certainly remove at least one wingman, and the clock element to avoid the Squid adds a fair amount of difficulty.
I know we've pretty much agreed to disagree on this aspect of mission design, but I still don't see ANY merit to filler stages like NAV2 at all when the "final" stage is reasonably challenging; yet the downside to them is so significant.

One thing I'm curious about: what prompted the ship choices for 9? This is probably the only time I've ever WANTED to fly a Scim :p since (as I mentioned in a different thread) the Banshee's lasers are on their own effectively useless against even Manta and *literally* useless against the D-Rays. Even with 65%+ gunnery, there's not much Stormfire ammo to go round given that you HAVE to use it on the D-Rays.
Given UE's goals, I'm kinda guessing it was a deliberate move to artificially inflate the difficulty of the mission, but I'm curious enough to want to know for sure. :)

Been thinking about difficulty grades in general BTW, and I've kinda come to the conclusion that there really isn't a good way to handle it within what I'm guessing the limits of SO are. I think Quake-style add enemy / change enemy types based on the setting is probably a much better solution than the %age adjustments to characteristics that SO seems to use, but... :/
 
Originally posted by arQon
2) I completely disagree with your rationale for 9 "needing" the filler crap on the way in. NAV1 is defensible because of its later impact, but NAV2 is NOTHING but a total waste of time: irritating and pointless, and practically the definition of the BS "stuffing" that I object to.
It's not a waste of time, though - people don't want a game to be all tough, do-or-die battles. Killing a few Mantas is fun. You have to give the player an opportunity to enjoy a few easier kills every once in a while. If you have so little time that you can only look at these things as a waste of time, you have my sympathy - but you can hardly fault UE's mission design for that :p.
Besides, from a storyline point of view, it wouldn't make sense to have an empty Nav 2. The Nephilem are starting to concentrate their forces around the jump point. Hostile encounters are inevitable in this situation (though, admittedly, I would rather have had an empty Nav 2 followed by an encounter half-way to the jump point, but we don't quite have the hang of invisible navpoints - will work on that for UE2 ;)).

One thing I'm curious about: what prompted the ship choices for 9? This is probably the only time I've ever WANTED to fly a Scim :p since (as I mentioned in a different thread) the Banshee's lasers are on their own effectively useless against even Manta and *literally* useless against the D-Rays.
Heh, sorry :p. This wasn't done to make the game harder - I don't look at ship assignments from that point of view. Rather, we wanted to give the player another opportunity to fly the Banshee and the Epee.
 
> If you have so little time that you can only look at these things as a waste of time, you have my sympathy - but you can hardly fault UE's mission design for that

Yeah, fair enough. It certainly never USED to bother me this much back in the WC1/WC2 days, but those were different times. :)
I've got nothing against destroying chumps to warm up: it's just that it gets annoying if you end up having to replay a mission a bunch of times.

I knew you were going to make that argument for NAV2 :p, and it's not totally unreasonable since this is the "real" main event: 10a is just a cakewalk.

> another opportunity to fly the Banshee and the Epee.

Feh. I'm stuck in a Cow instead of a real dogfighter's ship the whole game, and the one time I WANT it...
What are you, the AntiMe? :p
 
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