TMcArthur
Jun 21 2009, 15:04
Don't get me wrong guys, I have no real complaints about ArmA2 or Warfare, but I am hoping to spark the interest of an experienced mod/mission maker. While I have played BIS games since OFP, I am no mission creator... Im just a rifleman in the spectrum of mission creation.
So, the things rolling around in my head are: (just play along with me here)
- Warfare style mission for the most part, but add in player triggered 'enemy' patrols in non-secure territory. This keeps movement from A to B something more than empty land. You should face the risk of enemy patrols, even if it is a small squad of AI, when traveling past secured lines
- Supply routes in Warfare are reverse how they should be. It should be that supply runs from the main base *OUT* to the bases and camps in the cities captured. So, if supply trucks are not able to make the route, the depot and camps at that city degrade and eventually are "destroyed" (loss of ownership). This makes the survival of the supply trucks very important, and the security of supply routes as well.
- Enemy AI (guerrillas?) actively attempt to re-capture towns over time. This encourages repeat actions in cities you may have captured days prior.
- Add in the SecOps so secondary missions can be played and $$$ or rank awarded upon completion. These SecOps missions are very cool, and just add flavor to any primary mission you are going after.
- $$$ should be earned only by missions, either SecOps or Primary missions of capturing the depots. $$$ should only be used in purchasing men, vehicles, weapons, ammo. Any/All buildings or fixed defenses should be based off supplies.
- Supply should be earned only by a supply truck making a complete round-trip from base>town>base
- Forward "camps" can be constructed and used as respawn points (engineer only). Only HQ and these forward bases are respawn points. These forward camps also require constant supply from HQ. Maybe they evolve with defensive units, fixed defenses, and ammo/gear crates over time as supply trucks make the trip. I suspect there should be a minimum distance between HQ and Camps to prevent too many camps... of course the number of supply trucks can also prevent the map from being filled with camps (not enough trucks to supply all camps/towns)
- Each soilder type should have at least one unique build-able fixed defense. Medic=Field hospital, Machine gunner=Machinegun nest, etc. These can only be created at the camps of course, but only if the camp (or squad?) has enough supply points to build.
- Support (Arty, Transport, etc) should have a cost (Supply?, $$$?) but be available.
I have more thoughts, but I just ran out of time to type. Again, my hope is that an experienced mission creator will see this and it may spark some interest. I am more than happy to do my part (what ever I can) in creating such a mission if someone or some group wants to take up the challenge. If I am just wasting my time because this already exists, please point me in the right direction :-)
Thanks
So, the things rolling around in my head are: (just play along with me here)
- Warfare style mission for the most part, but add in player triggered 'enemy' patrols in non-secure territory. This keeps movement from A to B something more than empty land. You should face the risk of enemy patrols, even if it is a small squad of AI, when traveling past secured lines
- Supply routes in Warfare are reverse how they should be. It should be that supply runs from the main base *OUT* to the bases and camps in the cities captured. So, if supply trucks are not able to make the route, the depot and camps at that city degrade and eventually are "destroyed" (loss of ownership). This makes the survival of the supply trucks very important, and the security of supply routes as well.
- Enemy AI (guerrillas?) actively attempt to re-capture towns over time. This encourages repeat actions in cities you may have captured days prior.
- Add in the SecOps so secondary missions can be played and $$$ or rank awarded upon completion. These SecOps missions are very cool, and just add flavor to any primary mission you are going after.
- $$$ should be earned only by missions, either SecOps or Primary missions of capturing the depots. $$$ should only be used in purchasing men, vehicles, weapons, ammo. Any/All buildings or fixed defenses should be based off supplies.
- Supply should be earned only by a supply truck making a complete round-trip from base>town>base
- Forward "camps" can be constructed and used as respawn points (engineer only). Only HQ and these forward bases are respawn points. These forward camps also require constant supply from HQ. Maybe they evolve with defensive units, fixed defenses, and ammo/gear crates over time as supply trucks make the trip. I suspect there should be a minimum distance between HQ and Camps to prevent too many camps... of course the number of supply trucks can also prevent the map from being filled with camps (not enough trucks to supply all camps/towns)
- Each soilder type should have at least one unique build-able fixed defense. Medic=Field hospital, Machine gunner=Machinegun nest, etc. These can only be created at the camps of course, but only if the camp (or squad?) has enough supply points to build.
- Support (Arty, Transport, etc) should have a cost (Supply?, $$$?) but be available.
I have more thoughts, but I just ran out of time to type. Again, my hope is that an experienced mission creator will see this and it may spark some interest. I am more than happy to do my part (what ever I can) in creating such a mission if someone or some group wants to take up the challenge. If I am just wasting my time because this already exists, please point me in the right direction :-)
Thanks