Rocketman

Why I do what I do I love to create missions designed around storytelling and immersion, not just raw action. That means missions with a variety of action and pacing. Supporting elements that are for visual flair, but also to bring more depth into a mission. That's possible to a certain extent in single missions, but my real hope is to make campaigns for various airframes. In fact, I have a couple I've been working on in the background. These missions take time to create, but a lot of time to test the various elements. Sometimes they work, sometimes they don't. For my analytical work, I only do things that are useful and have not been done by other content creators. Chucks' Guide has aircraft systems covered. Several people do Youtube tutorials as well. So I focus on things I need, which in the past has been briefing material to be used in mission planning or briefing. Whether that is threat-based or aircraft system-based, primarily things to help others experience in mission creation or gameplay. I have other "papers" I'd like to do but need time to do research, testing, and production. Why you should support me I think I bring unique, grounded experiences to my DCS missions, that challenge the players. My standard takes a lot of work though, both in design and in testing. I spend an average of 10-15 hours making a single mission from scratch, not including testing every element that I can to ensure that things function correctly, that the missions are balanced, and that things are fun! There is more I can do to my missions though, but that I require more support for. The biggest is to have actual voice actors reading messages as part of the mission. Nothing brings me out of an experience than an awkward voice acting segment or having to read off a radio message. I would like to explore having an actual voice actor to do those voice segments, but even beyond that doing them in a pre-mission briefing that is included as part of the mission package. From a production side having dedicated testers will take a lot of the workload off of my process and allow more time for creation and design. It also will help prevent unrealistic challenge curves, which is hard to judge when you know everything that is going to happen in a mission. What I hope to do Long-term goals for my single-player content are to contribute them to ED to expand the single-player content, especially for modules that are lacking single missions and campaigns. Depending on community interest, I may even try to release a DLC campaign. I already have three campaigns I have been working on but have had to put on back burner for now. Beyond that I'd love to put together a large-scale persistent server mission. That would require a significant learning phase on my part, building a server machine, and then the actual mission creation. So that would be a long-term objective that would require additional people to help support that server.

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