You are on page 1of 47

New Proposed Mission Editor / Briefing UI

For

WWIIOL/BE
The Enhanced Mission Editor/Breifing UI
vThe purpose for this proposal is to add features that will enhance
current game play and encourage the tactical and strategic aspects of
the game by leaving the excellent tools that are currently in place and
adding an additional means of game play.
vThis will satisfy both the traditional players who are looking for quick
action and the more advanced Sim oriented subscribers who play in
groups and want to set tactical goals.
vThe addition of a “Platoon” type mission will enhance the abilities of
the hq ‘s by allowing them to delegate tactical roles. These tactical
objectives will be based on hq’s strategic initiatives and help foster a
greater attitude of cooperation and teamwork within the game.
vThe Ideas offered here can be used to great effect by all branches of
service and help to integrate cooperative game play between these
branches for more dynamic battles.
vThe mission editor can be used by any player who enjoys working
with others and gives no preference to squad organizations.
vThe scope of “Platoon Missions” has been scaled so that large
squads do not have an unfair advantage over other subscribers.
However larger squads are certainly welcome to initiate several
“platoon missions” at once for greater effect.
vThe UMS and more traditional means of mission spawn have been
left intact so that individuals have more choice regarding game play..
Here is the Log in screen that we use in the
game. Notice that nothing has changed
Here is the Persona Selection
Screen. Nothing has changed here.
We continue to choose a persona in
the same manner.
Here is the Brigade Selection Screen.

This is where players choose what type of mission they want to


participate in. Currently many players do not get past this screen
and choose to participate in MS type missions based on the fact
that they know they can get into battle quickly.

This has hurt the playability of the game since brigade loyalty is
lost and there is little communication regarding goals for the
missions.
Here is the proposed Brigade Selection Screen.

You will notice that this screen uses the existing


UI with several features added to it.
Here is an icon that indicates that this
mission is a “Platoon” mission that will
involve a mission briefing and will allow
participants to spawn together.
This light shows that the mission is still
accepting mission members.

When the light turns red, the mission is full


or the mission commander has closed the
briefing room and began the briefing. The
light will stay red as long as there are
members participating in the field.
Here is the POP bar. It work the same way as
currently exists in game.

“Platoon” missions have a limit of 25 members. This


is so a mission can be large enough to be effective,
but small enough to foster communications. This
also prevents this missions from overshadowing the
responsibilities of HQ’s. The size limit prevents one
side from establishing an overwhelming presence
on the battlefield and forces more cooperation
between mission leaders as in RL.

This bar will automatically close the briefing room


when 25 participants have logged in and the color
bar will continue to indicate how many members are
still alive during the mission,
Here is the OIC indicator.

One of the proposed changes for “Platoon” missions


is the ability to predetermine a second in charge. This
will alleviate many of the organizational problems
currently faced when command is handed down in the
field.

On “Platoon” missions there are only 2 command


positions. After both leaders have been eliminated,
mission members are on their own without the benefit
of the leaders tool kit.

This feature will be a big boost for training NCO’s for


high command roles. This is more like RL and forces
leaders to be more responsible regarding the
leadership assets that take into the field.
Here is the proposed Squad Affiliation Tab.

These types of missions are not limited to squads. Anyone over


the rank of sergeant may lead this type of mission. Any
affiliations that the mission leader has will be shown.

It is important to note that there are no limitations on who joins


these missions. They are first come first serve. If a squad wants
to get everyone in on a mission they have to be organized
enough to preplan this.

This feature will fit well with the squad recruitment feature as it
will allow players to try new squads before joining. It wont take
long for players to know what the play style and competency of
the leaders and squads are. This feature will help credit squads
for the great work they display in game.
Here is the proposed Mission ID number. These are very important to
this system.

First they allow players to communicate between missions regardless


of location on the map or branch of service.

Each mission will have access to 2 other missions icons on the map.
These are not restricted to “platoon ” missions. They can be any type
of mission. This number will allow the mission leader to access those
missions on the members maps.

The map icons and text channels of other missions will be shared by
a coded color– as well as any placed Target, Rally and Attack, and
enemy spotting information.

The sharing of this information will allow field commanders to


execute a higher level of strategic game play including multi-branch
attack operations with Armor, Aircraft, and Naval vessels all
coordinating communications and map information.
Here is the current Create Mission Screen. It has
some very good features.

The proposed system adds a few features that


allow for a wider diversity of game play.
A Platoon Mission is added to the mission screen that
allows anyone over the rank of Sergeant to create
small group missions. These missions can have up to
25 members and spawn together after a briefing.
Mission Leaders must provide a mode of
transportation for these missions as MS’s will not be
available. (Part of the challenge is getting there!)
The Mission Leader chooses what type of
mission he is creating. Attack, Defend, or
Support icons will show on the pop so that
potential members know what kind of
mission is being planned.
On a “Platoon” mission the Mission
Leader chooses who his second in
command is. This member will take over
the mission should the commander be
killed. If the replacement leader is killed,
no team leader will exist and the
members of the mission must work
together or return to base.
Here is the current Mission Briefing Screen.

This screen is the basis for the proposed Mission


Briefing Screen
This is the proposed Briefing Screen. Notice
that a new tab has been added to the current
UI. This tab will be locked when the briefing
begins so that no new players may enter.

Mission members may tab around the screens


from this room but must stay for the entire
briefing once the room has been locked by the
mission leader.

The briefing screen will be accessible in game


so that members can check mission orders and
other pertinent information.
The Mission Leader chooses when to spawn the
group by pressing this spawn tab.
A Com lock button has been added to allow the
mission leader to block all communications while
he is addressing the mission members. When he
does so the member lights will turn Red.

Mission members may click on their buttons to


request permission to ask questions. The buttons
will then turn Green.

If the mission leader wants to recognize those


individuals he can click on their button to allow
them to text.

This system is very similar to one that TS employs


for voice coms (Used by the RATs)
The mission lock button allows the Mission Leader to lock
the room when it is full or when he is ready to start the
briefing.

Only the Mission Leader has access to this button and


players who join a mission must stay until the mission has
spawned. This is a deterrent to prevents players from joining
missions to get information regarding attack plans.
The Mission Assignment Feature allows the
Mission Leader to assign duties to the Mission
Members participating on this mission.

The method that they choose to assign duties and


responsibilities is wide open as to allow each
branch and mission type to tailor descriptions to
meet their needs. However, space is limited.
ORDINANCE

How many times have you spawned on a mission and realized that you have the wrong
ordinance package? Looked behind you and realized that everyone else was an SMG
also? Had half a spawn list wiped out for want of a sapper?

In the Briefing Room mission members can coordinate ordinance before you spawn so
that you work as a TEAM.
TRAINING

One of the biggest obstacles with retaining new subscribers is the steep learning curve of this game.

Platoon Leaders can assign duties to inexperience personnel and provide mentors to watch over these players as they learn.
New players can still experience the same sense of accomplishment that all other Mission Members feel. They will meet other
players and form friendships more quickly in a small group environment than with the current type of mission.

By providing goal oriented assignments and supporting these with organized information that shows new players how they
relate to the mission, the game will increase the retention rate for new subscriptions.
The Mission Orders section remains the same
however now has greater purpose.

Again it is loosely structured to provide for


maximum usability.

The inclusion of new tools and the ability to


organize that this Mission Editor provides it is
much more meaningful and will surely be used
more.
The Mission Details section has been expanded
to include some new information.

Most of the information here can be automatically


loaded from input on other screens.

The ETD, ETA, and ETR data will help indicate


what time commitments that players will be
expected to provide as well as be a tool that
allows missions to coordinate with others groups
and activities on the battlefield.

This information may be edited in the field and a


good platoon leader will communicate these
changes to his team members.
Deployable Forces section is an existing feature
that takes new meaning. Mission members will
be allowed to choose ordinance from the Ready
Room while in the Briefing so that an efficient
variety of weaponry can be assembled for the
mission at hand.

This will lead to much greater ability to do


Tactical planning and be much more enjoyable
for all players.

The deployable forces column tells mission


members what is still available at a glance
during combat.
This is the current Communications Tab.

While it provides some good contact information,


it is unwieldy because of the current lack of
mission organization.
Here is the proposed Communications Tab.

It offers much more relative information to the mission at


hand.

Much of this information should be provided and updated


by a HQ link to brigade and sector headquarters. This will
ensure that the information is timely, giving HQ personnel
more opportunity to contribute valuable input.
The Support Type section is new and offers text
channels to Branch support services in that brigade.
This information will be maintained by HQ and
automatically update to the target location.

Notice that the unit and contact officer are provided


to help identify the command chain.

This feature will draw brigades closer together and


provide more overall commitment to brigade
operations.
The Brigade Message section is an existing feature
which is under-utilized.

Hopefully, when mission objectives are linked with


other battlefield efforts, we will see more detailed
explanations of the strategic purpose.

Here the HQ’s brigade commanders can provide more


detailed and timely information regarding brigade
activities at a glance.
The Support Contact section is new.

This section will also be administered by the


Brigade commanders. It allows HC to provide
information and contact info regarding other
operations near the mission leaders field location.

It must be filled in by hand and can be for any


branch of service. This can be done at anytime
during the mission or during the briefing if the
mission ID is known.

Since each mission map can link up with 2 other


missions, this information becomes highly valuable
in the field so that contact information and positions
can be exchanged.
The Logistic Info section is new.

This section provides an in game link to outside web


sites. By clicking on the Web Links you computer will
automatically open a new window to any sources that the
Mission leader has chosen to to provide. By Alt-Tabbing
you can return to the game. (You may need to ensure that
your computer and operating system are capable of this
function).

This will allow players to seek out additional resources


from within the game at a moments notice.
The Command Structure section has been
modified to include contact info for the chain of
command in your branch.

This way all players have a better idea of the


current chain of command.
This section of the Communications Tab has not
been changed.

It provides current information regarding your


Brigade unit.
This is the current Mission Map in an expanded view.

Both Mission leaders and members have the same map


in game, however the mission leader has the ability to
accept reports and place and remove attack and rally
points in game.
This is the current Mission Map in an expanded view.

Both Mission leaders and members have the same map


in game, however the mission leader has the ability to
accept reports and place and remove attack and rally
points in game.
The proposed Mission Leader map will be based on the
current map and have the addition of several tools that can
provide more ability to communicate with team members.
A Mission Editing Tools drawing set is
provided so that the mission leader can
make more graphic descriptions of orders
and enemy movements. Only mission
Leaders will have access to these to stem
abuses that would certainly occur.

(This set is from MS Paint and is far more


than is needed for this purpose. Less
complex tools could be obtained through
Free-ware programs on the web).
The Coop Mission editor is where mission ID
numbers can be added to allow map
information and text channels to be xhared
with other missions.

After the mission ID has been added, a color


for the icons and text is chosen. When the
buttons to the right of this information are
activated all the associated information for
that mission will appear. This can be turned
off at any time.

This can provide your team with target info,


waypoints, map diagrams, team member
positions, enemy target locations, etc… for a
mission in any branch of service.

This will allow an Armor mission to


coordinate Air Support, allow Ships to work
with recon planes, give ground troops the
opportunity to do FAC duties, etc…

It will open up the game to be a global


theater and take advantage of all of the great
properties the game has to offer.
This is the proposed Mission Member
Screen.

Note the lack of tools and communication


interfaces at the bottom of the left hand
column.

However, in this type of mission the


members still have the ability to add
waypoints, attack points, as well as the
ability to place and remove their own contact
markers.

This is what the


This is a rule feature that can give a better
determination of the distance from a map
location.
This is what the
It can be toggled on and off and redirected
from north to south on the compass wheel.
(This is an afterthought that could be
included with the Mission Leader map also-
not crucial to this Mission Editor).
Here we see several different colored
icons.

The icons still represent friend and foe,


however they now also correspond to
different missions that are linked by the
mission leader.

Notice that the yellow icons are a Air


mission and the Blue color icons appear
to be another mission.

All contact reports can be seen by all 3


missions regardless of which unit posted
them. This way it is much easier to
coordinate air and armor with infantry on
the battlefield. The same can be said of
This is what
Naval targets wherethe
air recon can provide
information on enemy fleets.

Since each mission can only see 2 other


missions icons, if the Mission leader were
to switch to communications with a third
mission one of these 2 would disappear
(and so would their contacts).
The yellow Icons corespond to an Air
mission that the commander has linked to.

This is what the


The Blue Icons relate to another ground
mission which has been linked to. As you can
see there is a MS in that mission.
This is what the
The advantages of this type of mission system are readily apparent
to any active player.
• It creates a tactical game play element.

• It allows players to better understand the battles that they are participating in.

• It creates goals and personal responsibilities for each player.

• It creates team play and fosters cooperation between with players and branches of service.

• It improves all aspects of the game that rely on ordinance control.

• It promotes leadership and allows a great training ground for HC staff.

• It is an excellent training aid.

• It gives the HQ realistic performance based tools to plan strategic initiatives with.

• It opens up new markets within the MMOLG world to draw additional SIM subscribers.

• It requires very little art or new technology resources from the developers.

• It utilizes the current UI.

• It will enhance the TOE's concept and reward personal conservation of weaponry.
Game Development Potential

There are several potential game play developments that could work very well with this package:

Goal Oriented Point System


The ability to acquire points for activities other than killing enemies and capturing facilities
would greatly enhance teamwork in the game.

Points Sharing
Letting each member of the team share in the success of a mission is important to The ability to
work as a team means that each member of the

Expanded Target Options


The creation of tactical targets such as Fuel Depots, Maintenance facilities, Communications ,
Ammo Dumps, Power Grids, Supply Lines. Destroyable Radar, etc.. would make the creation
of these “Platoon “missions crucial. Having this UI in place before that development would be
important.

You might also like