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kombofink
01-05-2010, 05:32
Assuming that I was playing regularly, with the same players, I would be playing scenarios.
But, from a players viewpoint, what would be my incentive to win a mission, instead of just scoring kills (which gives ace status and therefore skills).

I have toyed with ideas varying from giving acepoints pr. goal (varying according to missions) to adding a number of "spawns" pr. mission each time a mission is accomplished, to having a ranking on the planes available and letting players choose better planes if they complete their mission.
Another option would be to divide the skills into ace skills and mission skills, but the skills in the game does not correspond well to mission skills.
So should I invent new, mission-oriented skills or does someone have a better idea?

One of the problems is that sometimes you can accomplish a mission and then be shot down afterwards, and so on.

Scoop
01-05-2010, 07:39
In our campaign we give ace points for winning missions, accomplishing special tasks (such as observing) and kills. Every ace and every squad leader can choose another plane which must be available (we play historically correct). Every squad recieves a complete set of new planes from time to time.
First we only gave ace points for kills but we realised it's pretty hard to become an ace then. Most of the pilots get shot and die afterwards. Only a few managed to survive and did not get caught (we roll dices for that). We also wanted to have more planes of different types on the field.

So yeah, I really appreciate your idea, it definitely adds to the fun.

Oberst Hajj
01-05-2010, 07:53
If you are keeping track of pilot kills and skills and you want to have an incentive for players to actually do the mission instead of just dogfighting, you need to play a campaign. Make teh missions and campaign scripted, like I did in KotA, and players will actually follow along with it. The campaign does not have to be long, the first WWII one I'm going to do is a short island hopping, base destroying mini campaign.

Carl_Brisgamer
01-13-2010, 02:27
In our Western Front Campaign two seater aircrew receive an ace skill for every 5 successful recon/bombing/artillery direction missions they fly. These missions also generate the most SVP's (strategic victory points).

The hardest part is getting the scout pilots assigned as escorts to stick with covering their charges instead of flying off to chase a damaged enemy!

richard m schwab
03-07-2010, 06:00
Carl

You need to reward any pilot who carries out a successful escort mission.
That could be an Ace skill or SVP that will encourage team work. Team work i have found out normally wins a campaign!

Cruthers
03-08-2010, 00:01
In a mini campaign I'm working on, I'm considering counting a completed mission as a kill.

richard m schwab
03-10-2010, 17:39
You are correct. Awarding a kill for a successful escort mission is another great incentive.

Rich

guzzoid
06-11-2010, 17:35
If you are keeping track of pilot kills and skills and you want to have an incentive for players to actually do the mission instead of just dogfighting, you need to play a campaign. Make teh missions and campaign scripted, like I did in KotA, and players will actually follow along with it. The campaign does not have to be long, the first WWII one I'm going to do is a short island hopping, base destroying mini campaign.

Did you get this going? If not I think a blitz across Poland or the Lowlands should go first.

Oberst Hajj
06-12-2010, 07:32
Nope, not done any WWII campaigns yet.

swarbs
07-27-2010, 21:11
There is a WWII campaign posted in the files section. In that campaign pilots pick up ace abilities and also progress through a series of aircraft (starting in a pretty poor aircraft moving to a better one). In this case both these systems of 'advancement' are based on kills, but perhaps they could be separated as an incentive to complete a mission.

Give pilots Ace abilities based on kills, just as normal. But keep track of mission victories as well. A certain amount of successful missions would give a pilot access to a wider range of better aircraft. This would be another way (besides date of introduction restrictions) to make sure that a range of aircraft received play. A pilot starts out only qualified for one or two types of pretty basic aircraft and upgrades as they go.

Oberst Hajj
07-27-2010, 21:25
I like the idea of opening up more aircraft bases on missions flown.