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phaeden

Wgl 4.0

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In the past, you see someone, you raise your G36, you shoot, they die, you spend then next 15 minutes looking for someone else, and do the process all over again.  Now, you see someone, realize the are too far away to engage with a high probability of hitting them, set up an ambush, prepare your CAS (Close Air Support) mission, call up your mortarmen and give them the "At My Command" order, shift your machine gunners to better positions, set up some claymore mines, and THEN engage with the enemy.  The whole time you were doing that however, he has been shifting a second team to your flank and now lays into you with machine guns, grenades and smoke.  The ensuing battle is confusing, with voice comm programs running overtime.  During the engagement, your CAS is shot down, and you have to shift your team over to provide cover fire for the pilot (who somehow survived) as he returns to friendly lines.  Your medic is frantically running from position to position either healing people of giving them bandages in case he is too far away next time.  Your assistant machine gunners now have the need and time to give the gunners more ammunition.  Your mortars have to displace as a hunter-killer team has found them and is laying into them with small arms.  You try to outflank the enemy when you hear the rumble of enemy armor bearing down on you.  You frantically look for a place to hide as the tank starts making the earth around you being to fall upwards - dirt and dust, shockwaves, and clouds of debris block your view - you know then that you are about to meet your maker.  Suddenly, you hear the "thump-thump" of a friendly helo who has just unmasked and begins to take the armor apart piece by piece....  I think you get the idea.  

WGL has opened up entirely new realm for online and single player realistic military combat.

As we say in our tagline:

WHEN REALISM MATTERS

smile_o.gif How true.

I'm gonna print that, inspiration.

So, when did you say this is going to be released, or is soon but don't know exactly when.

Sorry, I can't wayt. biggrin_o.gif

@CERO.

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Our configs for weapons, ammo, and vehicles (the most important aspect of WGL gameplay) are open, within the three _config addons. Any addon author wanting to release a WGL variant of their unit or weapon could inherit their config from ours. The only hangup is weapon effects; it would be easiest to use currently configured WGL ammo types, anything else requires attention on a mission-by-mission basis.

Our modified master config is binarized as a technical necessity, but nothing terribly important to addon conversion is included there. All eventHandler classes are mirrored in wgl_veh_config I think.

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Excellent, the WGL pack is one of my Favorite Addon packs, I can't wait for this to come out!

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when will this pack go out??

and why don't you want to replace BIS vehiculs,planes and soldiers like pappy's mod...

but you're making a very nice job wink_o.gifsmile_o.gif

sorry for my english

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It sounds great. The only thing that I don't think I could get into is the "rubber" bullets you mentioned. You put forth a compelling argument (body armor and such) but It seems just too every other game on the market for me.

I can't stand games like quake and battle field for a gazillion reasons, but one of the top five is weapon damage. I love Flashpoint because it's one of the few games where if I shoot some one they die, rather then having to shoot them 5 to 10 times.

I'm still definitely going to try this when it's released though.

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suggestion. make the vehicals, aircraft, weapons, and units all seperate pbos

becuz i would like to use your mod's strela and stinger models to replace the orginal in my mod (marking credit to yall of course smile_o.gif )

and becuz when i repbo'd the data file. . . i get this bad p3d format error on the strela launcher (i depboed it to replace the nvg's with the inq ones)

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Don't be put off by the weaker ammo, it's not easy to return fire after being shot like "most other games on the market". Your view blacks out and you're forced to the ground; sometimes you'll start bleeding. Your aim is knocked to the side. You may lose your control for a moment. Plenty of time for your assailant to hit you again, much less chance of returning fire successfully, especially at long range.

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will helicopters still explode on contact with the ground in a crash, killing everyone around, or have you addressed this issue? (read the manual last night, but I can't remember what it said at the moment)

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Maybe I should clarify the "rubber bullet" effect.

WGL represents the closest you will find in any game to realistic weapon damage.  It is NOT Quake or Counter Strike in any capacity.  

The bullets in real life are designed to maximize casualties on the field of battle.  These casusalties are more often than not of the wounded variety (far fewer are actually killed).

In the game, we simulate these real world conditions by making the rounds "weaker," but a weaker round is still very lethal.  If you hit someone two to four times in the chest with a 5.56 (the weaker of the two bullets), they WILL die.  The main difference between what WGL offers and "every other game on the market" is that even if you survive the first attack, there is still a chance that you will bleed out and die.  During the time you are wounded, you can no longer be an effective fighting unit.  Your focus shifts to survival - where is the medic, do I have any bandages?  You are no longer able to accurately use your weapon.  You physically begin to black out (you literally can't see - the screen blacks in and out).  You heartbeat pounds in your ears. You cry out in pain.

So, unlike other games, when you are hit and survive in WGL, the odds are quite likely that you are bleeding out and will eventually die if you are not healed.

With so much emphasis placed on realism, we would not waste our time, or yours, with "uber troopers."  If you get shot, you are no longer effective.  It is not like you can see your little icon turn "Yellow" with no other effect.  In WGL, the effects are immediate and directly affect gameplay.

The focus is now on teamwork.  A real fireteam using real cover and movement is much more likely to actually kill their targets.  The lone-Rambo is not as likely to do so.  For example, if there is a 1 on 1 fight, it is likely that they will both end up dead.  One will be shot to death and the other will bleed out.  In a 2 on 1, it is highly probable that the 2 will kill the 1 - and will probably have to apply a field dressing or use a medic.

There are no rubber bullets in WGL.  There is just a shift from 5.56 rounds that act as if they were 30 mike mike rounds to a 5.56 rounds that acts like a 5.56 round.

====

The helicopters will still explode when they slam into the ground. This is an OFP limiting factor. When a vehicle reaches a certain damage level, it responds by exploding. We have reduced the explosiveness so that it is closer to a small explosion and not a 500 pound bomb.

With that being said, if you have a "controlled impact" when you are plummeting towards the earth, but are rather coming in to fast or steep, the helo is more likely to survive the impact (it will still take damage). There is also a possibility that you may cause some internal damage such as a fuel leak or engine malfunction.

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Yes it should certainly be stated that the weaker small caliber assault rifle rounds still reward players with good aim. A shot to the head still yields a kill. Two shots to the upper torso still yield a kill the majority of time. However, where people sometimes find a bone of contention is the fact that you can't shoot someone in the thigh and have them drop dead as a doornail. You can't blow someone's foot off with 7.62 and have that kill them instantly either, and certainly not with 5.56. The effect is more fun and more realistic because like Phaeden said, receiving shots like that on your body put you in a very bad way because of our bleeding scripts.

WarGames rewards good aim, that much remains. Another side benefit in WG is that players with 7.62 carry the appropriate threat level. In other words, when 5.56 was 90% as powerful as 7.62 (as it is in basic OFP), you end up with machinegunners who aren't that much more valuable than a rifleman.

There's really no problem in the department of killing people in WG. The "rubber bullet" slur on the pack comes from a very tiny minority of players who for whatever reason never seemed to adapt to having to actually aim for center-mass on the target.

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Well, good job guys, you've got me good and psyched for this. I wish it was more SP-oriented, since thats mostly what I do (none of the other guys in my dorm play OFP). About the only thing I could think of asking would be real units and ranks on both sides, using object textures. Of course, that's really just a cosmetic thing.

But very much looking forward to this, fellas smile_o.gif

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I noticed that you guys don't have any 9 mm ammo weapons (except M9). What about MP5? I know its not worth much in a battlefield like represented in OFP.

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im also looking forward to this v4.0 release, but will this be available as a patch to previous versions or a whole new dload?

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Speaking as a person with military experience I have to say no other mod has ever sounded so appealing but I also have to ask what if any benefits will be yielded for SP, those of us trapped by our humble mountaintop 56k connections?

Also I admit to being concerned by the cosmetic appearance of things, are these just reskins of the default bis models, with new configs?

Can any of the crew served weapons be operated by AI without extensive script use in every mission?

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Maybe I should clarify the "rubber bullet" effect.

WGL represents the closest you will find in any game to realistic weapon damage.  It is NOT Quake or Counter Strike in any capacity.  

The bullets in real life are designed to maximize casualties on the field of battle.  These casusalties are more often than not of the wounded variety (far fewer are actually killed).

In the game, we simulate these real world conditions by making the rounds "weaker," but a weaker round is still very lethal.  If you hit someone two to four times in the chest with a 5.56 (the weaker of the two bullets), they WILL die.  The main difference between what WGL offers and "every other game on the market" is that even if you survive the first attack, there is still a chance that you will bleed out and die.  During the time you are wounded, you can no longer be an effective fighting unit.  Your focus shifts to survival - where is the medic, do I have any bandages?  You are no longer able to accurately use your weapon.  You physically begin to black out (you literally can't see - the screen blacks in and out).  You heartbeat pounds in your ears. You cry out in pain.

So, unlike other games, when you are hit and survive in WGL, the odds are quite likely that you are bleeding out and will eventually die if you are not healed.

With so much emphasis placed on realism, we would not waste our time, or yours, with "uber troopers."  If you get shot, you are no longer effective.  It is not like you can see your little icon turn "Yellow" with no other effect.  In WGL, the effects are immediate and directly affect gameplay.

The focus is now on teamwork.  A real fireteam using real cover and movement is much more likely to actually kill their targets.  The lone-Rambo is not as likely to do so.  For example, if there is a 1 on 1 fight, it is likely that they will both end up dead.  One will be shot to death and the other will bleed out.  In a 2 on 1, it is highly probable that the 2 will kill the 1 - and will probably have to apply a field dressing or use a medic.

There are no rubber bullets in WGL.  There is just a shift from 5.56 rounds that act as if they were 30 mike mike rounds to a 5.56 rounds that acts like a 5.56 round.

====

The helicopters will still explode when they slam into the ground.  This is an OFP limiting factor.  When a vehicle reaches a certain damage level, it responds by exploding.  We have reduced the explosiveness so that it is closer to a small explosion and not a 500 pound bomb.  

With that being said, if you have a "controlled impact" when you are plummeting towards the earth, but are rather coming in to fast or steep, the helo is more likely to survive the impact (it will still take damage).  There is also a possibility that you may cause some internal damage such as a fuel leak or engine malfunction.

only negative thing is wen in single player the ai dont have the same effect?

am i wrong? if so im a very happy chap

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9mm Arms - The reason we did not spend much time in this area was we were attempting to simulate combat to the best extent possible in the OFP engine. Firing small arms at the ranges we were planning for would not occupy that much of the gameplay. However, as you have expressed a desire for it, we will attempt to get something in...

AI Reponse - To be honest, I am not sure if the AI "black out" but I can say with certainty that they are less likely to reengage you and if they do, they aren't likely to hit you.

During the Alpha and Beta testing, I spent a lot of time facing AI - and it seems to work the same for them as it does for human players.

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