Well Padre here's the wierd thing last week we had the same event and it lasted for at least 3 hours. I think it's down to turnout, which is a quite difficult to predict.
If you balance the mission for let's say 40vs40 and you get a turnout of 30vs30 then it's doable but if you get 20vs20 it begins to stretch.
On the other hand if you balance for 20vs20 and you get a turnout of 40vs40 it gets very crowded and turns into more of a brawl.
So this introduces an element of pure luck depending on when the turnout matches the numbers the mission was balanced for.
I would love to get my hands of some sort of after action report with players and a timeline to better analyze these events.
The only two ways I know of to compensate for variable turnout is dynamic objectives (where objectives become available according to a timer and/or number of players online) and good interhuman communication.
1. Dynamic objectives. I'm pretty sure there are technical limitations here but this is what I've seen done on other multiplayer games and I'm sure you guys have encountered them aswell.
2. Good interhuman communication. I've experienced this mostly in FPS games. We need an MC. The briefing that gets released before the event has two or more sets of objectives according to server population. Starting from the maximum turnout with the highest number of objectives you "fall back" to lower numbers when population is low. The MC determines the objective tier according to time and/or population and announces it in ALL CHAT.
On the other hand I think I got my first air kill against a human in an online flight simulator

so my opinion is most likey not the best informed.
Thank you for organizing these events guys I look forward to each and every one!!!

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