As creator of Fred Zone and avid creator/tester/debugger ive come across many hints and tips that are helpful but not always known to all.
What do i look for in a mission?
Well, thats a hard question to answer really.
Most times i look for fun factor, Lag problems, choppiness, fairness, and originality.
I do not like mission made from another mission, or someone using templates of other missions.
Simplicity is sometimes the best course. There are thousands of different missions possible in FS2, but i mainly recieve the kill this, or protect that type deals.
Just i see more potential, i want creativity.
So when you make a mission, what should you do?
Make a story outline before creating your mission. Try to picture yourself in this grande universe, and pose every possible question.
Put yourself in the roles of the commanders of each vessel. Every detail counts.
A ship that is sitting protecting a node, and is at 25% is not likely to sit there and protect the node any longer.
The commander will move away, and possibly jump. If his nav is out he cant jump, so evasive maneivers are required. Engines are out, they will repair them atleast enough to maneuver.
Those kind of little details is what makes a mission come to life.
They are all things anyone can muster up, but most times rushing the mission out is more important then testing, retesting, and so on.
So when you make a mission, put your life on those ships, make them alive.
Dont send Alpha on a kill this or that mission, that looks impossible.
Command is not stupid, they dont send people on suicide missions. They always leave a chance for survival. So should you.
Be one with the mission i say, kinda deep in a way, but when it comes to creativity, and designing every tiny little aspect matters.
In Vega's War, i made sure
of details were present. And to this day i still tweak it.
The hecate Destroyer will leave when two engines are dead, no matter which two, any two it dont matter. But thats not the only time, when the orion that jumps in defecting to the NTF jumps out succesfully or is destroyed the Hecate will leave then too.
I made it as real as possible.
Creating missions is
like creating a book, it has to make sense in every aspect.
Bosch wont send the Iceni into a situation that is likely to fail, he would send his minions first.
The GTVA wont send Alpha and beta only to take out a destroyer and a cruiser.
It will send a cruiser with them, and maybe more. It is war, and in war the numbers usually make the difference.
Unless its a SOC mission, then its different, but it has to look sneaky. You have the element of surprise.
I amy be rambling but i hope my message is heard, i am not preaching nor am i saying that no one is doing anything right.
I have recieved a great many Great mission worthy of praise. Many designers in this community deserve more credit then they recieve.
This message is here to inspire, or teach a newbie.
This is the greatest Space sim around, and has a great editor anyone can learn.
Now get off the editor, and make a mission, a story so enticing so enthralling, and realistic that it blows your socks off everytime you play it.
Creator of the Fred Zone
Vice Admiral of TCA