Objectives
It's important to set a least one objective for the player, if you want your mission to hold their attention. They can vary hugely, from protecting a single ground platoon, to ridding the entire map of enemies, but try to make them attainable. Hard is good, impossible puts people off.
There are three different types of objectives that can be written into a Gunship mission. Mission Objectives and Casualty Percentages are both set in the mission header and individual Platoon Objectives can be added to the platoon commands. A fourth 'default' objective is automatically included in every mission: Survive.
Mission Objectives
Mission objectives refer to terrain features and map co-ordinates and are about taking or holding ground. These objectives are optional, but any mission using Logic commands will benefit when they are included. Logic commands still will work if objectives are left out, but lacking an overall goal, some actions will appear random. Each side can have a maximum of three fixed objectives, written into the mission header, which can be separate or multiples of the same type. Mission objectives can be Offensive, Defensive or both.
FORWARD LINE
OFFENSIVE: The objective is to cross the line with friendly ground forces. The colour and command are followed by two sets of X Y co-ordinates which define the position of the line. The last two digits give the ID name which must be one of the following:
01 Charlie 02 Delta 03 Echo 04 Foxtrot 05 Golf 06 Hotel
The result, 'Failure or Success' will be shown in the debrief at the end of the mission.
REAR LINE
07 Charlie 08 Delta 09 Echo 10 Foxtrot 11 Golf 12 Hotel
The result 'Failure or Success' will be shown in the debrief at the end of the mission.
SECTOR
DEFENSIVE: The object is to hold the sector and keep it free of enemy ground forces. The colour and command are followed by two sets of X Y co-ordinates which define the corners of a rectangle. The last two digits are always 13 and the result 'Failure or Success' will be shown in the debrief at the end of the mission.
AREA
18 Anvil 19 Shield 20 Hammer 21 Crossbow
The result, 'Failure or Success' will be shown in the debrief at the end of the mission.
Casualties
The casualty lines written into the mission header set the maximum acceptable losses for the friendly forces and the minimum casualties which must be inflicted on the enemy.
BLUE_FRIENDLIES: 00 If the friendly % is exceeded, then the casualties are too high and the mission is lost. BLUE_ENEMIES: 00 If the enemy % losses are not inflicted, then the mission fails.Obviously, BLUE_FRIENDLIES and RED_ENEMIES are one and the same thing. I can't explain why most of the Gunship campaign missions repeat them and carry three or four casualty lines.
Platoon Objectives
This does not mean that you can set objectives for individual platoons, rather that you can make a platoon become a mission objective. You can nominate an enemy platoon (or platoons) as a target and the success of the mission then depends upon their destruction. Conversely, you can build the mission around the protection of a friendly unit. When Platoon Objectives are used, then the results (success or fail) will be shown in the debrief screen at the end of the mission and the mission will be won or lost accordingly. This is a quick and easy way to give your mission a purpose.
If you insert this line into the Platoon Header of a Red Platoon, you will identify the platoon as an objective for the Blue player. All vehicles in the target platoon must be destroyed. The command must be followed by the correct number for the target type from the chart below. ie if you insert this line into the header of an Armoured unit, you must use 25 or 33. Multiple platoons may be nominated in this way, providing they are all of the same 'type' (Armoured, Logistics etc). This is still treated as a single objective and all the nominated platoons must then be destroyed for the objective to be achieved.
BLUE_TARGET2: XX
If you need to designate a second platoon 'type', you must use the TARGET2 command. This then becomes an additional objective.
If this line is inserted into a Blue Platoon Header, then the survival of that Platoon becomes an objective for the Blue player. The loss of a single vehicle from this platoon will result in mission failure. The command must be followed by the callsign number from the chart below. This is not the same callsign number that is used in the Platoon Header. ie if the unit callsign is Eagle (17) then the number used in the PROTECT line should be 41.
BLUE_PROTECT2: XX
This is a variation of the PROTECT command, that allows the protected platoon to lose 1 vehicle without penalty. This is probably more useful than the original command, as any platoon within line of sight of the enemy can easily become embroiled in the dynamics of the game. Guaranteeing the survival of the entire platoon is something of a lottery.
|
TARGET: xx |
PROTECT: xx |
|||||
| 22 30 | Regimental HQ | 38 | Flail | 46 | Goalie | |
| 23 31 | Divisional HQ | 39 | Falcon | 47 | Iron | |
| 24 32 | Corps Mobile HQ | 40 | Stone | 48 | Raider | |
| 25 33 | Armoured units | 41 | Eagle | 49 | Sandy | |
| 26 34 | SAM Batteries | 42 | Raven | 50 | Thumper | |
| 27 35 | Logistic units | 43 | Bear | 51 | Maul | |
| 28 36 | Helicopter & Support units | 44 | Hawk | 52 | Sledge | |
| 29 37 | Artillery Batteries | 45 | Forward | |||
A mission can be built with a single objective or with many. Mission objectives require movement from the attacking side and the necessary ground forces must be included in the mission together with orders to take them to those co-ordinates. Although you can 'hold' an objective with Helos, you can't 'secure' one without ground platoons.
Casualty rates should be realistic and reflect the job you're asking them to do. If you're launching a frontal attack against strong defences, don't expect them to escape with chipped paintwork. Casualties can be brutally heavy. Also bear in mind that the casualty percentage relates to vehicles rather than platoons, so loosing one Helo from a team of three would loose you the mission if the friendly figure is only 30% .
Platoon objectives can be fun to use and whole missions can be built around 'truck hunting' in woods, but try to use the Protect command sparingly. Don't apply the command to a lead tank platoon and then launch an attack; that would be foolish. The protect command should be reserved for platoons towards the rear, such as HQ, supply or artillery. A common use for these in the Gunship campaigns, is to pair them up. Blue protect HQ and Red target HQ provides you with a ready made mission.
The idea is to mix and match, but try not to overload the mission with too many different objectives. A couple of overall terrain objectives, a low casualty percentage and enemy platoons nominated as targets would keep you very busy. Throw in a convoy that needs protection and you've got lots of different ways to loose.
It would have been nice if Microprose had interfaced the objectives with the briefing screens, allowing objective lines and areas to be displayed on the maps automatically. Sadly, because the briefing screens appear first, before the mission text actually loads, you have to apply the graphics to the briefing maps manually. See the Briefing section for details.