This thread is more for me to spit ball ideas at the wall regarding automating the Faction Clash gamemode (the Human vs Human event).
Where We Stand
Despite many changes, Faction Clash requires a lot of admin setup to run properly, this includes…
Manual Interventions
- Manually setting UPP role slots at the start of the game, and increasing slots to ensure the UPP don’t get far more spawns than USCM spawns.
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- Somehow monitor how many USCM late spawns there are so you can compensate the UPP with more spawn slots.
- Communications must be manually turned on. For the planet, this is set by simply spawning a tower, but for any custom OpFor ship, you need to manually go into the MC and edit it so you can get ship comms on.
- Manually spawn in a series of OpFor assets, including a ship map, landing zone, dropship.
- Send manual ARES/OpFor AI announcements giving both factions their lore briefing as to what they are doing (Akin to the ARES game start announcement).
- Manually time how long you will give both sides to prepare to deploy and lock/unlock dropships as required.
- Manually enforce any ceasefire times if required
- Deploy Foxtrot reinforcements for the UPP if the USCM buy one.
- Send req supplies to UPP due to no automated cargo system
- Monitor the round to determine when the game end conditions are met (either 1 faction secures the other’s landing zone, or a ceasefire/draw is announced when a certain time frame is met).
Basically, there’s a lot to do even if we’ve made great strides in cutting down a lot of the automation.
How To Proceed
I feel the best way to automate this kind of game mode, to reach a point where it requires no admin intervention. Would be to affect …
Firstly, and obviously, the game needs to be able to spawn in the OpFor/UPP ship map, dropships and OpFor landing zones automatically.
The game needs to auto balance the amount of spawns available to the USCM and UPP. We can’t have a situation where one side has twenty more combat roles than the other.
Dropship deployment times need to be synced so both the UPP and USCM dropships can deploy at the same time with an automated announcement indicating this, further…
The game should spawn some kind of Fog (or whatever lore wise) separating the USCM and UPP forces for around ten minutes when the first ship lands, this would be to give both sides time to set up their FOBs and prepare for battle. The alternative here, would be to not spawn fog but mechanically disable the ability for both factions to fire their weapons/lase coordinates during the cease fire time.
The game will then need triggers to end the round. I believe there should be two main conditions when a round will end automatically.
- A faction loses their landing zone and/or all members of a faction on the planet are dead, lying on the floor or handcuffed.
- Once the round reaches a pre-set time (I’d argue around 2 to 2.5 hours) an automatic ceasefire will be declared and the round ends in a draw.
I feel if the above is achieved, you’d have a game mode that would not require staff to be online to operate it. To the point you could even allow players to vote for it as a rare/uncommon event without needing staff to trigger the vote.
These are just my rantings on how this can be achieved, I’d consider all of this a pipe dream. But I am interested in people’s thoughts.