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Philisophically, when's the right time to fail a player in a mission?
Let's say the 'story' leads up to a single engine ILS in solid IMC. You can build vectors, give the player a gentle (copilot reminding) and then a strong advisory (atc gives new vector) as he gets off course... but if the player- particularly one familiar with the airport- goes GPS direct to the runway (thus getting away from all my carefully placed dialog triggers! but also getting under the real world min vectoring altitude), and executes a circling approach from the other direction under the overcast, though he may have cheated himself out of experiencing what you've built, he probably feels he's solved the problem he was presented with (get this airplane on the ground in this weather) and deserves his reward. Or what if he shoots the back course ignoring the vectors (not a real world approach)....
Since the missions are not games in and of themselves, how much leeway are we expected to give the players?
-T
Let's say the 'story' leads up to a single engine ILS in solid IMC. You can build vectors, give the player a gentle (copilot reminding) and then a strong advisory (atc gives new vector) as he gets off course... but if the player- particularly one familiar with the airport- goes GPS direct to the runway (thus getting away from all my carefully placed dialog triggers! but also getting under the real world min vectoring altitude), and executes a circling approach from the other direction under the overcast, though he may have cheated himself out of experiencing what you've built, he probably feels he's solved the problem he was presented with (get this airplane on the ground in this weather) and deserves his reward. Or what if he shoots the back course ignoring the vectors (not a real world approach)....
Since the missions are not games in and of themselves, how much leeway are we expected to give the players?
-T

