Jane's Longbow 2: Game Tool Technologies Missioneer PLUS - Page 1/1
Created on 2005-01-21
Title: Jane's Longbow 2: Game Tool Technologies Missioneer PLUS By: Thomas 'AV8R' Spann Date: 1998-11-05 1322 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Once again Game Tool Technologies (GTT) has come out with
another value added product. This time its for Jane's
LongBow2 (LB2).
This new product is called the Missioneer-PLUS written by
Richard "Flexman" Hawley, a newbie to the GTT team. LB2
comes with 4 forms of mission offerings: 10 canned single
missions, a semi-automatic mission generator, instant
action and campaign. What is glaringly absent is a manual
mission editor or builder. But not to worry, here comes the
cavalry: Missioneer-PLUS to the rescue. Now you can make
single or a whole series of mission to keep LB2 fresh and
share them with squadron mates.
The Missioneer-PLUS, LB2 mission editing environment.
In the world of mission editors and generators, only the
very best enable you to have a map based graphical user
interface (GUI). Other types have forms and cyclic field
choosers where you have no idea what you really have until
you test fly it in the game itself. What I look for in a
mission editor is the ability to make both solo and
multiplay missions.
This is where the real value add is IMHO. Sims like:
Fighter's Anthology, Su27 Flanker, Panzer Commander are
examples of fine multiplayer sims that also came equipped
with full blown mission editors. They support SOLO, MP, H2H
and COOP mission building. How too often have we been
disappointed when what would be a great online MP sim comes
armed only with solo game play mission editing like: Jane's
F15-E, Hornet Korea, iF18-CSF, Flying Corps, Red Baron2,
etc. Or worse, sims with only canned missions with no
editor at all except a custom plane and loadout chooser
like: EF2000, F22 ADF, WarBirds, Dawn of Aces, etc.
Test flying my newly made TANKS_ALOT mission. (Note Map
MFD).
So lets dive into the Missioneer-PLUS and see what we get
for our money. Being that I fly LB2 almost exclusively
online with a buddy of mine (Paul "Blades" Papasalvas), I
wanted to make a mission that was fairly complex with lots
of moving ground targets with cast of supporting airborne
ships flying CAP. Also being a Panzer Commander fanatic, I
wanted to emulate a good tank battle except updated to LB2
standards. So with this initial design concept lets take a
look at how we do this with Missioneer-PLUS.
We start by installing the software downloaded from the
GTT website. Then we
have the option of importing the latest generated single or
campaign mission, or opening one of the existing single
missions and modifying it as a template for my own use.
I'll do the latter because STOMPER is closer to what I want
to start with.
Note that being able to replay a auto generated mission
with the option of doing some "what if" post flight
modifications is a great insight. Obviously "Flexman" is a
user of sims, not just a developer. I think this is what
makes a game developer great, like Andy Hollis of Skunk
Works who is known for his avid simming over the years.
Mission Options popup windows.
After selecting our mission's template from the STOMPER
mission, we can load it and start the process of custom
tailoring it. Under the EDIT menu, we can use the Briefing
Text Editor to customize the mission briefing that shows up
in LB2. Note that it is in HTML format. If you're not
familiar with HTML, just edit the normal text and leave the
unfamiliar syntax alone. Otherwise just leave the briefing
alone. Note that there are buttons along the top of this
editor for friendly and enemy situation report (SITREP),
mission details, weather, and communication frequencies.
The linkup checkpoint (waypoint) of Apaches from flight-1
with Kiowa flight-2.
The mission Environment window is used to set the wind
speed, direction, time, temperature, and visibility range.
Next up is the forward arming refueling point (FARP)
Inventory Editor. This the way that you pre-seed the arming
window in LB2 that allows you to select your loadout. The
Mission Support Units window is where you can assign how
many strikes allied and enemy ground and airborne units are
available, their rearming cycle, and striking range. The
way I see it, these are the global environment variables
that you define for your mission's parameters.
The View menus are to the right of the Edit menus. Here we
find the commands needed to zoom, change map labels and
contour (topographical elevation lines), fonts, colors, and
grid marking options. Moving right again we get the
Checkpoints menus. Here we can make the waypoints (or a la
British, checkpoints) visible or not for the 4 FARP
flights. With the Toggle All Units feature, we can see the
waypoints of all other units as well. But since this gets
quite busy in a hurry, you can see the wisdom in making the
visibility of these switchable.
Another noteworthy feature is that you can quickly change
the terrain map from AZR to NT out from underneath any
mission with a single button click. Thus you can turn a
hilly terrain into a desert terrain map mission instantly
without changing any other settings. Other maps will be
provided later on, and could be made by users as well
outside of the context of this application.
Using the Units and Checkpoint interface to control the
battle.
Now we get to the heart and soul of the Missioneer-PLUS. Up
to this point, we have dealt with global mission set up.
Along the right hand side of the map, you will see three
buttons labeled: List, Unit, Players. These are the three
modes of setting up what ground and airborne units are on
the map; how many and what properties are assigned for each
unit; and how you want to deploy your FARP flight's ships.
Soviet T-72 and Mi-24 HIND are some of the targets you will
have to deal with.
The List mode, will make the interface to the right of the
map provide the user with fields that pertain to assigning
group designations and map icons to each unit from either
side of the conflict. An example would be to call a tank
platoon an Armor Map Icon with a Group Designation of
Primary 1. This means its a primary tank target which is
factored in to the final Air Tasking Order Report
statistics (ATOR), and thus players scores. All the
available Unit types in LB2 are available through this
interface: Armor, Fighter, Helicopter, SAM, EW Radar, AAA,
Infantry, etc. The Unit mode is how you edit the properties
for each and every unit in the mission. For example, the 3
Plt, 267th Tank Regt is comprised of four T-72 TANKS that
are dug into their emplacements. If you hit the Objects
button, you can add, remove or change to the number of
tanks or whatever other vehicle/ship you require. If you
hit the Timing button, you can control the activity of each
unit. This include when it wakes up, appears, vanishes, or
activates by range to enemy presence. Thereby programming a
portion of the AI of the computer controlled units.
The Unit Editor assigning ground and airborne units to the
battlefield.
The Checkpoint (ChkPnts) button is how you add and subtract
waypoints. For each checkpoint, you can use your mouse to
select the targets of your flight. Time over target (TOT),
speed and altitude are also parameters to be set by the
user. These are the most time consuming work in the mission
creation, but are important if you want your wingmen to
show up for the party.
My first shot at this failed because I used the ESCORT FARP
instead of ESCORT PLAYER action to get my computer flown
Kiowas to escort my flight. What happened as a result of my
error, is that these blokes hung around the FARP like a
hawk over a field mouse. The amount of time you invest into
Unit setup will be directly proportional to the complexity
of your mission. Why? Because you're manually setting up
the AI of the battlefield. This makes me respect what the
semi-automatic mission generator is doing for us in a
matter of seconds.
A-10 War Hog and Su-25 Frog Foot on the prowl in
TANKS_ALOT.
The Players mode is used to define the flights available to
human players. The default is that each flight is assigned
its own FARP. But that might not be the best use of FARPs.
You may decide to have all flights assigned to FARP1 on
take off. Then spread the FARPs along your checkpoints to
facilitate what their name implies: forward arming and
refueling points. Doing so, would enable the flights to
rearm and engage without having to crash and die, or spend
lots of time returning to the takeoff checkpoint.
Checkpoints are assigned as well as air tasking orders (ATO
15051 means SEAD, search and destroy mission). Selection is
also made for type of airship desired: Apache, Kiowa or
Blackhawk.
Air Tasking Orders window summarizes allied air
assignments.
Report file windows gives mission success and failure
statistics.
The post flight statistics for you mission is compiled and
made available to you via the Air Tasking Order Report.
Here we get the numbers on things like kills, success and
failure statistics on a per flight basis. A great squadron
or tourney score keeping report that has a print button
feature. The Mission Flight Profile report is a list of the
checkpoints versus the action to be performed and TOT. A
good thing to check before you fly, or to print out as a
knee board crib sheet while flying the mission.
When it comes to add on products, BattleField Communicator
and Missioneer-PLUS get my votes for best simulation add on
products of the year, thus far. These are superior products
that come to us at half the cost of the average flight sim.
This genre rarely gets any respect, but I believe that they
are well worth the investment for the serious simmer.
Paul "BLADES" and myself "AV8R" in formation via TCP/IP,
this is great MP gameplay.
What a product like Missioneer-PLUS does for LongBow2 is
that it makes this King of the Rotors sim even better. I
found it surprising that LB2 did not already have a manual
mission editor when I first went through all the GUIs. This
is the same developer that makes the fully featured editor
for USNF97, ATF, FA; so why was it missing in LB2? For that
matter, why was it also missing in F15-E? I don't have the
official story on that, but I can only imagine that MP
mission editing seems to be a bigger development issue for
3D games than it was for 2D only games. Its probably also
the last item on the development schedule task list.
In any case, let's thank our lucky stars for add on
developers like GTT. Soon to be released will be the
LongBow2 Commander which is even more advanced than is
MissioneerPLUS (an upgrade offering is available to those
that already own MissioneerPLUS) So what's next up GTT, an
editor for Jane's F15-E? We all know F15-E needs an MP
mission editor _real_ bad.
The Missioneer-PLUS has a free 30 day trial period before
you have to register it. In the mean time, feel free to try
my mission and download this starter bonus pack from GTT:
Be fore warned, my TANKS_ALOT mission has A10, Su25, Cobra,
Hinds, and a pair of F16s flying in the vicinity. The idea
is to scramble protect our front line of defense tank
forces, search and destroy all ground and air threats. And
if you're really hot, go up the valley of death and take
out the enemy's HQ.
SEMPER FI, and Enjoy! Send the best missions you create to
: The Editor.