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Vicarious

[SP Campaign] Operation Takistani Freedom

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Hi guys, I'd like to announce that I have started work on a SP campaign called Operation Takistani Freedom, below is a short description of the background story of the campaign,

TAKIFREE.png

"NATO is closing the net around central Takistan and pushing closer towards seizing the the capital Zargabad to overthrow colonel Aziz the man currently in charge of the Takistani Army and head of government. In this last stretch of the allied campaign, NATO forces are preparing to launch Operation Takistani freedom, which initiates the last push through the mainland of Takistan and into Zargabad to topple the oppressive government."

I have started this thread to gather feedback form the community about certain aspects of the campaign, first off here are some quick facts about the campaign in its current state;

-SP only, some missions may be COOP friendly but as a whole it is going to be designed with single player in mind.

-Approx 10 missions with a wide variety, there will be Armour based missions, Pilot based missions, special forces and Regular grunt missions.

-So far I have no plans to use any REQUIRED Addons but may implement some optional weapon packs.

-What will be required will be Arma2,Operation Arrowhead and the British armed forces pack.

-No plans so far for voice acting.

-Intro/outros, custom music and other presentation goodies will be present.

What I would like from the community if they are interested is some feedback on these topics;

-Would you like to see the Campaign made using ACE?

-Would you prefer to have more or less Vehicle based/Special forces missions

or would you prefer an entire "Grunt" based campaign?

-Any other questions/feedback would be appreciated ;)

Thanks in advance guys.

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@Vicarious:

As you know, I prefer grunt campaign. But with support (not just arty or air, but) other infantry squads and IFVs...

I didn't do this, but it would be great play in a role of a Bradley's commander.

But what I hate is the "sneak there alone into a heavily guarded compound and place satchels, then flee"-missions. So SF-missions are also welcomed, but not this alone missions, but hostage rescue or caption of a VIP...

I have no problem with ACE, but if it's possible, ACE will be optional and not required. Addon free campaigns as great.

Why didn't you plan voiceover? I just ask as a fellow campaign designer, who has nightmare to voiceovering a campaign, but I'm not a native English-speaker. You are!

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What I would like from the community if they are interested is some feedback on these topics;

-Would you like to see the Campaign made using ACE?

-Would you prefer to have more or less Vehicle based/Special forces missions

or would you prefer an entire "Grunt" based campaign?

-Any other questions/feedback would be appreciated ;)

Thanks in advance guys.

  • I would say you should make ACE and additional weapon-pack optional, then it is ok.

  • I think that ArmA is not that good in simulating MBT/IFV battles so i would prefer Grunt and SF missions.

  • Will there be just US-Army and British armed forces missions or maybe CZ and Germany units too (because you have said NATO) ?

If you need a BETA-tester just send me a PM ! :)

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@bardosy

Thanks for the feedback, I have my campaigns mission layout already planned out and as it stands I am currently planning

4x Grunt style missions

2x SF missions (In a more realistic fashion as described by you, it wont be a 4 guys versus the entire taki army missions)

2x Armour based Missions

2x Pilot based missions

I could go into more detail but don't won't to spoil the plot, these are subject to change thought depending on the feedback and suggestions.

Also at the moment I have NO plans to use ace or any other required mods

Regarding Voice acting although I am a native English speaker I have a pretty strong Australian Accent thats why I'm not doing it my self doing it myself.

Thanks again mate, And I'll keep updating this thread as I progress with the campaign

(BTW I'm eagerly awaiting you're campaign... good luck).

@Wiggum

thanks for the feedback I already have plans to implement German and CZ missions along with the British and the US. Because my story is not a "through the eyes of one soldier" style almost every mission will have you playing a different role and/or faction. Also I will defiantly keep you in mind as a beta tester thanks a bunch!!

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Well I prefer ACE, but you can make most missions without it and it will still work just fine with ace, the only differences being what can be in the ammo boxes. Also, I prefer entire grunt campaigns.

What you should really do is make 4 different full campaigns. One grunt, one air, one armor, and one SF :D Hell I'd even help.

But of course I don't speak for the entire arma community.

Oh and as for voice acting: There are plenty of British, Aussie, Korean, Japanese, Chinese, Mexican, etc in the US Military. I'm fairly certain that you don't even have to be a naturalized citizen before you can join the US military. You don't need to worry about your accent unless you're just using it as an excuse :p

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Two questions:

1., Do you plan using High Command module in your campaign?

2., There will be more playable role then one?

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@macScottie

ATM I'm pretty certain the campaign will be non-ace, and I will take your 4 campaign theory under consideration.... that really got me thinking. As for the voice acting, i guess i will give it a shot and see how it goes.

@Bardosy

1. At the moment I'm thinking of putting the player as a non-leader role following AI, just to convey the feeling of a large scale battle happening which you have no direct controll over. Although I might implement a mission or two with the player as leader and implement the HCM in those missions.

2.Each mission will center around a particular character you play, but I will allow the player to switch to other units in the squad if thats what you mean.

BTW as a general update I'm still in the planning /design stage trying to set a good mission structure and finding good locations, so I'm still open for suggestions/feedback

Thanks again.

Edited by Vicarious
mistake

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I asked you not as player but as fellow campaign designer... And my questions are theoretical. I really interesting your opinion about it, because...

1., I also love put the player in middle of a battle and the battle always win or lose without the player, he just participate in it. As you mentioned, the best way to this effort is to use the player as a subordinate of an AI squad leader. But I like to add him a little freedom to use his own squad as he want. But other squads do their job as I planned.

In my previous campaigns there was a few missions where the player's squad needs more support (like a tank or a few more squads... etc) and - as origin from OFP - I try to implement them as callable (radio command) support. But finally I find much more useful to implement them as HC units and the player can use them as he want.

But many players' feedback was negative about it: most players dislike the HC, because they want kill, walk, assault... as in an oldskool FPS and don't want to manage a platoon or bigger unit.

So personaly I like HC, but I'll avoid it from my missions in the future, because of general unpopularity.

2., In my first two ArmA2 campaigns (I have more for OFP/ArmA1, but in those games I never use switch play role) use more playable characters (role) in the player's squad. I thought it's useful if you can switch to a sniper when you need or an AT-guy, because AI sniper and AT act worse as a human.

But I found several problem with it:

* tasks have to added not just the player but all playable role

* if player switch to an other role and then the main character died, it caused lot of problem - and not just in the storyline, but - in triggers anyway...

How did you manage this?

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