Originally posted by Goober5000
The player expects us to provide him with a mission that is appropriate for his skill level, whether it's basic or expert. In return, we expect that the player will not abuse the recommendations system.
If you were making a mission where Delta wing turn traitor would you leave them all with player orders and trust the player not to abuse the system and allow him to make them jump out before they turned bad?
Part of good mission design lies in fixing those security holes based on the assumption that the player WILL try to cheat. We all know that FS2 players are sneaky b******s
Originally posted by Goober5000
Removing the AWOL debriefing is not the big production that everyone seems to be making it out to be. Just imagine the rest of the mission continues on as if the player were no longer present.
Most mission debriefings are divided up such that each debriefing stage corresponds to a major mission event. All you have to do is print success debriefings up until the point where the player jumped out, and failure debriefings afterwards. In most cases this is no different from a player flat-out failing the mission at that particular point and being told to RTB legitimately.
I've got some really big problems with that approach though.
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- I can no longer count on the fact that the player was even present for any of these events in the debriefing. So the language I have to use for the debriefing is further limited (and it was already somewhat limited by the need to stay consistant with other parts of the debriefing). I can't say that the player tried but failed to cover a ship. I can't say that the player needed to do a better job taking down enemy bombers. I can't do any of those things because it's not consistant with the fact that the player hadn't even been present for 10 minutes before that event occured.
Furthermore I have to change my failure debriefs to take into account the fact that the player may not have seen the events that caused them. I can't simply refer to a shivan cruiser that lept in halfway through the mission because of the danger of causing a big
non sequitur. Now I have to be sure that my failure debriefings make sense even if the player never saw that ship.
The more senarios a debriefing has to cover the more vague it has to get. This means that it has less impact than it would otherwise. A FREDder like me would probably get sick of the whole thing and end up having to make twice as many failure debriefs based on whether the player was AWOL or not. So I would end up doing a lot more work under this system.
- My real annoyance however is that the player is now presented with events that occured after he left the mission. I mentioned this being something I hated above but I don't think you've got the significance.
Suppose I have a mission where the player has to defend a cruiser in the first half and then has to take down a corvette that turns rogue in the second half. Following your suggestion the player can leap out early and get help with the first half of the mission but the debriefing is going to blabber to him about how the corvette went rogue, completely spoiling the surprise. Hell if you've got voice synth turned on even alt-tabbing out won't stop it spoilering you.

The rule I live by when I'm making AWOL debriefs is that the player should not have access to any events that occur after he jumps out unless they are a simple extrapolation of what was occuring at the time the player left.
If the player is sent on a boring patrol and leaps out before the enemy jumps in he'll get an AWOL debriefing complaining about how he's not supposed to wander off sightseeing. If the enemy has appeared he'll get shouted at for fleeing when hostiles were present without orders.
- Even if you avoid the above situations by extrapolating good outcomes when they're likely and hiding plot twists you can end up with a debrief where the player has apparently won the battle and yet is unable to continue the campaign.
After all if the player jumps out when there are just 3-4 Mara's attacking 3 Leviathans then you can be fairly sure the player has won. Of course 10 seconds later a Lilith was meant to jump in and wipe out half the fleet but seeing as how you're hiding this plot twist from the player the fleet won. So why can't I go to the next mission?
Basically I'm getting an invisible AWOL debrief. I'm not being allowed to proceed to the next mission because I jumped out before the mission was complete but now I don't even see the AWOL message even though I'm forced to replay the mission because of it.
- Sometimes there isn't even a failure debrief you could use. Lets say that you have a mission where the player has been fighting against a Demon class and once other objectives are taken care of and the player is only facing the demon and a few fighters the Colossus is meant to leap in and deal the death blow. What debrief do you use if the player jumps out then? There isn't a simple failure debrief for the player getting to the end of the mission and seeing the colossus blown up because the designer knew that after the Colossus arrived the mission would end successfully or the player would get killed by the enemy before the Demon was destroyed. So now what do you do?
An AWOL debrief is harsh but at least consistant. Without it though you're stuck. If the Colossus wins we're back to an invisble AWOL debrief or letting the player advance without having to fight however many wings of fighters were meant to come out of that Demon. If you want a failure you need to Deus Ex Machina up an enemy fleet to take down the colossus or force it to retreat. If this was a mission about hunting down a lone shivan destroyer it's pretty much obvious to the player that he was railroaded into playing the mission again.
- If we start saying that the player can jump out at 3% hull why can't his wingmen? Why can't capships? The PC might be valuable but he's nowhere near as valuable as a Hecate class destroyer to the GTVA. Why would they have that fight to the death but let the player escape? Either we say that everyone fights to the death silly though it may be or we start writing missions where no one does. Making a special exception for the PC just seems rather arbitrary to me.
AWOL debriefings exist to prevent a multitude of other problems I describe above creeping in. They're a little heavy handed admittedly but they prevent the player ending up with inconsistant or plain downright unbelievable debriefings like the one I described above. They're there because we have a computer deciding upon the outcome of the players actions rather than a human GM who can make allowances for what probably would have happened after the player jumped out.
It's not perfect but it's a lot easier than adding another possible way for a player to screw up your perfectly planned mission.
Originally posted by Black Wolf
I gotta disagree with you there Kara. While you're right that any ship being pummelled ought to be complaining about it in mission, I personally think that allowing the player to use the debrief to hone his strategies actually makes a better mission, if a somewhat less immersive one.
Consider escorting a convoy with a cruiser escort. Your first idea is to just go in, trying to kill all the bombers at random as they appear. But this doesn't work because you're tryiung to fly all over the play area defending every ship. Too many ships die, you go back to the debrief, read it and you get told to concentrate on the freighters.
So, you try again, concentrating on the freighters this time. You succeed in eliminating the first wave of bombers, then a second wave comes in. You concentrate on the freighters, but the cruiser gets wiped because it's taking on Sekhmets while the freighters are taking on Bakhas. Return to base, debrief suggests you defend the cruiser after the first wave.
Eventually, maybe after three tries, you figure out the ideal strategy and make it through the mission. It's a challenge, but not fiendishly complex, and it means that players skilled enough to to be able to prioritize threats properly can be rewarded by getting a through complex mission in one go (or they can pump up the difficulty level).
Admittedly, it's not a process applicable to all missions, but personally I don't think that simply disregarding the debrief as a relevant source of mission information is any better.
I'm not suggesting that recomendations are disregarded. Nor am I suggesting that every mission should be completable first time. My problem with them is that too many are little more than a walkthrough for the mission and are included because vital information wasn't included in the mission. Recomendations should just give you some hints on how to proceed. They shouldn't be used as a crutch because the designer couldn't be bothered to include extra messages detailing threats. In the example you gave a few messages detailing what types of enemy bombers were leaping in should be enough to give the player a clue.
Sehkmet bombers leaping in. Looks like they're heading for the cruiser
After hearing that a few times the player should realise that they are the larger threat. The recomendation shouldn't be telling you when to protect the cruiser. All it should say is that the Sehkmet's are more powerful bombers and it might be an idea if the player prioritized them.
It's a subtle difference between that and telling the player to protect the cruiser but it's an important one. Too many recommendations lead the player around by a ring in his nose trying to get the player to complete the mission exactly how the mission designer pictured it. Your recommendation is not only telling the player what he should be doing it but when he should be doing it too. Mine warns the player what the main danger in the mission is but lets him decide what to do about it.
The other use for recommendations is the one I hinted at earlier and StratComm stated more openly. To point the player at things he may have missed. If the player has completed the mission but lost several frieghters then it's more forgivable to give details on how to protect them better for next time.
Originally posted by TrashMan
As for hte information - the playr wasn't the only one involved and it stand to reason that the debfied that happens 10 minutes after you jumped sumarizes the whole battle, even if you werent' there for the end.
While that works in some cases I hope you can see from my example some reasons why it's not always a good idea. You could seriously screw up missions like FS2's The Great Hunt by letting the player know what's coming without them having seen it.