Targetware: Scenario Development


Scenario Designer User's Guide


Setting Victory Conditions

The Targetware scenario system allows anyone to create dynamic and complex campaigns by connecting 3 or more scenarios so that as one scenario ends, the next scenario is chosen depending on how successful players on each team were at accomplishing their mission goals. This section will present the basics of scenario victory conditions, and cover the Scenario Designer features designed to simplify the process.

How Does a Scenario End?

A scenario engineer has three possibilities for scenario end conditions:

  • Time Limit Scenarios can be made to last a certain number of minutes, then end automatically. If the time limit is set to 0, the scenario will never time out.
  • Victory Points You can have a scenario end if one team acquires a certain number of victory points. This can be used in combination with a time limit, in which case, the logic is: "Scenario will end when one team earns X number of points, or the scenario times out, whichever happens first."
  • Opposition Eliminated At any time, if only one team has players capable of flying, the opposition will be judged to have been eliminated, and the scenario will end. This is only likely to occur in scenarios featuring life-limited, and/or time-limited air units.

Note that all of these can be combined within one scenario, if desired. At least one must be used or the scenario will never end without direct interaction from the server administrator.

What Happens When a Scenario Ends?

When a scenario ends, the game engine determines which team has acquired the most Victory Points. Points can be acquired by shooting down enemy aircraft, destroying enemy ground/sea targets, or by simply starting out with "the lead", if the scenario engineer gave one or more teams a starting advantage. The next scenario to be played is then identified, based on the victory path settings for the winning team, which are defined on the Team Panel:

Victory Paths

Each team must have at least one victory path defined, but several could be defined to add complexity to the scenario flow. You could use the margin of victory settings to have separate paths for close victories, definitive victories, and lopsided victories. Or even more levels, it's up to you.