tutorial missions for initial gamecount and rating

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tutorial missions for initial gamecount and rating

Postby Myxir » 19 Sep 2015, 13:17

there are many problems for new players to find and play games, because they have <10. and this itself is the reason why it stays that way.

my idea is, that some (to be made) tutorial missions provide a proper introduction to FAF's FA patch, tell the new players about some useful basics, and upon completion count as a played game and slightly decrease the rating deviation so that they don't stay at 0 rating.
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Re: tutorial missions for initial gamecount and rating

Postby Blodir » 19 Sep 2015, 14:11

Indeed, I think we really need to start planning on this instead of just suggesting it happen.

I can do the mapping, speed2 will likely be willing to do some scripting etc. create a list of contributors for the actual map. But more importantly we need to start working on some concrete tutorial design that we can then easily alter. I'm not very good at tutorials (I feel like I've a pretty strange way of learning), so I would prefer someone else laid the groundwork, but I will think about it nonetheless
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Re: tutorial missions for initial gamecount and rating

Postby speed2 » 19 Sep 2015, 14:15

My first would be HQ factory tutorial, something really simple explaining what that shit does. Something upgrade factory to HQ, meanwhile Gyle explaining some stuff, then it shows you that you have support factory available. Something kills your HQ, you dont have tech anymore, need to rebuild. gg easy

And for many tutorials we dont even need neew maps. We can use current ones, there many maps to use.
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Re: tutorial missions for initial gamecount and rating

Postby Mad`Mozart » 19 Sep 2015, 14:38

Hmm i think i can help with 1v1 tutorial scenarios. I've already got some teaching experience and can work out some simple concepts like introduction to eco, how its better to manage it, map control and expansion, untis, teching etc. Just need to know the capabilities, which objectives are possible to make and which are not (i suppose it will be in the form of missions?). Also would be cool to grab Gyle for badass voiceovers 8-)
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Re: tutorial missions for initial gamecount and rating

Postby speed2 » 19 Sep 2015, 14:49

Mad`Mozart wrote:Hmm i think i can help with 1v1 tutorial scenarios. I've already got some teaching experience and can work out some simple concepts like introduction to eco, how its better to manage it, map control and expansion, untis, teching etc. Just need to know the capabilities, which objectives are possible to make and which are not (i suppose it will be in the form of missions?). Also would be cool to grab Gyle for badass voiceovers 8-)

Gyle's in else his dog... I mean he will gladly help out :)
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Re: tutorial missions for initial gamecount and rating

Postby Blodir » 19 Sep 2015, 14:59

Well I think first of all we should have a skip-able tutorial that shows the very basic game mechanics.

Also I think it would be cool if the tutorial missions could be speedrun in a competitive manner, so the player would feel like performing well even on a tutorial matters. At least that's something I know I would like if I was a beginner, probably not the case for everyone but it can hardly hurt anyone.

Also tutorials should be relatively short. Definitely not over 30 minutes long

First tutorial mission
- Unit selection, basic movement
- Queueing orders + removing queued orders
- Resources & buildpower
- Limited to t1 (but an advanced player should be able to use stuff like transports effectively if they actually already know the basics but just want to speedrun it)
Second tutorial mission
- Advanced movement (patrol, attack move etc.)
- Reclaim
- Introduce hotkeys
- Allow t2
Third tutorial mission
- Allow all units
- Experimentals
- Try to familiarize the player with all the units (including their costs, we don't want new players dying because they thought they could build a t3 arty with t2 mexes)
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Re: tutorial missions for initial gamecount and rating

Postby wasdf » 19 Sep 2015, 15:24

May I suggest also in one of the tutorials a bit explaining on micro and why it works (because units lead their shots)? I learned how important micro was in mission 2 of FA campaign, having to fight a Sh*tload of fervors is only possible with dodging. Also +1 for having Gyle as a voice in the tutorials.
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Re: tutorial missions for initial gamecount and rating

Postby Exotic_Retard » 19 Sep 2015, 15:41

viewtopic.php?f=2&t=7250&hilit=challenge

lets also not forget these

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or my awesome paint skills : x
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Re: tutorial missions for initial gamecount and rating

Postby speed2 » 19 Sep 2015, 15:43

ajkayforty7 wrote:May I suggest also in one of the tutorials a bit explaining on micro and why it works (because units lead their shots)? I learned how important micro was in mission 2 of FA campaign, having to fight a Sh*tload of fervors is only possible with dodging. Also +1 for having Gyle as a voice in the tutorials.

I guess some example when AI dodges some shots, Im not sure if script will be able to change command that fast to show some dodging action, we'll see
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if you think FA mission taught you to dodge with ACU you havent played my mission yet :D
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Re: tutorial missions for initial gamecount and rating

Postby Mad`Mozart » 19 Sep 2015, 15:45

Hm ok then. Here's the idea.



Basic tutorial (literally first thing a completely new player should run into). Explaining game mechanics and how it works.

The map is Canis River (official 5km). When player spawn there's only small area of map available, starting base and hydro. Nice GyleVoice greets the player with something like this: "Good afternoon, commander. My name is Gyle and i will be guiding you through this basic Supcom FA tutorial. Here you will learn about game mechanics and economy, and acquire basic skills to start playing online. Blabla-bla."

Once done with introduction, first objective is set to build a land factory and 2 pgen 2 mex to support it and order an engie (build options should probably be restricted to only these). After that, maybe some talk about engineer role in the game and second objective to grab all initial mexes and build 4 more pgnes using engie and com plus a word about hydro, what is it and why, and an objective to build it and grab the last remaining mex. Last objective in this chain will be introduction to unit assist and an offer to build next factory using multiple engies.

Then map expands to the corner 2 mex expansion which is guarded by enemy units and player gets the access to tanks. Simple here, build some tanks to kill enemy tanks and grab the mexes. When this is done, map expands once more to ~2/3 of it when the edge 2 mex expansions are available. Same goal to anchor down experience but a little bit more challenging. Also now t1 radar and arty available. Introduction to intel and how it works, build a radar to see whats there on the map. one expansion guarded by a number of tanks (and maybe a fac?), other one got pds. This is where its said that its important to protect your expansions and how to deal with pds.

Last stage is when all map is revealed and the goal is to kill enemy base.



So here's a rough scenario for first tutorial. Got couple more in mind for advanced stuff and getting ready to play ladder (maybe 2-3 different ladder maps to learn).
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