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userguides:sessionhosting [2018/01/15 23:09]
snippers
userguides:sessionhosting [2020/01/26 12:31]
toiton [Choosing Missions]
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  \\ As the session host it can help to choose a suitable list of missions to play ahead of the session.  \\ As the session host it can help to choose a suitable list of missions to play ahead of the session.
  
-The first thing you will need to do is estimate how many players might be in attendance, this can be a large range but is typically in the range of 20-40. Then you can head to the [[http://1tac.tk/repo]mission|mission database]], here you can sort the missions by last upload by clicking on the '​modified'​ column header. You can sort this table by clicking on any of the column headers including the '​blank'​ ones to see what missions are '​approved'​. The minimum and maximum slots will be displayed on the list.+The first thing you will need to do is estimate how many players might be in attendance, this can be a large range but is typically in the range of 20-40. Then you can head to the [[https://mission-db.1tac.tk]mission|mission database]], here you can sort the missions by last upload by clicking on the '​modified'​ column header. You can sort this table by clicking on any of the column headers including the '​blank'​ ones to see what missions are '​approved'​. The minimum and maximum slots will be displayed on the list.
  
 Typically it is wise to prepare by having 3-4 coops and 2-3 TvTs in your pool. Once you have selected these, you should think of what order to play them in. Typically a short coop is best served first to get people focused and refreshed. The second mission is usually the best opportunity to be the main meat of the evening with the the longest/​best/​most demanding coop placed here. After this coop a TvT should be played. You may want to consider putting missions next to each other that offer diversity (such as using different islands/​armies) to help break things up a bit. A handy pattern is something like: Typically it is wise to prepare by having 3-4 coops and 2-3 TvTs in your pool. Once you have selected these, you should think of what order to play them in. Typically a short coop is best served first to get people focused and refreshed. The second mission is usually the best opportunity to be the main meat of the evening with the the longest/​best/​most demanding coop placed here. After this coop a TvT should be played. You may want to consider putting missions next to each other that offer diversity (such as using different islands/​armies) to help break things up a bit. A handy pattern is something like:
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 __Respawn__ \\ Respawning players is something we have explored several times. If done incorrectly respawning players can be a major hindrance so do it with caution and consideration. I believe respawning players falls into two categories: __Respawn__ \\ Respawning players is something we have explored several times. If done incorrectly respawning players can be a major hindrance so do it with caution and consideration. I believe respawning players falls into two categories:
  
-==== \\ Spawning late people ====+==== Spawning late people ====
  
  \\ It does happen fairly frequently that a player may join during the briefing or the first few minutes of the game. For their enjoyment it is pretty easy to spawn them in. First you should consider if the current mission can support the extra player (if there are transport seat constraints this may be a problem). Then you need to place the respawns. Attaching people to pre-existing fireteams/​units can be quite convenient, typically spawning late people as an AAR will not disrupt the game. You need to ensure that spawned players are respawned close to their leader, and that they know who they are attaching themselves to. I usually use steam/​teamspeak chat to coordinate this. It might be unwise to spawn a lot of people at the start.  \\ It does happen fairly frequently that a player may join during the briefing or the first few minutes of the game. For their enjoyment it is pretty easy to spawn them in. First you should consider if the current mission can support the extra player (if there are transport seat constraints this may be a problem). Then you need to place the respawns. Attaching people to pre-existing fireteams/​units can be quite convenient, typically spawning late people as an AAR will not disrupt the game. You need to ensure that spawned players are respawned close to their leader, and that they know who they are attaching themselves to. I usually use steam/​teamspeak chat to coordinate this. It might be unwise to spawn a lot of people at the start.
  • userguides/sessionhosting.txt
  • Last modified: 2022/02/08 06:16
  • by toiton