![]() |
|
|
|||||||
| ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead Discussions about the technical nature of creating missions should be in the editing forum not in here. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
#1 |
|
Lance Corporal
Join Date: Jan 2010
Location: HAMBURG, Germany
Posts: 48
|
Suggestion: Dynamic Mercenary War (SP/MP coop)
Hello everybody!
I´m a huge fan of dynamic missions. While playing the great mission of "MrN) I came to a keen thought for another dynamic mission. It is roughly based on the 1994 game "Strike Commander"(http://en.wikipedia.org/wiki/Strike_Commander) The main focus here is the mercenary and economy system, not the flying itself... 1. The missions goal is to become the island's No1 contractor. 2. The other parties are the army/police, another merc corp and criminals. 3. To become more important on the island, you have to fullfill mission, which are available either way random by "information" u have to pay for (may be acquired in a bar or sth)...or some guy contacts your mercenary corp and pays you a fee for accomplishing some mission. I just thought of a small amount of mission types with their respective goals: Bank rob: money achievement Convoy attack: money or weapon achievement Assasination: money achievement Town atttack: money achievement, "cheapening" of recruitment Kidnapping of scientists: achievement of higher level equipment Research facility attack: achievement of higher level equipment Military base attack: weapon achievement, recruitment 4. You begin the game alone as a merc one one of the available Islands. You have nothing but a basic set of weapons, a motorcycle and some cash. With the money from the mission, you can buy weapons of all kind, limited to certain tech level though, which can only be increased by attacking a research facility. Very mighty equipment should only be availbale to the army and your merc squad would have to steal it to get one, which should be mad very hard. It also should be possible to collect/sell the weapons, ammo, vehicles from each mission.On the other hand, you would really have to pay every single shot of any of your armies weapons or litre of fuel...like in Strike Commander. Repairs should also be crucial, especially of airvehicles. 5. As you advance the mission, the army, police and the adverse mercenary party gets more and more onto you, creating "new" missions like base defence or base attack. Basically, I'd like the idea to start as a noboby and in the end even own a whole mercenary base with airstrip and artillery. As you can see, I got a lot of crazy ideas for this ![]() Now, how about it...would something like this be hard? Some of the elements are already there in some missions...like an economy system, buy menu, airstrikes, arty, extraction by helo and stuff... I could write down a complete concept in an instant...just need an experienced editor to realize this. I for myself do just have basic experience in mission editing. So, any help or offer from anyone of you would be appreciated... Regards and thank you ZeroG
__________________
War does not determine who is right - just who is left. |
|
|
|
|
|
#2 |
|
Gunnery Sergeant
Join Date: Nov 2001
Posts: 544
|
Hi ZeroG! I'm making a dynamic campaign of about 7 missions about a russian anti-terrorist platoon myself. You can plan your operation beforehand (insertion, group structure, loadout etc.). The campaign will involve different kinds of mission types. The most time taking part of making the dynamic missions has been making the units spawn in logical positions and do logical things at logical moments in a logical way. Otherwise the mission lacks immersion (which is maybe the most vulnerable aspect of dynamic missions) and the missions won't work reliably. So if you haven't yet made these things work in your mission/campaign you are in for some tedious scripting and tweaking but after you get everything work it'll pay off eventually.
![]() After you get the base/core system compiled together (meaning the spawning groups,vehicles and objects and make them behave appropriately at each scenarios + whatever repeats itself more or less in each mission) it's fairly easy to add different mission types afterwards. I'm at this stage at the moment so I'm about 75% finished with my campaign I guess.. and I've been making my project actively for about 5-6 months now, if this information helps you comprehend how much this kind of campaign will take from one person to put together. Anyway, I'll guarantee your project will definately take more time than you first might think so I would suggest that you stick to your original plan and keep the project as compact as possible as you proceed. And try to keep up the immersion thoughout the mission/campaign. These are my advices, hope this helps!
__________________
“It's no wonder that truth is stranger than fiction. Fiction has to make sense.” -Mark Twain |
|
|
|
|
|
#3 |
|
Chief Warrant Officer
Join Date: Mar 2007
Location: Norway
Posts: 3,280
|
Here is an idea... When a mission is generated, you only get weapons and ammo suitable for that mission. Do you take the SVD you're currently holding from last mission, but only with a few mags left, or do you take the bizon, which will provide you with more ammo? Players choice, and consequence. "Having to" fight using only a limited set of weapons seems to me like a realistic challenge. But, off course, enemies have to loosely match as well.
__________________
Regards Carl Gustaffa |
|
|
|
|
|
#4 |
|
Private
Join Date: Mar 2008
Posts: 8
|
This idea sounds great!! Especially since I was a huge fan of Strike Commander
Running a merc group in this sounds like a lot of fun.
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|