TF is looking for Mission Builders to join our Team

Founding grounds of ACG.

Moderator: Board of Directors

69th_Spiritus_Mortem
Posts: 57
Joined: Fri Apr 28, 2017 7:06 pm

TF is looking for Mission Builders to join our Team

Post by 69th_Spiritus_Mortem » Sat May 12, 2018 1:35 pm

Hello All

The TF 5.0 release will open up a whole new campaign environment for players and we hope to include a good selection of missions dealing with the conflict in North Africa.

We are looking for persons who are familiar with the CLIFFS OF DOVER Full Mission Builder and who are interested in building missions and campaigns.

Those who have the skills will have the opportunity to get their own ideas incorporated into the game and have a chance to share some of the rewards.

Please send a PM to me if you are interested.

Cheers

User avatar
Tex
Starshiy Serzhant
Starshiy Serzhant
Posts: 625
Joined: Sat Mar 19, 2016 4:53 pm
Location: Dallas, Texas USA

Re: TF is looking for Mission Builders to join our Team

Post by Tex » Sat May 12, 2018 1:41 pm

Can of worms opening in three ... two ... one ...
ImageHowdy Ya'll!

69th_Spiritus_Mortem
Posts: 57
Joined: Fri Apr 28, 2017 7:06 pm

Re: TF is looking for Mission Builders to join our Team

Post by 69th_Spiritus_Mortem » Sat May 12, 2018 1:51 pm

No can of worms needs to be opened. Just stick to the topic and if anyone is interested in making missions and making money for them, then PM me. If you aren't, then don't PM or respond. Simple.

LuftAsher
Posts: 2891
Joined: Tue Jan 06, 2015 2:51 am
Location: Melbourne, Australia

Re: TF is looking for Mission Builders to join our Team

Post by LuftAsher » Sat May 12, 2018 2:01 pm

Tex wrote:Can of worms opening in three ... two ... one ...
Yeah, no. For the sake of everyone, let's just leave it the fuck alone, shall we?

To anyone who is thinking of replying to this thread, I ask that you please only do so if it relates to the call Spiritus has made for mission builders, and only if you're actually interested in doing it. If you've got an axe to grind, we have more than enough threads for you to do that in. Don't even +1 me, and if you wanna bitch, do it via PM.

Please and thank you.

User avatar
Dickie
Group Captain
Group Captain
ACG Board
Posts: 13148
Joined: Sat Jul 14, 2012 12:15 pm
Location: Gloucestershire, England

Re: TF is looking for Mission Builders to join our Team

Post by Dickie » Sat May 12, 2018 6:25 pm

Just a further question for SM. Are there particular types of mission you are looking for? A particular era? A series?

Is the AI up to snuff for it then? I would consider it hard to polish off a mission with problematic AI.
Image

69th_Spiritus_Mortem
Posts: 57
Joined: Fri Apr 28, 2017 7:06 pm

Re: TF is looking for Mission Builders to join our Team

Post by 69th_Spiritus_Mortem » Sat May 12, 2018 7:52 pm

The work on AI is continuing, but yes we want to start the process and get people thinking now about missions. Once the AI is finished, then we will give the go ahead for any of those who are interested.

Historical missions would be the preference, but really any mission packs or campaigns would be good.

User avatar
Mysticpuma
Posts: 336
Joined: Mon Sep 01, 2014 5:07 pm

Re: TF is looking for Mission Builders to join our Team

Post by Mysticpuma » Mon May 14, 2018 8:02 am

I mentioned this at ATAG.
I think a QMB interface like 1946 would be appreciated much more than Single Missions. A DCG would be great but a QMB would really be appreciated easily as much if not more.
The 'problem' with single missions is that once played (unless changed in the FMB) is that the outcome is generally the same. No changes to the Ai if coupled with a QMB matching '46 would be much more useful simply because of the options open to the player.
To have an interface that would let you choose any of the current maps, any current aircraft, a random start point (Scramble, take-off, air start (with choice of altitudes ; Advantage/Disadvantage, head on, attack from stern or being attacked, time of day, type of weather, amount of enemy/friendly, custom skins (some features ready possible but lack of randomness due to them all being fixed missions..... well a QMB would be a much better focus IMHO.

On a related note, I assumed me there must be progress/news on the Radio Commands menu as this will be a big step for Mission Builders and be really useful to be able to get the aircraft to follow instructions?

Anyway, please consider a QMB like '46, it would be much more useful than just single missions.

Cheers MP

User avatar
Wolverine
Posts: 117
Joined: Sat Jul 28, 2012 4:53 am

Re: TF is looking for Mission Builders to join our Team

Post by Wolverine » Mon May 14, 2018 6:42 pm

Speaking from the experience of having the AI subtly 'tweaked' various times during previous updates, there's very little point to designing missions before the extent of the in progress AI update can be understood. Even missions that simply had a player escorting a flight of bombers had to be completely redone almost every patch due to the nature of the bombers flying one way through waypoints in one version and a different way in the next. And that's just with what had been done previously. If the AI work being done now is as significant as we've been led to believe (which would be great) then everything goes out the window once it's done.

I might be interested in looking at designing missions, but I would need a LOT more knowledge about how the AI and radio commands have been reworked before I would commit to anything.
Virtual No.401 Squadron - XO

69th_Spiritus_Mortem
Posts: 57
Joined: Fri Apr 28, 2017 7:06 pm

Re: TF is looking for Mission Builders to join our Team

Post by 69th_Spiritus_Mortem » Tue May 15, 2018 1:04 am

@Wolverine, just send me a PM with your email. Yes, we don't want anyone doing anything yet until the AI commands are in beta testing. They are getting closer to completion so we wanted to start this conversation now. Like you said, no point in starting yet until those changes happen.

User avatar
Dickie
Group Captain
Group Captain
ACG Board
Posts: 13148
Joined: Sat Jul 14, 2012 12:15 pm
Location: Gloucestershire, England

Re: TF is looking for Mission Builders to join our Team

Post by Dickie » Tue May 15, 2018 8:58 am

Mysticpuma wrote:I mentioned this at ATAG.
I think a QMB interface like 1946 would be appreciated much more than Single Missions. A DCG would be great but a QMB would really be appreciated easily as much if not more.
The 'problem' with single missions is that once played (unless changed in the FMB) is that the outcome is generally the same. No changes to the Ai if coupled with a QMB matching '46 would be much more useful simply because of the options open to the player.
To have an interface that would let you choose any of the current maps, any current aircraft, a random start point (Scramble, take-off, air start (with choice of altitudes ; Advantage/Disadvantage, head on, attack from stern or being attacked, time of day, type of weather, amount of enemy/friendly, custom skins (some features ready possible but lack of randomness due to them all being fixed missions..... well a QMB would be a much better focus IMHO.

On a related note, I assumed me there must be progress/news on the Radio Commands menu as this will be a big step for Mission Builders and be really useful to be able to get the aircraft to follow instructions?

Anyway, please consider a QMB like '46, it would be much more useful than just single missions.

Cheers MP

This interface is the web version of "Spawn Star" which Donkey developed for the single player isn't it? SM, in effect a 'QMB' has been made already by Donkey, originally for our campaign but now is being trialled by some offline players. You should open dialogue with him, I understand that a 'working relationship' has been re-established between him and TF now? (Sorry, difficult to leave the politics out in this case because it is Donkey's software)
Image

Post Reply