Last edited by Affe-mit-Waffe; Sep 15 2010 at 16:25.
We've been running with this on our servers for some time now. As a player it adds an extra dimension to things. Running into a Specops squad in game is far different than running into a group of militia. Not to mention snipers are feared on our servers (nothing better than trying to find the dust cloud from the KSVK guy 500m away threatening to remove your head)
As a mission maker, it's also an awesome feature. Having the ability to just place/spawn units of particular "type" and know they are going to provide different levels of effectiveness that is role specific, without having to do more, is excellent.
Glad to see it out in the public as a seperate module Rob! I hope people find it as useful and fun as we do.
Keep in mind that Warrant Officers (pilots, usually) and Commissioned Officers don't necessarily have better infantry skills.
When I was a PFC I once provided our Aviation Brigade Commander with my real-time situational awareness on what was taking place within our perimeter, after the OPFOR had infiltrated it. He was behind a tree, just like me, next to mine.
Much of being an Officer is meetings and paperwork. An Infantry or Recon 1st Sergeant is likely to have a pretty good handle on a situation, but by then he's old enough that he may not be able to see, hear or move like the young guys.
I would say that your E-5's to E-7's are probably the best compromise between physical prowess and combat wisdom.
One of the OFP "Veterans"
Agree. I'll tweak the base skill level for the officers that are not usually involved in combat. But I'll leave the squad leaders and team leaders as they are, better than the basic rifleman.
For the pilots guess I'll create a new class, less skilled in ground combat than a grunt but with good sight
Last edited by Robalo; Sep 17 2010 at 02:42.
Good Job! I'm really enjoying this mod and intend to add it to my server this weekend.
Is possible run this with zeus features? or are totally incompatibles?
But do you still adjust the Skill and precission general levels applicable to Friendly and Enemy AI or your mod overrides them?
Note: I'm keeping this post up-to date so it's valid with latest version of the game and the ASR AI mod.
Recommended server or single-player difficulty settings for the default skills assigned by this addon:
regular: (recommended)Code:skillFriendly=1; skillEnemy=0.55; precisionFriendly=1; precisionEnemy=0.3;
veteran: (recommended if regular feels too easy)Code:skillFriendly=1; skillEnemy=0.7; precisionFriendly=1; precisionEnemy=0.5;
expert:Code:skillFriendly=1; skillEnemy=0.9; precisionFriendly=1; precisionEnemy=0.75;
For MP, there are reasons to believe that if you're playing on the RED side, against BLUE AI, you must set up the "Friendly" same as "Enemy" here. For example:Code:skillFriendly=1; skillEnemy=1; precisionFriendly=1; precisionEnemy=1;
Code:skillFriendly=0.7; skillEnemy=0.7; precisionFriendly=0.5; precisionEnemy=0.5;
Last edited by Robalo; Sep 27 2012 at 13:15.