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Thread: OMAC Mission Pack 1

  1. #21
    CWR² Chief Beta Tester OMAC's Avatar
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    I'm glad you had fun, Variable!
    Last edited by OMAC; Apr 30 2012 at 15:02.

  2. #22
    Master Gunnery Sergeant Variable's Avatar
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    Yesterday we played Devil's castle on the Comrades in Arms coop server. It was great! Very immersive mission with interesting weapon selection and good action. Thank you OMAC!
    I had one issue with the green smoke though - I had it on my inventory but didn't have it on my weapon selection.

  3. #23
    CWR² Chief Beta Tester OMAC's Avatar
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    Smile

    I love those Chernarus forests! That's strange about the green smoke. If it is shown in your inventory, it should become available when you press F for weapon selection. Hmmm. Did your teammates have the same issue?

  4. #24
    Master Gunnery Sergeant Variable's Avatar
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    Quote Originally Posted by OMAC View Post
    I love those Chernarus forests! That's strange about the green smoke. If it is shown in your inventory, it should become available when you press F for weapon selection. Hmmm. Did your teammates have the same issue?
    No, they didn't. When I couldn't find it when hitting F, I dropped it and a teammate got it and threw it with no problem. Maybe it's nothing to worry about... By the way, the green smoke is not actually a condition for the mission to end, just getting to the spot. I think it will add more to the mission if a chopper actually arrive and a green smoke will be required to trigger it. But the mission is already great as it is.
    Did you put only 30 round clips for the M249 on purpose? In any case, I think it was a wise choice, let you conserve ammo and think before you fire long bursts.

  5. #25
    CWR² Chief Beta Tester OMAC's Avatar
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    Yep, I have considered adding a chopper landing. And you are correct that the green smoke is not required for the end trigger, it was just a nice (and easy) touch for the diary notes.

    I have noticed sometimes that there can be issues with inventory items if you are low on available slots, but I haven't been able to pin down the problem yet.

    About the M249 ammo, I figured the smaller clips would be more realistic for a SpecOps mission as they are lighter to carry. Do you think it would be better to have the 200Rnd_556x45_M249 ammo also available?
    Last edited by OMAC; May 3 2012 at 01:45.

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  6. #26
    Master Gunnery Sergeant Variable's Avatar
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    Quote Originally Posted by OMAC View Post
    Yep, I have considered adding a chopper landing. And you are correct that the green smoke is not required for the end trigger, it was just a nice (and easy) touch for the diary notes.
    That's a good enough reason! Good job on your briefings by the way.

    Quote Originally Posted by OMAC View Post
    About the M249 ammo, I figured the smaller clips would be more realistic for a SpecOps mission as they are lighter to carry. Do you think it would be better to have the 200Rnd_556x45_M249 ammo also available?
    No! I think you made a great choice by providing only the small clips. As I wrote in my previous post it forces you to conserve your ammo and use your MG in short bursts. I like missions that forces the player to think about his ammo count constantly, it's one of the immersion factors!

  7. #27
    Master Gunnery Sergeant Variable's Avatar
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    Just gave "Retaliation" a quick try. Again kudos for the immersive briefing.
    The mission has seven slots, and not four as your opening post indicates. Where's the mistake? In the post or in the mission?

  8. #28
    CWR² Chief Beta Tester OMAC's Avatar
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    The MP aspect is set up for only 4 players, but several more men are playable (they can be team switched to). But those guys are not set up in terms of the briefings and objectives. I did that simply because the AI driving is so maddening that I wanted to be able to temporarily switch to those guys so that I could drive somewhere in a reasonable amount of time.

    Do those positions come up in the MP loading screen so that people can play them? Probably so, and that is not what I really intended. I have only played it in SP. It's not a big deal to get rid of those other 2-3 playable guys. What do you think?

    I also don't know how gameplay will be during the UAV operations. Can people other than the operator see the b/w UAV camera like the operator? If not, it could be extremely boring for the non-operators.

  9. #29
    Master Gunnery Sergeant Variable's Avatar
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    Quote Originally Posted by OMAC View Post
    Do those positions come up in the MP loading screen so that people can play them?
    Yes, they do.

    Quote Originally Posted by OMAC View Post
    I have only played it in SP. It's not a big deal to get rid of those other 2-3 playable guys. What do you think?
    It's hard for me to say, because I didn't play through the entire mission, but it seems to me that it can take 7 players. So you might want just to change the description of the mission to seven players instead of just four and you are good to go (maybe one additional touch - in the MP slots screen two slots show as number 6, instead of 6 and 7. No biggy...).

    Quote Originally Posted by OMAC View Post
    I also don't know how gameplay will be during the UAV operations. Can people other than the operator see the b/w UAV camera like the operator? If not, it could be extremely boring for the non-operators.
    I don't think so, becuae while the UAV operator is searching for targets, the other team can move on the next targets. By the time the UAV is out of missiles, it can turn to an obervation drone, guiding the others to their targets and providing recon.
    Last edited by Variable; May 4 2012 at 10:28.

  10. #30
    CWR² Chief Beta Tester OMAC's Avatar
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    I updated the Mission Pack to v1.1 today. See changelog in first post.

    For Retaliation, I removed one playable soldier, so there are a total of 6 available player slots for MP. The last two slots are a HMMWVV crew (driver/gunner), and thus are both numbered 5 (I cannot change that). Those slots are not set up in terms of briefing and tasks, and are just extras in case you want to switch to them temporarily.

    Thanks for your input, Variable!
    Last edited by OMAC; May 5 2012 at 00:06.

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