You can rotate missions, sure.. The problem is that the server acts as a client not a server to steam (unlike virtually every other steam game). If you don't restart the server and steam every so often, you end up with players that are never able to join the server. If you look at the player list in my sig, every so often you'll find players identified as (null). These are players that somehow failed steam auth. The console server doesn't see these players so they cannot be removed. So until steam and the server is completely shut again and restarted, these individuals that are failing auth will never be able to join.
This is the reason we are not running a mission ending objective scenario atm. There are objectives, but actively using those or "win conditions" to rotate maps will only lead to the (null) situation piling up over time. In a 7 hour window that the mission currently runs on, I've seen up to 9 (nulls) to give you an idea. So just imagine how many people would not be able to join after 48 hours?
As far as one mission, you're right Rich. It would be nice to use more than one, and we are working on that. But if I had the same hours in making one mission half way run in IL2COD, I'd have made 200 for IL246. Something as simple as making an AI plane land and despawn correctly takes hours to do. I'm sure everyone has seen the jumping AI on the airfields before. It's bug city in the dedicated server world atm. Something as simple as commanding a column of trucks to go from point A to point B works flawlessly in when running the mission through the FMB. Stick it on the dedicated server and next thing you know, all the trailers fall off, and those same vehicles get stuck inside a house.
The list of bugs goes on and on. And they're 10x worse when running the -server option. We definitely can't please everyone, but I would highly suggest trying to make a mission yourself (for the dedicated world) before you criticize all the hours others have spent just trying to get one to work properly.
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