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About nkenny

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    First Sergeant


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    I live here, Really.

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    Oslo, Norway
  1. While I usually run a rather heavily modded game, ACE and RHS, and it has been a while since I tested dev-branch-- has something severe happened to AI engagement ranges? I was playing one of my AI test missions-- simple squad on squad environment-- and where I would usually have been picked off by vanillas rather accurate AI, I kept being able to press forward. Did I miss something? -k
  2. Holding our breath in anticipation. ;) @wsxcgy : Nice work on the uniforms! Simple and effective.
  3. Good - Large scale of tactical operations - Teamwork in a deadly PvP environment. Bad - Obfuscated strategic economy- --- Discrepancy of price of units as compared to capability --- Economic impact of damage (or gains) difficult to measure; games rarely won by superior economic positioning. - Everyone is a ninja (DMR + AT galore) - Poor AI control interface within Arma3 ------------------ Much of what @JojoTheSlayer notes are relevant. If players had an easier time switching between friendly AI units, many of the issues would clear up. (such as driving for 15 minutes then dying-- solution, simply take control of another AI). The greatest challenge is creating a sensible economic meta-game which permits reinforcement and resupplies within a technically simple interface that nonetheless permits informed strategic decisions to be made. The ability to create forward SPAWN points-- perhaps via avehicle-- where players can call in friendly AI (perhaps vehicles in some situations) would likewise create more obvious frontlines and ressuply points needing destruction. Loss of men and equipment, alongside gain of resource hubs, should have an immediate obvious impact on the flow of the game. All in all. Arma3 has seen improvements in AI behaviour and lethality of AI weapon systems-- so Arma3 as an RTS (save some notable lacks (the ability to force AI movement or disengagement for one)) remain rather more viable than before. Perhaps the Vanilla Zeus vs Zeus missions can provide valuable experience and input.
  4. Don't give them firstaid kits. edit: {if (side==EAST) then {_x removeitem "FirstAidKit"}} foreach allunits; -k
  5. Wow. Simple and brilliant idea. -k
  6. I would just like to offer praise for 3CB weapons, gear, units and vehicles. nopryl.no have been playing with these assets the last few weeks to great enjoyment. Keep up the good work. Your work is definitely being appreciated. -k
  7. LIMA Assault Force by nkenny Version 1.03 Date 28.07.16 Features - Four Missions suitable for six to 32 players. - Mini-Campaign with using Vanilla and Apex assets - Two to three hours playtime per mission - Headless Client support - Playtested on dedicated servers - None, or limited respawn. Addons: - ACE (optional) - ACRE (optional) - TFAR (optional) Blurb: Vanilla Flavour This mission package features commando styled operations utilizing vanilla assets. The last couple of weeks saw the release of Apex, which broke some mods and added many new assets. Being without a mission to play on Tuesday, I made this small four mission campaign. The mission framework will dynamically detect the presence of mods and DLCs and equip soldiers apropriately. Storyline A prototype V-44X Blackfish flying over Altis developed engine trouble and was forced to dump its cargo and make an emergency landing at an improvised airfield. Hostile terrorists captured the crew, seized the airplane and have collected much of the cargo. We follow Task Force LIMAs response. Replayability These missions have randomised elements and feature a tactically challenging environment. As always communities are encouraged to de-pbo and adapt equipment, mods and gear to suit their own play styles. Contains 4 missions: Basics, a warmup area to explore weapons, tactics, and equipment. Operation Assault on 419 Operation Burning Rubber Operation Taste of Cement Operation Ares Revoked Credits: Arma3 and Apex by Bohemia Interactive ACE, ACRE and TFAR by their teams House occupation script by Zenophon SHK Patrol script by Shuko Modified hostage rescue script by Sushi Acknowledgements: Nopryl.no for hosting, playtesting and being a great community Armaholic.com for hosting tons of wonderful missions and addons Alex2k for sound snippets, ideas and commentary The wonderful Arma3 editing and scripting community for countless script tips, tricks and whatnots. Enjoy! Ken Mikkelsen Download: > Link Pictures http://imgur.com/a/QELJt
  8. *Shrug* In my community we usually joke that CSAT seems to be getting all the best gear. I expect this is a concious choice by Bohemia to ensure that the baddies are a bit developed. The katiba is for reasons mentioned earlier in the thread superior on the most common engagement ranges, i.e., short-- but the real killers on the squad level is access to a proper 7.62 MMG. Cross ammunition compatability matters little when so much firepower is lost. Likewise I find the CSAT RPG superior for its flexibility. HE and AT rounds. Fast reloads. Reasonably effective accuracy. It is a great weapon to which bluefor has no or little response. The Marksman DLC again gave CSAT the Navid and NATO the SPMG. One of them is a furious beast, the other fires bullets at a glacial rate of fire. Also in the mechanized department the more traditional equipment available to CSAT is superior. A belted, autocannoned and TITAN bearing IFV with room for eight soldiers. This, alongside its smaller wheeled brother, provide exceptional firepower on the battlefield in a very fast and convenient package. More to the point, its spread of weapons can engage any type of target. The same which cannot be said for their bluefor counterpart. Pointing to differences in autocannon caliber, 20mm, 30mm and 40mm seems of little difference to me. An autocannon is an autocannon as far as most targets are concerned. In the case of hard targets, CSAT can deploy rockets. The NATO tank has a 105mm cannon. I need say little else. All in all, it seems to me that CSAT are better geared for a modern, industrialized, war. Whereas NATO forces seem caught with equipment better suited for Afghan/Iraq styled policing (or at best counter insurgency) style operations. It is no wonder that CSAT tears through the opposition. -k
  9. It is possible to script around this. My recent missions have both vanilla, ACRE and TFAR support. (My gaming community recently moved back to ACRE). I've tended to make ACE optional, but by now, RHS and ACE are industry standards as far as I'm concerned. -k
  10. Like many others have expressed, I too believe that Bohemia has not produced any better campaigns than Flashpoint's CWC. There were many elements that combined to make this the case: The setting, the gameplay, the characters and the authenticity of the scenario, and finally the novelty, i.e., context which CWC was released. I think that the elements of a good campaign can be narrowed to two key points: (1) Leverage the strengths of the Arma engine. (2) Storytelling. Authenticity rather than accuracy. (1) The strengths of the Arma engine has two further sub- components. (i) Arma is a beautiful game which offers unrivalled freedom of movement. It is a great walk-about simulator, and from a tactical stand point, no other first person shooter game I know of offers tactical combat manoeuvres that span kilometers. A good campaign can showcase both the size and quality of the world all while offering challenging game play that employ the vicissitudes of terrain, time of day, and equipment available. ( ii) Along similar lines. To make the gamer involved the world must look lived in. This was the strength of CWC and to a certain extent Arma2. The civilian populace and (especially in CWC) the day to day lives of the soldiers offered charming insight into their situation and provided a very effective settting backdrop for the events of the story. Indeed, getting this right seems more important than having the fog look perfect. Though personal standards for what is acceptable diverge considerably, there are unfortunately no excuses for poor voice acting. Campaigns which fail to leverage the technology of Arma alongside the immersive social/cultural terrain Arma can display are doomed to fail. Attempts to recreate CoD high-energy cutscenes likewise break with the pacing Arma excels at delivering. (2) Trying to capture what good storytelling is, is difficult. I think storytellers should aim to achieve authenticity rather than real world accuracy. By this I mean that trying perfectly simulate real life is not a useful aspect of storytelling-- indeed it may be a mistake(!). Instead, stories with robust internal structures and sensible logic capture our imagination. Look to the plethora of superhero movies and fantasy series to see this in effect. The viewer immerses him- or herself in the rich setting material. In the case of military themed scenarios what accounts for an immersive (authentic) experience may again differ wildly-- but these are challenges every storyteller faces. In other words, tell an internally consistent story with interesting immersive qualities to achieve authenticity. Another aspect of this is telling an effective story. Ones efforts will go to waste when the setting elements become too enigmatic or obscured from the viewers attention. I argue not for against weaving rich story tapestries, I argue in favour of using well known tropes to communicate effectively. Effective stories are also affective-- they capture, alter, hold hostage the mood of the viewer. Finally, once held, the attention must permitted time (and pacing) to develop and reach fruition. Campaigns need not be realistic, but they must tell effective stories with a high degree of internal consistency. Where realism is sought, it is in order to leverage familar tropes and elements both as inspiration and to reinforce the immersive environment within which the story is told. It must be frustrating as a developer to always have your first developments held as the gold standard. While I have a suspicion, though not investigated, that key persons involved in the CWC campaign are no longer with Bohemia-- the differing quality of their early work as compared to the latter is considerable. In short, I have found Bohemias recent attempts at campaign storytelling to be shit. Which is not to say that they are bereft of good designers-- as in particular some of their one-shot scenarios give excellent proof of their abilities! Indeed, some of my favourite examples of good mission design (with the context of the Arma engine) are found in Bohemias own work. The scenario "02 Eye for an eye", in Arma2 is well and truly excellent, capturing perfectly some of the ideas I have presented above. It is a shame that this excellence does not applied to their campaign making. Which leaves us with the current state of Arma campaign and mission design. I do find Arma to be a wonderful COOP game, but is it necessarily the best platform to tell stories along the very popular "four heroes attack the world"-- genre? I believe not. I believe these kinds of stories fail to capture the strengths of the Arma engine and experience. Arma is not cinematic in an action sense, it is cinematic in vistas. Arma gameplay is not high-speed twitch shooting, it is paced-- drawn out-- and tactical. Arma is at its best when it paints an authentic picture within a believable and compelling setting. After discussing the past and present, it is only natural that we look to the future. In fact, Arma has the potential to tell stories of a different size and magnitude than other games. We need not four player hero-coops. We could have 10, 20, 30, platoon level, player campaigns. Campaigns which explore, through a lense of authenticity the visual and cultural (societal) terrain that the Arma engine can give us. One could argue that each new expansion does give the community the tools to make these things-- it is true-- but this is also something Bohemia is uniquely positioned to grasp, enhance and master. Now that would have been a sight to see. I will now start Arma2 to play "Eye for an eye" again. -k
  11. I too would like to use the Arsenal more extensively in my missions. In particular your first note deserves emphasis. I would love an arsenal that permitted white listing with counted limits. Ie,. the ability to add X units of equipment Y to the arsenal. Once removed, they become unavailable. Will check out that mod ImperialAlex, looks interesting. -k
  12. This has me very excited. :) I must say that after having an Arma sabbatical, coming back, RHS has improved the experience dramatically and is continuously adding high quality expansions to both the gameplay and immersive appeal of Arma. Well done!
  13. Thanks Kylania! So, no easy solution. I guess I'll just make due with what I have so far. :) -k
  14. Is it possible to replace the default mission loading screen with a custom one? I want to replace the map, loadingbar, time of day, and all that jazz with a simple black screen with some white text on it-- think quote sized. I have already done some searching, but have failed to wrap my head around the problem. https://community.bistudio.com/wiki/Loading_Screens https://forums.bistudio.com/topic/140951-dimensions-for-mp-mission-loading-screen-image/ -k