Rydygier 1330 Posted December 19, 2019 Quote The save-anywhere system is disabled. Here's my makeshift mod, that re-enables save button (probably not optimal, works in the 1 sec loop, I just wanted to put together something ASAP), if anyone wants to play this way. Requires CBA. 2 Share this post Link to post Share on other sites
Rydygier 1330 Posted December 19, 2019 Quote First time arriving at my house and the laptop appears to be clipping with the table - After waking up from the first sleep the laptop was back in the correct position Similar here, but after waking up it is till half-sunk, just less, than before. BTW I like resting screen. 🙂 But these dogs! Constant barking. Don't get me wrong, it's realistic, I have same in the RL sometimes, and that's an issue of a kind, I would likely change the neighbourhood to quiter one - annoyed nearly just like in RL. Dogs should bark in reaction to a stranger coming close or noises like shooting, but make them stop sometimes at least... BTW again, there in fact was some rather close shooting just after I arrived to my home previous evening - nice immersion thing, although it was continued in the morning - some, prolonged, intense fights out there apparently. I'm tempted to go there in hope of any loot. Share this post Link to post Share on other sites
Bobrus 29 Posted December 19, 2019 Well, I am afraid that Old man needs a bit better optimalisation. Spoiler Miller did not called me at 6:30 as he promissed... 😕 1 Share this post Link to post Share on other sites
Wiki 1558 Posted December 19, 2019 Well, I tried but I don't like much open world gameplay, so I'll just pass. Thx for the effort anyway. 1 Share this post Link to post Share on other sites
okonkwo 10 Posted December 19, 2019 I really like this game mode! A few minor issues I've encountered so far: 1. There is a guerilla standing on the road at grid ref 109047, the only way to drive through the town is to run him over which causes the guerillas to shoot at you 2. Is it ever explained what sleeping bags do? Share this post Link to post Share on other sites
ravenholme 50 Posted December 19, 2019 4 hours ago, Bobrus said: Well, I am afraid that Old man needs a bit better optimalisation. Hide contents Miller did not called me at 6:30 as he promissed... 😕 He'll call you a bit after 0630. I went off to start doing Dr Drabek's request and got the call halfway there. Share this post Link to post Share on other sites
EO 11277 Posted December 19, 2019 1 hour ago, okonkwo said: 2. Is it ever explained what sleeping bags do? If you use the Waiting feature and have a sleeping bag in your inventory, it will save your progress, the sleeping bag will then be removed from your inventory. Unfolded sleeping bags allow you to rest, heal and lower your current threat. 2 Share this post Link to post Share on other sites
XerXesCZ 89 Posted December 19, 2019 So far, I am loving it! It's clear that lots of work have gone into this. Bugs encountered so far: Spoiler At the police station in Vagalala, if you try and take the first aid kit in the van - it's instant death. Probably some physics issue. Same goes for picking up the medicine for Dr. Drábek in insurgent camp, in 50% of the cases. Also, please consider enabling the save feature. Although I can understand the decision behind this, it's same like danger zones in Contact. Since this is Arma, players should be able to save their game at their own leisure. I had many rage quits after clearing up a base, moving van with unused cargo to be sold at merchant, only to die some stupid death. 😀 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted December 20, 2019 Sure im in minority but i really like when the developers stand their ground, create a mission calibrated to be won only by their ruleset. For instance, I would never have had the original OFP (After montignac etc) seared into my memory had I had unlimited saves. Granted as long as the saves are actually properly (somewhat fairly) proportioned 1 1 Share this post Link to post Share on other sites
Rydygier 1330 Posted December 20, 2019 Is it designed to enable stealthy approach? if so, doesn't work apparently. Tried to enter some restricted area in sneaky manner (testing, if I can complete the scenario without direct violence), and seems, I'm inevitably detected by someone certainly not seeing me (there's a wall between us, healthy (as for potential detection by noise) distance and he is looking in opposite direction, still speaks to me). Like the only criteria used is the distance to the unit and the presence inside restricted area. So, question is, is there any sense in attempts of unarmed, non-violent gameplay style, or should I drop this as futile and grab the gun? I'm assuming, there's no any roleplay-like "talk through the guard" possibilities. What could be useful in general - making clear, how internal scenario logic works, what player can try (talk, sneak, shoot...), and where are immersion/realism boundaries. It's... unobvious currently. 4 Share this post Link to post Share on other sites
krzychuzokecia 719 Posted December 20, 2019 Coming back to the issue of respawning loot I mentioned earlier - I can confirm it happens for all items in that place (including guns/ammo). And since others mentioned respawning radios (I have four of them already under my table, and one on the table itself), I think both issues are connected and will probably happen to all the loot/interactive objects. @Rydygier Spoiler I guess you're talking about Harcourt harbor? Yeah, I haven't had much luck with it too, but on the other hand I managed to sneak into Georgetown Gendarmerie depot, so maybe this issue is only present in that specific place. 2 hours ago, Rydygier said: "talk through the guard" possibilities Something like that (bribes?) would be very, very appreciated. 1 Share this post Link to post Share on other sites
Rydygier 1330 Posted December 20, 2019 Quote Have you tried sneaking in at night? Not yet, but that was my last idea for the next time. Share this post Link to post Share on other sites
darkChozo 133 Posted December 20, 2019 First off, I want to say that Old Man is really cool thus far, and mostly seems to work. I'm excited to see the full thing. Couple points of feedback/reporting: It would be nice if the shields on the new HMG were separate hit points, or at least had more armor. It appears that they're just counted the same as the gun itself, and you can disable an HMG by shooting the shields with a rifle like 8 times. I guess it's good in that it could prevent the gunner from dying but it's a little silly. I've had three or four times where I've spotted a CSAT foot patrol, gotten geared up and in position to fight them, only to find that they'd disappeared. I suspect that they're being hideObject'ed, since I get nametags when I look where they're supposed to be. Nothing wrong with that system in theory but in practice it seems pretty trigger-happy, and makes it look like CSAT have teleporting powers. Some of the game systems don't seem entirely clear. As others are saying, it's mostly the saving and the not-appearing-suspicious aspects. I suspect that you're supposed to be pretty aggressive about sleeping/manual saving but that's not necessarily that clear. More tutorialization might help, guessing that's part of the polish phase anyway. I'm not entirely sure yet but performance in the mission seems spotty. There were times where I was getting 20-ish FPS, similar to the Contact campaign, without that much going on. Mostly in towns where there's probably stuff spawned that I'm not seeing, I suspect. One thing that wasn't totally clear to me was that fast travelling meant abandoning your current vehicle. I had been driving around in an offroad full of guns the first time I fast traveled, and while I had anticipated possibly losing it and had sorted my equipment accordingly, it still kind of sucked. On that note, is the intention that transporting/storing spare equipment is hard, and that you're mostly supposed to rely on what you can carry? That's kind of the impression I get, since vehicle storage isn't all that reliable and because it's not that clear where you can safely store stuff for later. One time I came across a guerrilla-gendarme firefight. I started helping by shooting some gendarmes, but after the fight was over the guerrillas started shooting at me. Not sure if this is a bug or not, I was still pretty early on so it honestly would have made sense for the guerrillas to not like me shooting around them, but I thought it was worth mentioning. Spoiler I had some issues with the Harcourt investigate-the-dock mission. First, I tried sneaking in through the back, but a guard that I couldn't see somehow spotted me and told me to back off. So I decided to call in a guerrilla team, backed off and waited until their attack time, and came back to find the dock totally abandoned. All the CSAT soldiers had disappeared, and I don't think it was because of the guerrillas because I got a notification that they were about to attack as I was exploring the dock. 1 Share this post Link to post Share on other sites
Kreu 16 Posted December 20, 2019 I have played the scenario approximately 5 hours now. This is my feedback so far. In generall i really like it. But there is a lot that can be improved in my opinion. Of course it might be that my view differs greatly from what the developer want to archieve with their mission. 1. Random encounters This is one of my biggests criticisms. Random encounters happen way to often and they don't seem to serve any purpose. -First Guerillias should not randomly patrol the roads. They don't hold any territory they must protect. So why patrol in the middle of the open? Also they sometimes patrol only 200m away from the next CSAT outpost without attacking it. My Suggestion: Guerillias should attack checkpoints, police station, outposts, stuff like that. Actuall points of interrests. After an attack they should retreat immidiately. Of course they might ambush a patrol. But CSAT should not send them in the middle of nowhere where they can be sure they will get killed. -Second: CSAT or police patrols should be way bether prepared. Give them armored Vehicles. Its very immersion breaking to witness several firefights every day, each time a small CSAT patrol getting stomped by several attackers. Why do they send guys out if they get killed anyway? -Third the CSAT reinforcement are to few and to weak. From time to time they should actually send an APC or even a Tank. Of course not everytime. -Fourth: If you stumble across a firefight CSAT should react different. Every civillian could just be a disguised Guerillia. They should warn the player to back off and if he doesn't they should open fire. Its just weird how you currently can walk onto a battlefield, pick up a fallen soldiers weapon and nobody cares. Currently because of all the firefights im sitting on an whole armory of CSAT weapons. 2. Checkpoints -It would be nice to have a list of items that are forbidden. At the start you get a hint that tells you what is allowed and what not. But i can't figure out how to get that information again. Im also not eager to try that out. Last savepoint might be a while back :D. -It also should have consequences if you try to pass a checkpoint with a stolen vehicle. -Being able to bribe a checkpoint would be cool too. Then there would be more stuff you need money for. 3. Some more stuff - CSAT should be more aggresive when they see you having a weapon - Minor spoiler: It should be possible to get explosives from the red spring mine by disuising as mine worker and stealing a ID card - It would be nice if CSAT defenses where different during night times than during day time. At one mission i decided to wait for the night but had to realize that nothing changes. Thats all for now. Of course from time to time it is noticable that this is only a beta But it is a lot of fun already! Keep up the good work please. 3 Share this post Link to post Share on other sites
krzychuzokecia 719 Posted December 20, 2019 Observations on a mission for Ensemble: Spoiler The "blow up fuel depot" mission. The "briefing" done by strike team leader was read to me twice - first, when getting in the boat. Second - when we were waiting in the bushes for signal to attack. After successful operation, guerrillas just stayed in place, and were swiftly decimated by incoming CSAT QRF. I decided to return to the boat we used to get in AO - you should see my surprised face when I couldn't get in it, because it's apparently closed for player via scripts. I understand that the point of the Old Man is to give us a little bit of that "attack and disperse" guerrilla style warfare. However, in case of this attack, during the night, far from possible ways to retreat, the only feasible option is to run back to the boat. Otherwise you're wandering around forests, waiting fro CSAT to hunt you down. I still haven't left the island - on the southern shore there are only two boats - the one I came in (closed) and a non-usable rowboat prop. Also, when Samjo called to me to congratulate, his last line was a repeat from initial briefing - "if you wanna take part, we're leaving Celebu at 8PM". I'm still not sure if it's bug, or is this information about his next day attack. However I've got separate notification about Ensemble attack on CSAT base... on 20:59. So around 20 minutes after we blew the fuel depot. I guess this notification is about random event, but I'm not sure if it's good idea to give player such notifications when he's running from CSAT. Also, I've got to say that I like the saving system. It reminds me of the old GTAs (3, VC, SA) where you could save only at safehouse, and when you messed up, you got to replay whole mission. While in GTA it may be annoying (and newer GTAs have autosaves during missions), in OFP/Arma when you die it probably means you messed up something an hour ago. So it's good to start in a safehouse, instead of being beamed up right into action, and getting shot by that patrol you never noticed. 4 Share this post Link to post Share on other sites
darkChozo 133 Posted December 20, 2019 Played a bit more, I can now say that saving by sleeping is honestly pretty powerful. Safehouses are everywhere, they're cheap ($99 sounds like a lot, but it's less than what you get for turning in a gun or NVG at an Ensemble stash), and sleeping doesn't have to take any time. Sleeping bags can be used as a sort of quicksave before base assaults or whatever. If you're not sleeping whenever you're near a safehouse you should be. Anyway, more miscellaneous feedback: I ran into a FIA patrol by an Ensemble camp (the first one that you're likely to run into). I guess they could be intentional but they felt out of place. Spoiler The "fetch a truck for the doctor" mission is a little annoying. Not only is it tough to get the truck there, you end up stranded about a kilometer from anything useful without a vehicle. I guess it got me to explore the infected area near it, but it'd be nice if the civie camp was a fast travel zone. The way you can just kind of take any vehicle you want without any repercussions feels weird. Like, I'm glad that I'm not gonna get stranded without a vehicle in most places, but does Tanoa just not have a concept of vehicle ownership? It looks like infected civs have been implemented by replacing the blood texture with a pox-y one, which seems suboptimal. It's not a super obvious way to do it, and it means that you can cure them with a first aid kit or sicken them with a rifle. Checkpoints feel like more of an annoyance than a threat since they're so easy to bypass. I'm almost never not carrying contraband, but it doesn't matter because I can kind of just drive around them. I don't know exactly how you'd fix this, or if it's even worth fixing, but still. Also, semi-related, but I have intel on a CSAT checkpoint at [0,0] (aka the bottom left corner of the map). Either they're guarding a shipping route or something is failing to give a valid position somewhere. Something is wrong with the radio news segments - I pretty frequently hear the lead-in and lead-out music without an actual news report. Might just be unfinished though, the radio in general seems pretty sketchy. Spoiler I've run into a situation where it seems like fast travel has been disabled. I *think* it's an intentional mechanic, since Miller said something about CSAT locking down the island, but it's not terribly clear. If it is an intentional mechanic, it'd be nice to get a notification or something when you walk into a fast travel zone ("CSAT Lockdown, fast travel disabled"). Last thing, but I get the feeling that the Ensemble discount on safehouses isn't working properly. I've never seen a safehouse not be $99, even after the Ensemble leader called me his right hand man and told me he'd get me anything. 2 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted December 20, 2019 Quote The way you can just kind of take any vehicle you want without any repercussions feels weird. Like, I'm glad that I'm not gonna get stranded without a vehicle in most places, but does Tanoa just not have a concept of vehicle ownership? This. When things are given away freely -it devalues them. When actors dont react, it breaks immersion. Rather than just locking them all (tho generally thats the case IRL) let the players reputation as "Thief" grow. When player shoots up property, increase his "Violent Vandal". If he points gun at civilians recklessly, have them mistrust him. Stakes are needed and they rapidly increase immersion, whether the caravan of dogs bark or not 😉 4 Share this post Link to post Share on other sites
darkChozo 133 Posted December 20, 2019 Honestly, I'd be happy with bystander comments and some sort of lockpicking/hotwiring action. Just anything to suggest that Tanoan restaurants don't hand out a couple of free cars with dinner. 3 Share this post Link to post Share on other sites
Hymmnos 10 Posted December 20, 2019 (edited) I'm having difficulty with the Destroy Radars quest. I've blown up both the main large dome radar station and the tower at the entrance of Comms Alpha on Mont Tanoa but the task does not mark as complete. I also destroy the mobile radar at Comms Bravo along with the mobile SAM and the Destroy Mobile Radar subtask does not complete either. I think this whole task is bugged. Edited December 21, 2019 by R0adki11 added spoiler tags Share this post Link to post Share on other sites
Mackereldude 11 Posted December 20, 2019 Found a couple of minor issues that I took screenshots of, has not seriously impacted gameplay though which is nice. 1: While driving back to the House of the PC, I ran over a couple of CSAT soldiers patrolling in the middle of the road and this error popped up. (this is just to the north of the House) Spoiler 2: Just a minor clipping issue with the 50. cal gunner deciding to hang out inside a bundle of ammo boxes. Spoiler Share this post Link to post Share on other sites
R0adki11 3949 Posted December 21, 2019 @Hymmnosplease try to use the spolier tags when talking about specific tasks. 2 Share this post Link to post Share on other sites
alky_lee 280 Posted December 21, 2019 Only played a few hours so far, but I am having difficulty reading text on the map markers, so I'm not really sure what some of the markers mean. I am using trial and lots of errors at times. Also, when I receive a telephone call and I'm driving, I have to stop the vehicle and turn off the engine to hear what is being said. Muting the engine noise for the duration of the call would useful. (These could just be because I am blind and deaf) The dogs barking at the house is really annoying. It would be more immersive if they were quiet and only barked when enemies are nearby. The incessant radio chatter when attacking enemy positions is really distracting as well as being repetitive. I thought it was good at first, but the novelty has worn off very quickly. The chatter should be used more sparingly, and the language should reflect the enemies being faced rather than being a mixture of Chinese, French, etc. I've found that the enemy bodies aren't persistent. I attacked a CSAT squad but a QRF turned up. Before I could deal with them, the original bodies were sinking into the ground in front of my eyes. Whilst this may be necessary in multiplayer, it does not need to be so aggressive in singleplayer. Bodies could be left around longer and shouldn't disappear within 600m of the player. When assigning a task, the task isn't being highlighted on the map. Spoiler When I entered the Police Station in Vagilala I was given a task to steal some money. When I assign the task, there is no task shown on the map. I also am unsure of the mechanics of using a sleeping bag to save/rest. Some better explanation would be useful. Just a few early observations. When I save and resume the mission all map markers placed by me are gone. Share this post Link to post Share on other sites
EO 11277 Posted December 21, 2019 5 hours ago, alky_lee said: I also am unsure of the mechanics of using a sleeping bag to save/rest. Some better explanation would be useful. Regarding sleeping bags, my understanding is they are tied to the Waiting feature.... If you have a sleeping bag in your inventory and use the Waiting feature it allows you to save, rest, heal and lower your current threat level, the sleeping bag will then be removed from your inventory when you wake. If you don't have a sleeping bag in your inventory the Waiting feature is just a waiting feature that passes time but doesn't allow you to save, rest, heal lower current threat level. 4 Share this post Link to post Share on other sites
IndeedPete 1038 Posted December 21, 2019 Spoiler Anyone knows how to destroy the radar on Mount Tanoa correctly? I destroyed the entire building but the task didn't check. Edit: destroying the second one also doesn't succeed the associated task. Share this post Link to post Share on other sites
Morbo5131 16 Posted December 21, 2019 Crosspost from Steam discussion, expanded a little. Been enjoying it quite a bit, fairly promising so far. But I have quite a few gripes and a couple suggestions: Feedback: - The radio noises that play when you are "wanted" are incredibly obnoxious, make it difficult to concentrate on what you're doing ie fighting enemies, part of which in closer quarters is listening out for their footsteps and speech, gunfire in general. A way to disable this would be nice, but for expediency's sake it could just be removed completely. - Similarly, the red overlay on the map in this state makes it difficult to read, especially when trying to follow or find dirt trails. - The in-vehicle radio, phone calls and dialogue are usually way too quiet to hear over engines or tyres rolling (All volume sliders maxed). - The "Action" music is overused and plays way too frequently, more often than not when there's nothing happening - CSAT helicopters have a lot of difficulty landing when called in, and more often than not will just perpetually hang in the air close to their intended LZ. - Most Checkpoints are far too easy to circumnavigate without any consequence, even if done in plain sight of their occupants. They are further undermined by the fast-travel system, which is currently risk- and cost-free. - It's very ambiguous as to what will get you caught by checkpoints, or cause CSAT/Gendarmes to tell you to exit the vehicle and/or cause them to fire on you. - CSAT/Gendarmes don't seem to care if you're wearing uniforms, vests etc. stolen from their bodies, or if you're driving (even armed) vehicles belonging to their faction. - There's no way I'm aware of for the player to fully-repair a vehicle - there should be servicing facilities at ports, airfields and airstrips, in major towns with service garages etc. - There's no way for the player to unflip or unstick vehicles they'd reasonably be able to. - I couldn't find a way to directly recruit AI troops into my group. I'm not even sure if you're meant to be able to, but the description of camps make it seem that you are. If you can, it's not explained clearly enough. If you can't, that's disappointing. A large part of the advantages of acquiring armed vehicles or transport helicopters is nullified if you have to crew them alone. - Boats are incredibly rare despite there being many port towns. It's even more difficult to get your hands on an aircraft - One of the three I've come across means turning Syndikat hostile, the other two are fixed-wing and VTOL, thus require access to an airfield. - A lack of vehicular CSAT patrols and ambient civilian vehicles makes the world seem a little bit dead, and makes it very rare that the player is ever surprised. - Generally the garrisons at major facilities seem very thin, even without considering there's an ex-legionnaire blasting his way through swathes of CSAT and an indigenous insurgent movement actively holding territory against them. Particularly airfields and larger towns seem lacking, with only one manned enemy AFV at Lijnhaven airport. - Ambient firefights between Syndikat and CSAT/Gendarmerie seem to occur too often, too close to the player and with the two sides spawning too close to each other. It seems one is always guaranteed to happen North of the old man's home, allowing player access to mid-tier equipment immediately after completing their first objective. I think it'd be better if they couldn't happen until after Ensemble have you blow up that house, resulting in smoother progression from terrible shotgun > (most likely) a Gendarme's SMG > CSAT rifles. I think if the player is spotted within ~100m of the participants of an active firefight, they should be considered hostile (to CSAT/Gendarmerie) regardless of whether they're unarmed. - I managed to lose a quest item (Wallet with ID, along with some gear) by putting it into the inventory of the truck that spawns at the player's home. It wasn't clear that I'd have to first get into the vehicle to have it save its position and inventory. Again, the lack of a shared inventory (with practically infinite storage) for the safehouses leaves the player little choice but to use vehicles for storage. Feature wishlist:Fast Travel tweaks: The player can only fast-travel between locations on the current island. This means there will always be some checkpoints to have to deal with, and avoids trivialising boats and aircraft. When at a dock or airfield, fast-travel costs money, but can drop the player off at any point in water or open area respectively. Civilian ferries/"boat taxis" that allow the player to fast-travel from its pick-up point to any coastal safehouse.Safehouse stash tweaks: All items placed in a safehouse stash are accessible from all safehouse stashes. Right now, if you're stockpiling equipment at the safehouses you're either going to centralise it (most likely at Player Home), or dump it into many different boxes across the map in which case it's very easy to lose track, or just put it all in the vehicle you intend to use, putting it at risk of loss. When buying from a Market, the items can be purchased directly to the player-stash, appearing after a delay. Purchase vehicles: As previously mentioned, boats and aircraft seem incredibly difficult to acquire/maintain. There needs to be guaranteed ways for the players to be able to (Recursively) acquire them, even if they're very expensive, just so their means of transport can't be limited by losses. Simple enough, allow the player to buy vehicles at certain locations. Armed vehicles would require the support of Syndikat and would generally be very expensive. CSAT vehicles would be exceedingly rare. The vast majority of purchasable vehicles would be unarmed, and it would be extremely uncommon to find military aircraft for sale, with civilian aircraft already being very expensive. Garage system: Garages are present at most safehouses and the player's home. They allow you to store, recover, repair and sell vehicles, also allowing you to customise their components/paint-jobs. You can access all stored vehicles from any garage. Once you store one, it is saved permanently as a "Player vehicle" (Limit of 10?). The vehicle must be present in the garage to be repaired/customised. If the player abandoned such a vehicle, its coordinates are displayed in the garage UI, and the player has the option to recover it to the garage at no cost, but it takes a couple in-game hours to become available. Even the wrecks of destroyed vehicles can be recovered. The fee and length of time it takes to recover and repair a vehicle depends on several factors - Civil/Military, armed/unarmed, vehicle class (Ie. Cars, Trucks, AFVs, Aircraft). Armed and/or military vehicles require the cooperation of Syndikat to be recovered and repaired - Civilians wouldn't risk being caught by CSAT/Gendarme in salvaging a military and/or combat vehicle. Aircraft would have their own "garage"/hangar, only accessible from airfields and/or safehouses with reasonable helicopter LZs. Repairing a damaged but functional vehicle, of course, also costs money and takes time. Rearming, where applicable, costs depending on the vehicle's armaments. Refuelling is done automatically. Call Guerrillas: Allow the player to specify the direction of attack, behaviour of the units (Ie. "Engage from here" or "Sneak in from here". ) and equipment (Sliders for AT launchers, Machine-guns, AA launchers etc). The more depth here the better, it'd be especially nice to be able to specify separate base-of-fire and assault elements. Calls/Contacts: It's easy to quickly become overwhelmed with tasks. Most, particularly those of L'ensemble/Syndikat, the player should start manually, as getting spammed with constant attack objectives that are out of your way is an annoyance at best. Ie. once you complete the Night Vision mission and the one that follows, the Ensemble guy tells you "We got more work for you, give me a call/message when you're ready". When he does, the player is given a selection of missions to participate in. The types and locations of these radiant missions are recycled each day. Random checkpoints/outposts: Every 2 or so in-game days, CSAT and the Gendarmerie will set up minor checkpoints in different locations. The current checkpoints would be permanent, these would be smaller roadblocks and such, forcing the player to constantly adapt their route-plan.Escalating response: It's difficult to really feel like a guerrilla when you're fighting light infantry patrols the vast majority of the time, and can largely move around the islands with impunity. The player would have a somewhat more persistent "alert level", which could take several days to fully diminish. The higher the alert level, the more severe the QRFs sent against you when you engage CSAT. Larger in number, then throwing in the odd light armed vehicle, graduating to medium armour and attack aircraft. Meanwhile, Gendarmes should start bringing out SPAR-16s and LIM-85s. 23 hours ago, Rydygier said: Is it designed to enable stealthy approach? if so, doesn't work apparently. Tried to enter some restricted area in sneaky manner (testing, if I can complete the scenario without direct violence), and seems, I'm inevitably detected by someone certainly not seeing me (there's a wall between us, healthy (as for potential detection by noise) distance and he is looking in opposite direction, still speaks to me). Like the only criteria used is the distance to the unit and the presence inside restricted area. So, question is, is there any sense in attempts of unarmed, non-violent gameplay style, or should I drop this as futile and grab the gun? I'm assuming, there's no any roleplay-like "talk through the guard" possibilities. What could be useful in general - making clear, how internal scenario logic works, what player can try (talk, sneak, shoot...), and where are immersion/realism boundaries. It's... unobvious currently. I'm not sure if it counts but Spoiler after delivering the truck for the doc, I snuck into the outbreak zone at Luganville, unarmed. I crawled up through the short crops to the parked Ifrit and had 2 patrolling CSAT pass within 5m of me and managed to remained hidden. I think it depends on you having been detected. 3 Share this post Link to post Share on other sites