Some of you seem to want to impose a hard player limit, beyond which the mission has to be ended because of lack of space for JIPs. This is, in my opinion, the wrong approach to the subject. Instead I suggest having the admin do his job and switch the mission when he deems it viable.
With around 30-40 players staying on the server after the seeder is called, you actually have some choice in missions, and you decided to end the seeder because of boredom with it rather than necessity set by a hard number. I also believe the goal of this discussion is to make this a mission one interested in tactical gameplay wants to play, not run away from it at first opportunity (by wanting to play a "real" mission).
The problem I've noticed with current Patrol Ops is that it sometimes inadequately scales the numbers of enemy spawning in. Let alone the parameters, some of which I deem unnecessary, setting the task difficulty and numbers of patrols at the highest value by default, often not looked at by the admin.
You cannot honestly expect 1 or 2 guys to hope to acomplish a task with their standard loadout. When presented with a few armoured vehicles and 20 infantry one needs to carry all the force multipliers available, be it long range AT or marksman rifles. The problem lies not with allowing such weapons, but in properly scaling the odds, which can be a difficult task even in a static CO 28.
Back in A2 I preferred Patrol Ops to Domination as a seeder mostly because such mechanisms balancing the numbers of enemy depending on players were actually present in the task code. We just have to refine that code, which is no simple task to do properly.
Exactly, totally agree here!
As I mentioned earlier, the mission we are discussing here is supposed to be different than Patrol Ops. Try not to look at it as a tool or instrument to seed the server for your so-called 'real-missions'.
As Delta put it, this is not supposed to be a mission to "run away from" as soon as possible. It is supposed to offer realistic and diverse types of tasks that are scaled to the current number of players and the slots/assets available at the start of the task.
We have seen in the past that Patrol Ops and Domination are not good seeders as they encourage players to the wrong style of play, and when called it gets people angry and quitting, leaving the server in a state where the only choice of mission is another seeder again. It has been mentioned before that we need more players to actually jump into a (more or less) platoon-sized mission, so why 'force-end' a so-called 'seeder'-mission before those numbers are reached? Most missions played after a seeder is called are always the same missions because players leave and we are stuck with a low player-count again... even the seeder itself would provide more diversity than those exactly same short missions played over and over again.