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Thread: Mission ideas

  1. #91
    Quote Originally Posted by (bmargb @ April 23 2004,18:03)
    Quote Originally Posted by (Jinef @ April 25 2003,12:07)
    We should have real soldier life coming through, not, okay we're on Everon, let's take morton then montignac then the area is secure, oh no it isn't the Ruskies just camcreated a hind. Let's spend more time on islands, so you get to know them, and make friends with civvies while doing checkpoint duty. Let's also have an island where the resistance is working against you, you have to do patrols through sniper towns and bascially live the life of a UN soldier in Kosovo or a British soldier in Northern Ireland, where you are despised, but are trying to help.
    It could be a great idea. I think that OFP2 should be a total soldier simulation.
    Of course this would be the ideal campaign for us OFP fans, but I'm afraid making friends with civilians and being ambushed by 5 guys every third mission wouldn't sell as much as an all-out war campaign, I think.

  2. #92
    I would like OPF2 to be more like VBS1 (i guess...), with small campaigns focused around real life operations, more realism!!!
    We could have small 5/6 mission campaigns/scenarios focused on delivering a complex and realistic representation of diferent combat situations, that would be perfect for me.
    The resistance campaign didnt do justice to this so called realistic simulation engine and was infact very bad.
    I would gladly prefer to have 15 semirealistic missions like "Ambush" for example than a unrealistic campaign with bad plot, bad characters with strange voice acting and bad rambo missions, please make it more interesting than an ordinary "action" game.
    No more red hammer/resistance action stuff please .

  3. #93
    Just make the missions seem more like there is a real war going on meaning more ambience. More of driving through a town and seeing destroyed vehicles, dead bodies, thumbs up, stuff like that. The battle ambience noises in flashpoint were cheap and not high quality so improve those to sound like a real war. Make more scripted events like choppers coming in blowing stuff up, stuff like that while you're a soldier. Make it seem like a real war is actually happening everywhere around you and the fate of the world doesn't just rest on the hands of twelve people unless its some type of special operation but this is conventional warfare that is going on in flashpoint mostly. You can't hear radio signals directly in your ear unless your a BAS unit but you guys had that going on for normal infantry. Infantry commands should be directed from the commanders mouth, not a radio, and if he's using a radio he should have it pulled out and up to his mouth, likewise with pulling out a map. Thats another topic though, but the missions should be more of a total war simulation like its been said before. All of soldier duties. Lets see just about every job the military has played out in flashpoint.




  4. #94
    Maybe it would be interesting for consumers if OFP2 was designed like a "training-lite sim" like the Metal Gear VR stand-alone game.

    Players would play stand-alone training-style scenarios like forest patrols or tactically-engaging battles (if rare in the real world).

    I think OFP2 would be more engaging as a consumer military sim if it had a shorter-more focused campaign with a variety of stand-alone missions that challenge the player in a variety of tactical situations like how armies give mock scenarios to their officers to try out new strategies or to retrain officers.

    Someone somewhere said that "fiction is life with the boring parts left out." ***Even though ofp's campaign arguably fit that matra, more people discuss the merits of a standalone mission like Ambush than any mission in the original campaign.

    I think 1/3 of the game should be the campaign while 2/3 should be composed of single missions.

    This also makes sense from a developer's point of view. ***It's easier psychologically to scrap an unfinished single mission than to sloppily finish an unfinished campaign in the event that time runs short and the publishers are breathing down the mission maker's back.
    ------------------------------------
    Another the option is to make many mini-campaigns focusing one long "mission" each.




  5. #95
    First Sergeant
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    It`ll be great to add the trainning campaign,
    Not only in game first mission teaching you where your HP bar is situated, but like in VBS, the basic military training system, that every private must pass. It`ll be also a "super" value of the game, because you`ll have BASIC military training without leaving your room

    Maybe spec op training too ?

    Like "driver-factory" mode in NeedForSpeed.

    sorry for bad English (as usually )
    ziajafoto 3d-ready blog (polish)
    "As you can see, i've taken a hit to the head. It's nothing serious but I am bleeding badly"

  6. #96
    While OFP2 will be made as a "game" in mind, how about having some "simulation" type single missions just to entertain some of the more hobbiest gamers that will buy the game?

  7. #97
    I'm definitely a hobbiest. I never play single player because i feel its not real enough. the commands come over a radio that everyone owns, and if you're near the enemy and your radio goes off he doesn't hear it. That's poor to me so for more realism i often only play missions with people, co op. Everything else just isn't realistic to me and thats what i crave, realism. I figure if i get good enough ill be a really good military mind, but thats not going to hurt anybody. I don't have a militia or an army or anything and even if I'm too fat to be a super soldier, but i'd feel more happy about myself if i had this fictional world with all real world features that enabled me to save the world under realistic circumstances and challenges. Certain factors that affect a person will never be in a game though. That's why i play these games, just to know that hey if i really tried hard i could be a good guy. I was born with asthma so i can't just join the army to get my chance so ofp is a dream come true. Tissues by the door.




  8. #98
    First Sergeant
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    Here Is what I think.

    1. Ofp was/is just a GAME, and some ppl bought it just for stuff like "red hammer/resistance"...
    I love It, evil russian general - guba, Viktor Trosk - ex spec op things. It`s just a game with more or less realistic plot.

    It`s also quite realistic game. I think resistance, heroes, and stuff is very nice. It make`s the game , let`s say, less real (in the good way).

    There`s also a bunch of guys who like ofp just for it`s realism, and who didn`t care about the plot.

    What we`re trying to do, here on this forums, is to make ofp2 closer to VBS1, i mean all those realism things, real missions and so on.

    The best solution is imho to make campaign, with fictional plot, with all this "resistance/red hammer" stuff, and to satisfy all those hardcore guys who just adore the realism, simply create the military training campaign (as I said earlier), the real-war campaign or enlarge number of the "single missions" in game, simulating the real-war operations.

    To assume:

    2 campaigns:

    a) fictional game campaign (not quite real, for players who didn`t care about campaign realism)

    b) real-war operations campaign (for others; like me)
    or more of the single player missions simulating the real-war

    + the basic military training (well, it`ll must be realistic)

    regards

  9. #99
    Guest
    Quote Originally Posted by (BoweryBaker @ July 20 2004,02:26)
    Just make the missions seem more like there is a real war going on meaning more ambience. ***More of driving through a town and seeing destroyed vehicles, dead bodies, thumbs up, stuff like that. ***The battle ambience noises in flashpoint were cheap and not high quality so improve those to sound like a real war.
    It would be cool, if you could see the flashes on the horizon at night, just like in Band of Brothers. For example: you and your squad are riding with a hummer, getting closer to the battlefield. The closer you get, the louder the explosions get.

  10. #100
    dear Sirs,
    just few ideas for OFP2. I don't know if them have already been considered, so excuse me.

    1. It's better few stunning units/weapons/vehicles rather several units/weapons/vehicles
    with standard details/textures/realism. This is true expecially for OPFOR (RED) side, always
    undervalued.

    2. Same thing for islands: better one or two islands very accurate, with seasoned textures,
    etc. Can be good permit an editor option to "populate" cities and villages with civilians
    and their activities (even here, it's better few men/women/cars/bus/etc. moving in real life
    activities).

    3. It's better to maintain OFP2 a combat simulation. I've read someone requesting recruitment,
    training, carrer, 'love letters' and so. My little opinion is these features require time
    (time that programmers can dedicate to improve the simulation's core).
    Still, with time, the player want to by-pass these features to get quickly in combat.

    Now, You understand my english is poor, so my scripts language knowledge, as many peoples.
    For this reason

    IT'S NECESSARY TO IMPROVE MISSION EDITOR

    4. waypoint action. i.e.: at WP 02 I'd like embark my group on bmp. When I create that WP
    for my group and select "get in", a message could ask me to select the vehicle where embark
    my group. Just a simple 'click' on this vehicle and all is done. Same thing for aircrafts,
    units, etc. Make missions in this way is very easy (not more scripts).

    5. unit property. i.e.: when I create any unit, a new scroll list could be availaible to
    select action, body position, etc., (not more scripts).

    6. IT'S NECESSARY TO IMPROVE SUPPORT/REINFORCEMENT LOGIC. i.e.: I'd like to create some units
    to reinforce my group. I could create one platoon, two APCs and one chopper, placing them
    at my HQ. During the mission, if I will need some help, just a 'support' radio request, a
    'click' on the map to locate where send support, and HQ AI will send suitable unit from that
    available (could be APCs, or platoon).
    Same concept can be applied to AI forces.
    In this way, who makes the mission must just create some units at HQ. Will be AI to send
    them as reinforce when necessary (not more scritps, activations, sensors, etc.).
    Don't worry. All variables will be always present for skilled users, but novice will make
    their own handsome mission in easy way.

    7. It's necessary improve buildings concepts. Even here, it's better few stunning building
    models, rather bad/inaccessible buildings. Not more bodies jutting through walls. All buildings
    must be accessible. All building must be destroyed a bit for time. Please, see film library
    of recent conflicts.

    I hope that can help OFP2 programmers to maintain a very high standard in their products.
    Best regards.

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