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Thread: 'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability

  1. #181
    Staff Sergeant Wiper's Avatar
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    Interesting points of view and I'm sure you guys dont wonder that I agree with galzohar.
    But honestly, I don't do this from the standpint of a mission maker rather than from the standpoint of a player that taylored a mission around his own perception of how a mission should be.

    Anyway, thanks to my buddies suggestion I came to a solution that should fit for most if not all players demands regarding heavy weapon supply, read below.

    Greg,
    I really forgot the possibility to loose all gear together with the truck, I'm sorry , in particular as that happened to me repeatedly when I played the mission the first times. Since then it almost never happend to me again but I remember one time I even managed to win under that circumstances by capturing the AGS UAZ (with HE launcher) and luckily sending a BMP3 to hell with that damn thing

    Well, as I think the current *number* of heavy weapons (15 pieces!) really should suffice, something should be done in case of loosing them.
    Unfortunately supply drop isn't feasible because the plot simply doesnt allow, remember: no radio traffic until the deciphering module is secured
    So another option should be an ammo crate similar to the one in SpecOp mode.

    I think I'll split the current truck load out and add one part to a crate near the insertion point in the next version. This way the player is still forced to take care of his most important gear but nevertheless has always a backup behind.
    Maybe in a later version the ammo dump can be random placed but as this needs additional effort (avoiding "harshly" locations) I may leave it this way for now, what do you think ?

    Currently having issues with the players AI not disembarking the (non local) insertion chopper on a dedicated server environement :-\
    Other than that 1.31 is almost ready to go..
    "The simplest is always the best"
    -Thomas Jefferson

  2. #182
    Don't you have enough men already to load them with more than enough heavy weapons and thus not really need the truck?

    Isn't description.ext weapon selection bugged? Patch notes say nothing about fixing it either. It's not that it doesn't work, but in MP it seems to cause incredible desync and sometimes not respond at all leaving you stuck with no weapons at all (as removing weapons works, but placing new ones often fails). This messes up the balance a bit between SP and MP (but then again I guess SP is harder because you have bots on your side). Of course if description.ext weapons would work properly it would be great, but currently it seems like a pretty messed up feature.

    Anyway, if you want to restrict gear, it seems to work much better to just use some simple assign loadout script to give realistic loadouts, and then only if you think it's nescessary add additional ammo to the truck. Having some weapons in the briefing and then some more in the truck makes some rather annoying gearing, especially with AI. Not a major issue though.

  3. #183
    Quote Originally Posted by Wiper View Post
    Generally spoken I'd like to keep the amount of heavy weapons as low as possible, without making it impossible to win of course. Reason for that is that I think with a sheer plenty of HW some aspects of the mission might get easily spoiled - careful planning comes to mind for example or just being "motivated" to really hit with one shot. Imagine 10 or more SMAW HEDP shots you may pounder at a bunch of AI guys. While it may be effective on one hand does it not take out the challenge to go in for a tense close combat on the other ?
    it's a fair comment, and I would also add that we should consider a situation that should be a bit realistic. I think in a normal mission you get your weapons, and that's it.
    What I would like to ask, however, is more possibilities to choose at the beginning. I think it's fair to allow the players to give their units the loadout that they consider the best. Therefore I would add more weapons (I miss the Mk 12) and more ammos at the beginning. I'm not sure it's possible, but I would also allow to choose what to put in the truck

  4. #184
    I personally think the mission is pretty well balanced as it is and we should let Wiper start focusing on his NEXT great mission instead of unnecessarily focusing on weapon loadouts etc.
    Chiper has been downloaded from Armaholic alone over 4700 times and we aren't hearing many ppl wanting more/bigger/better weapons so lets assume the majority are happy OK? Its challenging which I like and is the way I think it was designed?
    One of the best ArmA 2 missions available Wiper, many many thanks for your efforts.
    If you care to see my computer specs then click show Spoiler:

  5. #185
    Quote Originally Posted by mlenser View Post
    I personally think the mission is pretty well balanced as it is and we should let Wiper start focusing on his NEXT great mission ..
    I agree. Getting a bit much ado about nothing. Fact is, I am enjoying the mission. Sometimes it's a bit hard, sometimes it's relatively easy.

  6. #186
    Quote Originally Posted by mlenser View Post
    One of the best ArmA 2 missions available Wiper, many many thanks for your efforts.
    true. Thanks Wiper

  7. #187
    Wiper,

    Of course Mlenser is right in saying that the mission is pretty well-balanced as it is. Cipher is undoubtedly one of the best missions for ArmA2 in its current state and any improvements you might want to make would probably be finishing touches, rather than dramatic changes.

    Your idea of having the ammo truck and a crate (perhaps even more than one since random placement is not an option) sounds very good to me. If the player could choose the loadouts at the beginning and decide what goes into the truck as dontknowhow suggested, even better.

    There is something I would like to suggest, if it doesn't cause too much trouble: Could you consider making the intro and the cut-scenes skippable?

    Anyway, thank you very much for sharing this wonderful mission!

  8. #188
    Great mission... thanks.
    Played it twice and still like it a lot.
    I think the balance is ok... definitively not to easy... I like that!

    edit: played the single player/ SpecOp/ diff. 75%.
    Last edited by ericodapinco; Sep 16 2009 at 11:38.
    Specs:
    Spoiler:

  9. #189
    Staff Sergeant Wiper's Avatar
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    Thanks again for your kind words folks !

    Quote Originally Posted by galzohar View Post
    Isn't description.ext weapon selection bugged?
    Not that I know of.

    Quote Originally Posted by galzohar View Post
    Of course if description.ext weapons would work properly it would be great, but currently it seems like a pretty messed up feature.
    Seems pretty ok.
    As of Cipher v1.31 there are 3 independant loadout steps included that seem to work flawlessly right now:
    1. default gear loadout (editor/init definitions)
    2. briefing gear (description.ext)
    3. scripted cargo loadouts (vehicles,crates)

    1) can be changed by use of 2) naturally, but I never had an issue with that (since OFP), particularely not in SP.
    3) is completely independant, but usage always reflected all changements from 1) and 2) for me.


    Quote Originally Posted by dontknowhow View Post
    (I miss the Mk 12)
    If you tell me where to find it in the game and/or how its called ( Weapons Classes ), I may add it.

    Quote Originally Posted by dontknowhow View Post
    I'm not sure it's possible, but I would also allow to choose what to put in the truck
    If you mean "transfering" gear from the briefing room to the game, thats not possible afaik.


    Well,
    v1.31 almost ready to go.
    Needs some final touches and basic MP testing but dont have much time for intense testing for a soon release I'm afraid.
    So I'll probably load it up as a "beta" additional to the currently most stable v1.30.
    If it plays well and doesent intruduce new bugs due to the additions I'll drop the 1.30.

  10. #190
    Finished my first mission! Loved every second. Good job!!

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