Arma 3: Time Trials
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This guide will describe how to design and implement a custom Time Trial Challenge as available in the vanilla game.
- Arma 3 Firing Drills (very similar setup and approach)
- Time Trial (TT) - a simple vehicle race against the clock
- Competitor - the actor running the trial
- Marshal - the actor observing the trial and providing feedback / guidance
- Checkpoint (CP) - a navigation point within a course which a competitor must follow in a fixed sequence (1 CPs may be skipped for a time penalty)
- The first CP is the start.
- The last CP is the finish.
- Time - the time from the start it takes to complete a trial (raw)
- Time penalties are added to arrive at the final time.
- The fastest / lowest time is the best and wins.
- There are bronze, silver and gold medal times to beat.
- There may be one special time to beat (faster than gold).
- Balancing a trial can be quite hard, since there is a broad range of skills in the playerbase.
- You should set appropriate medal times.
- It's recommended to start harder / more difficult, rather than too easy. It's better to nerf later than to go the other way (since you cannot easily undo recorded times).
- Start by simply playtesting the trial a lot and determining your own best medal times (or invite other playtesters and record their runs / times - video recordings can also be helpful for spotting issues).
- Real balancing typically starts towards the end of development, because even slight changes can affect times a lot, let alone adding / removing CPs.
- Vanilla trials apply the following abstract goals per medal:
- Bronze: achievable by doing a clean race (perhaps 1 small collision) but not taking many risks. For a typical user it should take 1-3 attempts.
- Silver: achievable by doing a clean race and taking some risks (using maximum acceleration and cutting some corners). Might take 2-5 attempts for example.
- Gold: meant to be hard. This needs to be a perfectly clean race, at full speed and taking risks. It may take more than 5 attempts.
- Special: designed to be extremely hard. Some may never beat this.