- Broken missions. The quality control aspect for mission creation/validation needs to be needs to adhere to a standardized process that prevents unplayable missions from being loaded on event day.
You will probably struggle to get missions of this size to be consistently good quality. As you can't stress test to any meaningful degree, whether or not the server can take it is mainly based on judgement and speculation. A common phrase being "it should be fine."
It might be better in future if Events were more limited in playercount, but more interesting in scope.
"Tree Style" Campaign - Run over several sessions, a company is filled with 3 platoons & support elements. The company then plays through several objectives, but only one or two platoons at a time. For example, on the first session, 1st Platoon could launch an assault on a village. The next mission to be played would then depend on whether or not the first mission was a success or a failure, and could be 2nd Platoon assaulting the next village or defending against an enemy counter attack. The campaign would then stay dynamic, and if platoons were split by time zone then the event could be run with several missions in one day, for example, 1st Platoon being EU play first at 1900Z, then 2nd Platoon being East Coast USA could play at 1900ET (000Z), then 3rd Platoon being pacific and playing at 1900PST (0300Z). So on the Saturday you have the first round and the Sunday the second round, in total 6 missions being played with a consistent narrative that develops depending on how the players do.
Mission 1: Break The Line
1st Platoon assaults a section of the enemy frontline in order to establish a breach to allow the rest of the company to advance. In the event, the platoon is successful.
Mission 2: Exploiting The Breach
2nd Platoon now exploits the breach that 1st Platoon has created, attacking a suspected enemy command post in the enemy's rear area. In the event, the platoon is unsuccessful.
Mission 3: Stemming the tide
With 2nd Platoon now cut off behind the enemy's lines, 3rd Platoon mounts a hasty defence in order to prevent the entire company from being surrounded. In the event, the platoon is successful.
Mission 4: Spoiling Attack
In an effort to save 2nd Platoon, 1st Platoon assaults an enemy staging area to prevent an attack on the cut off platoon. In the event, the platoon is successful.
Mission 5: Breakout
2nd Platoon, low on ammunition, breakthrough the encircling enemy to rejoin the company. In the event, the platoon is unsuccessful.
Mission 6: Backs to the wall.
As the enemy attack to push the company back out of their lines, 3rd Platoon defend a village from the main enemy counter attack. In the event, the platoon is successful.
Cut-off, surrounded and running low on supplies, 2nd Platoon is forced to surrender to the enemy. The company is relieved in place, and the offensive continues, but the company is withdrawn from the line to receive sorely needed reinforcements.
Missions could be set up in Zeus to avoid having to have 60 premade missions.