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Thread: Rts-3 released

  1. #11
    Master Gunnery Sergeant
    Join Date
    Sep 26 2001
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    Author of the Thread
    Flying over and capping is possible, but you still have to wait for a period of time to cap it, during which you're wide open for attack.

    Each territory has a large block of land associated with it. ***When it's unoccupied, that area is gray. ***Within the large area is a flag marker and a smaller black area. ***This is the portion of the territory that you have to occupy in order to capture the territory.

    If the territory is empty, then you can contest it. ***During this period of time, the larger gray marker turns yellow to indicate that it is contested. ***You have to contest it for at least 30 seconds in order to take control. ***After that, if an enemy wants to take the territory from you, they must have more troops on that area than your team does in order to begin the process of taking away control. ***If they manage to keep more troops there, or wipe out opposition, then they have to stay there for at least 60 seconds. ***Then the territory is taken away from whoever was holding it before and put into contest mode for the attackers. ***Then they have to hold it for an additional 30 seconds. ***If during that time the enemy comes and brings more troops, then they could start contesting it for themselves.

    So, while you can take a chopper and take over a territory, it isn't so easy as zooming over and having it. ***You have to wait, and if there are any enemies on the ground, then it's harder to find them and eliminate them so you can take the territory back.

    I'm working on making the AI guarding it a bit smarter, but unfortunately, during an MP game, the lag makes them quite dumb in a lot of ways. ***I may reduce their numbers and simply place a couple of them with SAM's or something. ***Their main goal is to slow down any attacker long enough to get reinforcements there.

    I'm also working on a way so that in order to take any territory, any adjacent territory must first either be unoccupied or controlled by your team. ***That way you can't just fly into the middle of enemy territory and snag territories. ***I think this will make the land game a lot more interesting.

    One question, do you think there are enough territories right now, and what do you think of their placement?



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  2. #12
    Karrillion,

    To answer your question, I think more territories would be better as it would be more strategic. I also think "deep strikes" into occupied territory is OK. It would be hard for the attacker to pull it off so leave it be.


    I was thinking, what is the point of the flag and the troops guarding it. Why not remove them and instead place some armoured units set to "scan horizon" to protect the territory. Something like 2 X MBT and 1 x AA vehicle and a few infantry.

    That should slow an enemy adavnce more that 8 infantry.

    Sometimes i think the cash side of RTS is a bit surreal. Maybe an "economy rating" effected by "supply routes" would be more .. i dunno "realistic".

    Anyway ive rambled,

    look forward to next version on RTS3.

    Sky.

    ps


    When do you play on your server ? It would be good to hook up for some RTS mayhem

  3. #13
    Wow nice......i like it much more than RTS 2, the VTOL option for planes is a very nice touch too, i was kinda confused in the beginning on how it worked but i figured it out .

    I especially love the HALO jump that you added to the plane, i just dont know when it pops out, do i need to go above a certain alltitude for it to be do-able ? Anyway the free fall is pretty cool

    P.S. I think the house barriers are a bit.....out of place....i think walls or those X shaped barricades are good enough as barricades...

  4. #14

    Unhappy

    Karrillion,

    Re VTOL in SU25

    I got in the plane but after landing I could not issue the "get out" command. Sorta stuck there or I eject. Expensive.

    Thought you would want to know.

    Cheers

    Sky

  5. #15
    Master Gunnery Sergeant
    Join Date
    Sep 26 2001
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    sky: you probably hit the Lock command on the plane. All vehicles come out locked, and you have to unlock them to get in. Sometimes it's possible to lock yourself in the vehicle and the Unlock option might not appear.

    VTOL is rather clumsy, but I stuck it in there so that players who built in the middle of bad terrain could still take off.

    For capping territory, I used to put 1 Vulcan/Shilka and 1 T80/M1a2 to guard it, depending on how long the territory was held. It didn't work too well because AI get quite dumb in Multiplayer due to lag, and they tend to miss enemy choppers. For that reason I've recently changed it over to a soldier with a SAM site. These are harder to spot and shoot from the air, and they can still take down enemy aircraft fairly well. It's kind of maddening that I can't seem to get a good AA mechanism that works consistently well in MP. For the most part the AI seem to shoot behind the enemy, even if their skill level is set to max.

    The only other option is to massively increase the cost of aircraft, but then that slows the game down a lot more, and it's already not a fast-paced mission type.

    Balkan: HALO will work once you're above 200m altitude. And those barriers are more to protect from Helo and plane attacks, and they are also for hiding other assets behind. The wire fences and such aren't much good at that. Once you've played it for a while, you'll kind of see how it fits into the strategy. I made RTS-1 more than a year ago and I've been learning from each new version I make. Balance is very tough to achieve in all respects though.

  6. #16
    Master Gunnery Sergeant
    Join Date
    Feb 12 2002
    Location
    Oklahoma, BABY!
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    I like the touch that you get 2 points for every flag you capture now I was sick of taking all the towns and not getting credit for it.
    \"Just remember, nothing is ever as good or bad as you think it will be.\" - Col. Joe Taylor

  7. #17
    i love VTOL man =-) cause anyone who plays on the FH server knows i cant fly makes it much easier on my poor noobie arse . anyway helluva job man!

    quick question though. i took 4 Spetz Natz and 2 AT and dropped them into an enemy town from an UH-60 how come the territory never changed over? (they killed the AI and were in the middle of the town all of the game, i kinda left them there)

  8. #18
    Master Gunnery Sergeant
    Join Date
    Sep 26 2001
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    Author of the Thread
    UPDATE:

    -Fixed repair vehicle bug where you coudn't repair some vehicles. Now you can repair anything from Tanks to Med tents.

    -Fixed recycling bug where some vehicles and units couldn't be recycled.

    -Construction Jeep now makes Med Tents

    -Mi17 and CH47-D can now carry up to 3 land vehicles except the Mobile Construction unit. They cannot carry other aircraft. In other words, you can load up a squad and 3 tanks and carry them across rough terrain, and then drop them off in the enemy's back yard. If the chopper is destroyed with the cargo, you lose all those vehicles. BTW the vehicles disappear into the chopper and don't hang underneath it. I know it's not as realistic, but RTS isn't all that realistic anyway.

    -Territories now indicate whether NATO or Soviets are present on that territory. If you're trying to capture a territory and it doesn't seem to be changing, check the map to see if there are enemies present.

    -If you personally capture an area, you get 2 bonus points which translates to an extra $10 income every 60 seconds.

    -other minor fixes

    I updated the download link at the beginning of this thread with the new version.

  9. #19
    Master Gunnery Sergeant
    Join Date
    Sep 26 2001
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    Author of the Thread
    I just uploaded version g, and updated the download link.

    I improved the way the Chinook and Mi17 carry loaded vehicles. Now you can load up a vehicle with Driver, Gunner and Commander positions occupied by AI. They will automatically get out of the vehicle, get into the chopper, and then their vehicle will be loaded. Anyone in cargo, i.e. riding in back of a vehicle will not be loaded this way. After a vehicle is loaded, a new action will appear on the chopper's menu that says "Unload M1A2 Abrams" for example. Each vehicle can be unloaded individually this way. When you unload them, the driver,gunner and commander (or whichever slots were occupied when you loaded it) will get out of the chopper and get into their vehicle. It seems to work pretty well and it's a lot easier than trying to coordinate everything manually while flying a chopper. =)

    I also made a few other minor changes to fix a few bugs.

  10. #20
    I just tested it out, it is great, good work!

    1 bug found (minor):

    The M1A1 is labled as M1A2 in the tank factory. There was another bug but I forgoten it.

    1 Suggestion:

    Take out the option for a 20 second game

    RED




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