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Falcon 4.0 I Beta Team
This document authored by Glenn Kletzky
 

1. DF-Furball (DF-F)

This is dogfight furball. As you know, the dogfight module of F4 has 3 variants and this is the first one. They need little explanation, so I will just list the other 2 variants without further elaboration. It is actually TE type games that need elaboration.

2. DF-Team Furball (DF-TF)

3. DF-Match Play (DF-MP)

4. TE-Force vs. AI (pre-programmed) (TE-FvAI)

In Tactical engagement custom missions, the most common type is this type (remember...we are talking about 2 player or more internet games...not playing single player). This is the basic pre-scripted, co-op multiplayer format where 2 or more guys on the same team play a pre-programmed mission where all the flights (both friendly and enemy) were already designed by the designer before the mission started.

You can change waypoint locations and loadouts once you enter one of these missions, but adding new flights once in the game or issuing new orders to ground troops is not in the scope of this "type" of mission (hence the term "pre-programmed"). It is called "Force vs. AI (pre-programmed)" Also, all humans are on the same team. No humans play for the DPRK.

5. TE - Force vs. Force (pre-programmed) (TE-FvF-Pre)

In FvF(pre-programmed) missions, all flights are already written in by the guy who designed the mission before the game starts, and no new missions are created (or ground troop movements issued) once the game begins (hence the term "pre-programmed"). The difference, however, is that at least one human is playing for the US side and atleast one human is playing for the enemy side. It is a competition between humans.

The "Victory conditions" were set forth by the designer in advance (as they always are) and the players simply fly the missions that they were given and attempt to complete the victory conditions as set forth. In this case, you are competing against the enemy which is accompanied or lead by atleast one human.

Once again, if the flight you are in gets shot down, then you may NOT make new flights on the fly. You may enter other planes already in the original mission, but you may not make new flights with remaining resources, and you may not issue new ground troop movements when you are back at the ready-room, between flights. If all your pre-programmed missions are gone, then your game is over.

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6. TE - Force vs. Force (chess like). (TE-FvF-Chess)

Unlike in a game of chess, the prior TE game types defined did not permit moves and countermoves. You were not allowed to create new flights "on the fly" once the game was started. When you were dropped back to the "ready-room" you could only re-enter the game if pre-existing planes and flights remained. You also could not issue new ground troop movements.

In chess, as in this type of play, you may do all these things and more. These "chess like" games usually start with a set of resources on the map (like peices on the chess board). These resources would be things like Squadrons of pilots and aircraft placed at certain bases. Ground troops such as tanks and mobile SAM battalions sitting at predetermined starting points.

Each player has limited resources (as an a example, lets say each player has 3 squadrons of f-16s and other type aircraft based at certain airbases and each player has a bunch of mobile entities like SAMs and tanks). When the players first connect to play, all they have are their resources and their victory conditions. No flights or packages have been constructed and no ground troop orders have been issued.

Let's say the victory condition is to "OCCUPY" the city of Seoul with at least 4 tank divisions. As soon as the game starts, you start frantically making flights and packages and issuing ground troops orders to move. Once you feel you have made a good first move, you let the AI take over and you enter the game to fly as one of many airplanes in the sky. Once you die, (or you decide you need to get back to the interface and check on the status of your troops) you end the mission, and return to the "ready-room".

Once back at the interface, you check on the troops and the results of all the flights that have gone out, you re-assess, you re-issue new ground troop movements, you create new flights and packages, and then when you are satisfied, you fly again. All the while, your friend on the enemy side is doing the same thing. Ultimately, after many returns to the interface and many new flight creations and ground troop re-orderings, either someone occupies Seoul or the game is a stalemate. Just like chess.

To me, this is the ultimate form of play in TE, and may even prove to be more exciting than a campaign in multiplayer, due to the strategic level of control that the player has.

Go to Part Three

 

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