sanctuary 19 Posted September 27, 2005 Quote[/b] ]...lots of realism concerns... I understand your realism concerns, but i am sorry the DMA naval and army packs are just "bonuses" and will not be updated and will keep the gameplay they have even if not as realistic as it could. One of the goal is to have them working on MP (as they were used by TacRod during his Coop Engine development) , and so despite the replaced weapons, i had to keep the exact same amount of ammo by magazine to be sure it will remains compatible in MP. The only exception remains the kozlice that i have transformed into a modern automatic shotgun. But all is not too bad, i give everyone all the keys to modify things themselves , for each variation of the config, there is the editable config.cpp included. And some post earlier, i even explained how you could put back BIS recoil. You can always try the Flash FX : Unit Replacement , OFP : Y2K3 or Enhanced ECP , that are more important total conversion (they are replacing vehicles too) and have more realistic values. Quote[/b] ]1. The Resistance hunter is equiped with a "kozlice" that looks like a combat shotgun, perhaps a Benelli. It fires "shell" ammo that has only 3 shots per "magazine" and 5 "magazines," and "ball" ammo that works as with the original kozlice. You can switch between shell or ball freely as on the original double-barrel kozlice. Also, the ROF per shell is pretty slow. Feels more like MG than a shotgun shell. Not sure what was intended here. Gameplay decision there , you have not a kozlice anymore , but a XM1014 automatic shotgun that is gameplay balanced and not realism balanced. Quote[/b] ]The U.S. "Super Sniper" is equipped with a "SuperM21" that appears as a SR-25. Maybe a conflict with the DMA Army pack. Also, I'm not sure if the SR-25 (although a nice model) is the best rifle to equip the U.S. sniper with. The plain gunmetal model conflicts with the beautiful new ghillie suit camo, and the SR-25 is not the most common sniper weapon. I'd rather see a more modern M-21 with some sort of camo (paint and/or burlap strip wrapping). The "super snipers" are using BIS models for both the units and weapons. So whatever replacement mod you will use, the units and weapons will be replaced accordingly. Quote[/b] ]On the "super snipers," the scopes are zeroed for somewhere around 1000m and are off on windage, making them difficult for human players to use (but I don't know if human players were intended to use these). The "super" snipers are intended for AI usage , to help (a lot) AI sniping, not for human players as you don't need to play as them or with their weapons to sniper from huge distance. Quote[/b] ]4. In the editor under resistance, a unit called "soldier" appears 4 times in the list and is identical (as far as I can tell). Just tested with the Army pack, and i have not those 4 "soldiers" listed under Resistance. But i know there is 1 or more of the addons (not sure which one, but it is there) we use for the DMA missions on Lybia that have a bad config and are the responsible of those "4 soldiers" identical entry under Resistance. Unfortunately, this/those faulty addons are not our addons, so we can't fix them in the place of the author of it/them. Quote[/b] ]Also, what is the difference between the Naval pack and the Army pack? Russian naval infantry in one and Russian Army infantry in the other? Naval pack is US Marine vs Naval Infantry vs TSF (Suchey&Earl Marine Assault Pack - BAS TSF units) Army pack is US Rangers vs GRU units vs Euro Guerilla (Laser Ranger/Delta vs RHS RFMI/GRU vs williec DMA Euro Guerilla) Share this post Link to post Share on other sites
akd 0 Posted September 27, 2005 Quote[/b] ]...lots of realism concerns... I understand your realism concerns, but i am sorry the DMA naval and army packs are just "bonuses" and will not be updated and will keep the gameplay they have even if not as realistic as it could. One of the goal is to have them working on MP (as they were used by TacRod during his Coop Engine development) , and so despite the replaced weapons, i had to keep the exact same amount of ammo by magazine to be sure it will remains compatible in MP. The only exception remains the kozlice that i have transformed into a modern automatic shotgun. But all is not too bad, i give everyone all the keys to modify things themselves , for each variation of the config, there is the editable config.cpp included. And some post earlier, i even explained how you could put back BIS recoil. You can always try the Flash FX : Unit Replacement , OFP : Y2K3 or Enhanced ECP , that are more important total conversion (they are replacing vehicles too) and have more realistic values. Quote[/b] ]1. The Resistance hunter is equiped with a "kozlice" that looks like a combat shotgun, perhaps a Benelli. It fires "shell" ammo that has only 3 shots per "magazine" and 5 "magazines," and "ball" ammo that works as with the original kozlice. You can switch between shell or ball freely as on the original double-barrel kozlice. Also, the ROF per shell is pretty slow. Feels more like MG than a shotgun shell. Not sure what was intended here. Gameplay decision there , you have not a kozlice anymore , but a XM1014 automatic shotgun that is gameplay balanced and not realism balanced. Quote[/b] ]The U.S. "Super Sniper" is equipped with a "SuperM21" that appears as a SR-25. Maybe a conflict with the DMA Army pack. Also, I'm not sure if the SR-25 (although a nice model) is the best rifle to equip the U.S. sniper with. The plain gunmetal model conflicts with the beautiful new ghillie suit camo, and the SR-25 is not the most common sniper weapon. I'd rather see a more modern M-21 with some sort of camo (paint and/or burlap strip wrapping). The "super snipers" are using BIS models for both the units and weapons. So whatever replacement mod you will use, the units and weapons will be replaced accordingly. Quote[/b] ]On the "super snipers," the scopes are zeroed for somewhere around 1000m and are off on windage, making them difficult for human players to use (but I don't know if human players were intended to use these). The "super" snipers are intended for AI usage , to help (a lot) AI sniping, not for human players as you don't need to play as them or with their weapons to sniper from huge distance. Quote[/b] ]4. In the editor under resistance, a unit called "soldier" appears 4 times in the list and is identical (as far as I can tell). Just tested with the Army pack, and i have not those 4 "soldiers" listed under Resistance. But i know there is 1 or more of the addons (not sure which one, but it is there) we use for the DMA missions on Lybia that have a bad config and are the responsible of those "4 soldiers" identical entry under Resistance. Unfortunately, this/those faulty addons are not our addons, so we can't fix them in the place of the author of it/them. Quote[/b] ]Also, what is the difference between the Naval pack and the Army pack? Russian naval infantry in one and Russian Army infantry in the other? Naval pack is US Marine vs Naval Infantry vs TSF (Suchey&Earl Marine Assault Pack - BAS TSF units) Army pack is US Rangers vs GRU units vs Euro Guerilla (Laser Ranger/Delta vs RHS RFMI/GRU vs williec DMA Euro Guerilla) Thanks for the answers, and yes, the Lybia add-ons would be the source of the multiple resistance entries then. My only real concern is that the DMA Army Pack AI machine gunners render the pack useless for single play or play against the AI. Can this gameplay problem be fixed? Share this post Link to post Share on other sites
Baphomet 0 Posted September 28, 2005 Just noticed a problem with the Dynamic SP mission for the east side. I attempted to take a second regular mission (not the free one) and I was assigned by the C.O to talk to the pilot to request transport. Then absolutely nothing happened. So the game effectively had hung and there was nothing I could do. Is this a common occurrence? Has it been mentioned before? I thought I'd mention it anyhow. It's fun despite that annoying bug however. Share this post Link to post Share on other sites
sanctuary 19 Posted September 28, 2005 My only real concern is that the DMA Army Pack AI machine gunners render the pack useless for single play or play against the AI. Can this gameplay problem be fixed? You can always revert back to BIS recoil if you don't like the FDF recoil, even if i find no problem with machinegunners myself. I explain how to do this in this page Quote[/b] ]I attempted to take a second regular mission (not the free one) and I was assigned by the C.O to talk to the pilot to request transport.Then absolutely nothing happened. So the game effectively had hung and there was nothing I could do. Can you give precision on what kind of mission you have been assigned ? What did the officer told you before allowing you to request insertion from the pilot ? Share this post Link to post Share on other sites
akd 0 Posted September 28, 2005 My only real concern is that the DMA Army Pack AI machine gunners render the pack useless for single play or play against the AI. Can this gameplay problem be fixed? You can always revert back to BIS recoil if you don't like the FDF recoil, even if i find no problem with machinegunners myself. I explain how to do this in this page Okay, I will try, but the problem is specific to AI machine gunners as, unlike other classes, they engage targets in full auto at long-range. I wish there was a way to address only the MGs, but I understand this to be a limitation of the engine. However, I guaruntee you that these recoil settings "break" the AI machine gunners. Please do this simple test. Place yourself as an officer with a full-skill DMA Army Pack machine gunner on the desert map. Place a target at 350m. Use your binoculars to ID for the AI and observe behavior. If the first bullet or two does not kill the target, the AI machine gunner will fire his entire belt over the target's head. The recoil and ROF keep the gun elevated continuously over the AI's aimpoint until firing ceases. This makes a huge difference in the AI's ability to hit targets at medium to long range. It's not that I don't "like" the recoil effects. They are good for us humans. I am just pointing out the bug in AI behavior that results. I'd happy to send you a mission where 3 full-skill AI machine gunners expend all their ammo firing at a single target at 350m if I'm not explaining the problem well. Share this post Link to post Share on other sites
sanctuary 19 Posted September 28, 2005 in the main config, replace <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.05,"0.02*0.4","0.05*0.4",0.35,0,-0.006,0.07,0,-0.006,0.13,0,0}; by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.03,0.02,"0.04*1.35",0.03,0.01,"0.01*0.5",0.03,0.03,"0.04*1.35",0.03,0.02,"0.02*0.5",0.01,0,0}; problem solved. Share this post Link to post Share on other sites
akd 0 Posted September 28, 2005 in the main config, replace<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.05,"0.02*0.4","0.05*0.4",0.35,0,-0.006,0.07,0,-0.006,0.13,0,0}; by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mgunBurst3[]={0.03,0.02,"0.04*1.35",0.03,0.01,"0.01*0.5",0.03,0.03,"0.04*1.35",0.03,0.02,"0.02*0.5",0.01,0,0}; problem solved. Okay, I'm an editing idiot. The CONFIG.BIN file under C:\Program Files\Codemasters\Operation Flashpoint\@DMA\Bin? How do you edit this file? Edit: Okay, I swapped the config.bin in that location with the config.cpp found in the DMA "NormalMaterial Config" folder with the above changes. The AI machine gunners can now hit targets at medium to long ranges. Was that the correct procedure? Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted September 28, 2005 Since I'm not familiar with the complexities of editing files for an OFP mod, I'm going to throw out a method I've seen used successfully in regards to better controlling how the AI use their machine guns, and at any distance. In the Revolt 1998 campaign, there were two sets of machine guns made, one for human players, and one assignable to AI. The "AI version" limited the number of rounds that could be expended at any one time to five round bursts. This not only helped to manage how well the AI were able to aim due to artificially limiting the maximum height of the recoil, but it also assisted in better managing their ammo useage. ========================== I've been playing the superb "Bleed for Oil" mission, and I have a few questions regarding it. (1) Thus far, all of the missions I've played have taken place during daylight hours. Is there a quicker means by which I can choose the time of day I'd like to execute the mission? I'd hate to have to wait for the "x4" time acceleration. That would still take forever. (2) Am I correct to state that it's a VERY bad thing to "Save" the mission OUTSIDE of this mission's built in Save system? (3) Does speeding up time while IN THE HELICOPTER lead to strange results? (4) After my vehicles have been resupplied/refurbished, text appears in the lower left which displays some stats, something dealing with the number of hostiles and another number (I can't remember these figures right now). What is the significance of these figures? -------------------------------------------- Other than these questions, the mission has been smooth sailing. VERY nice work indeed! Kyle Share this post Link to post Share on other sites
honchoblack 2 Posted September 28, 2005 Quote[/b] ]Edit: Okay, I swapped the config.bin in that location with the config.cpp found in the DMA "NormalMaterial Config" folder with the above changes. The AI machine gunners can now hit targets at medium to long ranges. Was that the correct procedure? You will still have to bin your config.ccp and then add it to the folder. use CCP2BIN to convert the ccp file: http://ofp.gamezone.cz/index.php?sekce=utilities Quote[/b] ](1) Thus far, all of the missions I've played have taken place during daylight hours. Is there a quicker means by which I can choose the time of day I'd like to execute the mission? I'd hate to have to wait for the "x4" time acceleration. That would still take forever. You can let time pass by visiting the doctor in the medic barracks, you wont get any penalties on value, as long as you dont lack any team members. The weather is changed dynamicly too, during that rest. The SAS missions have a dynamic time/weather change included during insertion, so you dont have to match your time of day with that kind of mission. Quote[/b] ](2) Am I correct to state that it's a VERY bad thing to "Save" the mission OUTSIDE of this mission's built in Save system? It could cause faulty saves, its much securer to use the inbuild save option, since it detects if missions are assigned, and wont allow saves then. The benefit of saving during mission "pauses", once you signed your mission out, is that there are a lot of less variables to save, the mission is in its default state, so there is not much that could go wrong during the save. Quote[/b] ](3) Does speeding up time while IN THE HELICOPTER lead to strange results? It can lead to strange results, if its used during spawning of the opfor and cause scripts to mess up. Best to use it once you are in the air and on your way. Try to estimate by the framerates when spawning is complete, and use the timeacceleration then. Quote[/b] ](4) After my vehicles have been resupplied/refurbished, text appears in the lower left which displays some stats, something dealing with the number of hostiles and another number (I can't remember these figures right now). What is the significance of these figures? Enemy Support : how accepted are the terrorists by the populace, the higher the count the closer you are to be driven out of the country Value Level : the amount of value reflects the amount of "trust" from HQ towards you, the more they trust you, the more support options you can choose during missions Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted September 28, 2005 Honchoblack, A big hearty THANK YOU for your very detailed reply. If there's going to be another release of these contents, and/or an update, perhaps the answers you supplied to my questions should be supplied in the Read Me? This could save a lot of time and frustration for those who don't know about the subtleties. The dynamic weather conditions is also a very nice touch, and thanks for the "heads up" regarding it. I am absolutely LOVING all of the hard work that's gone into this release, and the only mission I've tried thus far is "Bleed for Oil." I can't wait to try the other missions. Now I know that I'm going to be pushing the following comparison some, but that being said, I still feel the urge to say it: DMA has given an almost "Grand Theft Auto" feeling to OFP. The open endedness of it, along with knowing how one's choices in battle directly affects the morale and disposition of the local population/one's own superiors lends an almost role playing like element to the game. It is an entirely rewarding and intoxicating means by which to design one's missions around. Wow, wow, WOW! GREAT work all, and I can't wait to see what else is in store (hint: maybe supplying some equipment info on the types/configurations of the new armaments, including data on the new round types). Rumor has it that the release of "OFP 2" (not "Armed Assault") will herald a single player dynamic (weather, ethics, etc., etc.) role playing combat simulation structure, and as amazing as that all sounds, truth be told YOU were the FIRST to achieve this accomplishment. It may end up being more robust an experience than what is achievable with OFP 1's dated engine, but I certainly will always consider the DMA team as being the groundbreakers in this worthwhile goal. Thank you! Kyle Share this post Link to post Share on other sites
honchoblack 2 Posted September 28, 2005 Thank you very much in the name of the DMA team for your observation on our work Yes its true, I should add this addititional information to the next Readme, I plainly forgot to mention everything due to lack of time. The release day was coming closer and closer, and since we delayed it for another week before, I just wanted to get it done in time. I guess much information was missed by that. Its interesting that you compare the mission with the GTA games, since they have left a great impact on me because of the liberty of movement and mission choice. Actually I defined one of my goals, as I discussed the dynamic mission principles with my partners, to get the possibilities of the GTA series to OFP. Now to have you compare the Bleed mission with the GTA series is off great pleasure for me, since it shows that we are on the right track to succeed in that goal of mine. Share this post Link to post Share on other sites
l etranger 5 Posted September 28, 2005 I found a bug with the DMA Pack Army (both i think), and Kegetys SW handguns, with DMA activate it must cause some conflict with the Kegetys Handguns since when you take one of those pistols you can t move anymore. You have the model the sound, the ironsight, but you can t move, so you have to put the weapon on ground and get back on primary weapon to unfreeze your character. Share this post Link to post Share on other sites
sanctuary 19 Posted September 28, 2005 By any chances, are you using the non ECP config , and the config you are using is always in cpp format ? Because the problem you have is the infamous 'handgun bug' that is caused by the fact a config.cpp must be binarized by cpp2bin before usage or the handung bug will always occur. You can convert the config.cpp into a config.bin (don't worry, it is a very easy process) , by using the cpp2bin utility Only config.cpp for mods like ECP or FDF do not need that , and do not produce the handgun bug (fortunately, as you could'nt binarize them anyways ) Share this post Link to post Share on other sites
akd 0 Posted September 28, 2005 I'm not sure if this is specific to the Bleed for Oil mission, or all the dynamic missions, but I am 1 free mission and 2 regular missions into the BfO campaign and all the doors in the base have stopped functioning. Share this post Link to post Share on other sites
honchoblack 2 Posted September 28, 2005 Doors locking after loading a saved game have been reported already, this is the first report of doors locking after playing severall missions in a row. I havent looked into the issue yet, but I will address it, to try to find a solution for it, untill then dont lock yourself in during safes Share this post Link to post Share on other sites
akd 0 Posted September 28, 2005 Doors locking after loading a saved game have been reported already, this is the first report of doors locking after playing severall missions in a row. I havent looked into the issue yet, but I will address it, to try to find a solution for it, untill then dont lock yourself in during safes Okay, I exited and loaded a save in between the 2nd and 3rd missions, so not a new report. Share this post Link to post Share on other sites
action man 0 Posted September 28, 2005 Honcho,i wouldn't like to be in your shoes now What with you and the rest of the team having to deal with "bug reports" and replying to a lot of post's it must be a large headache for you Well as the saying go's "Heavy lie's the head that wear's the crown" have fun edit= spelt your name wrong Share this post Link to post Share on other sites
honchoblack 2 Posted September 28, 2005 akd, good to hear that its still the "old" save game and return bug, and not a new one. Action Man, for the last half an hour I tried to leave the forums, but questions kept poping up, I guess I will sneak out now, and not return till tomorrow since I got the feeling that my head gets heavy Share this post Link to post Share on other sites
GoOB 0 Posted September 28, 2005 Lovely releases! I'm really quite amazed! Kickass missions aswell! Huge thanks DMA-team! Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted September 29, 2005 Honchoblack, I'm sorry to hear that your head's gotten heavy. It must be full of great stuff because I've just returned from another two hours of playing Bleed for Oil, and I've got some very detailed feedback and questions for you and the rest of the DMA team. Some of the items spelled out below you've probably already heard of from others, but I'm putting it here anyway just because it's on my list and I'm a little obsessive about giving thorough reports. QUESTIONS: ***A few bugs listed in this section too.*** 1. Why is it that the radio option "Contact HQ" via the lower right menu is only made available after a helicopter insertion? I’ve approached missions where instead of having my squad parachuted in, I had them loaded up onto the vehicles and driven in, and whether I'm in the vehicle or not, the "Contact HQ" option never appears for me. I've even marched me men to a mission's location, only to discover that I can't contact HQ. It works fine if we're parachuted in, but otherwise it never shows up. 2. Once when I went to rearm my squad after returning from a mission, but BEFORE I reported back to my commander to get the mission assessment, I was given a LAW 80 when I previously wasn't equipped with one, and I found out later in the field that my binoculars disappeared. I had to Retry my game and go to the right-most ammo chest to get my binoculars back. 3. Eventually I lose the menu option to open up the doors back at my base. I discovered that if I set my time acceleration to x4 I'm able to move into the closed areas. 4. The AI that I assign to the machine guns on the vehicle I am in do not fire at enemy targets. 5. The topmost portion of the L85 assault rifle is missing and/or clipped. This is true for all the versions of the L85. 6. Whenever I have my vehicles resupplied I lose a reputation point. Is this supposed to happen? ------------------------------------- SUGGESTIONS: 1. When one is near the hospital barracks, alter the wording for the "Reinforcements" option in the menu so that it reads "Reinforce, Heal, or Rest." This'll make it easier for the player to identify that they can do much more there than just simply replacing lost comrades. 2. I don't know if the helicopter that's used in "Bleed for Oil" is designed for fast rope insertion, but if it is then I'd enable said feature for such an option. If not, maybe a suitable British helicopter can also be present at the base, so that the player will be able to choose whether or not he/she wants to parachuted into or fast rope inserted into the mission area. The fast rope insertions just seems more practical to me. 3. If possible, have artillery operate more like in real life. Perhaps only a few shells are fired into the area when the firing request is first made. After the shells land, the following menu options appear: Alter coordinates via map. Fire for effect. If the "Fire for effect" option is selected then a second, final and more robust battery of shells lands in the successfully targeted zone. 4. Occassionally add enemies who patrol around the mission area. These patrols don't have to be large, nor do they always have to be patrolling. Maybe there's a small convoy on its way to the mission zone. This little bit of extra activity every now and then would help create an extra sense of "life" to the situation. Perhaps these patrols/convoys could be even randomized, so that maybe only 25% of the missions may have vehicles or groups of insurgents moving about near the outskirts of the mission area, and maybe if they survive for more than ten seconds after being made aware of the intruders the other insurgents on the map are made aware of the general location of the player and his/her squad. 5. Thus far all of the missions I've experienced have had the insurgents pretty tightly concentrated at the center of the mission zone. Perhaps small groups could be more strategically placed around the mission area's center? I'm almost always able to walk right onto the surrounding heights, which gives me a sizeable tactical advantage when engaging--why wouldn't insurgents already be present at some of these key regions? They don't always have to be a large force, perhaps there are a few sentries or scouts up there, and perhaps their first impulse is NOT to fight, but rather to run in an attempt to WARN the others. Perhaps if more than five-ten seconds go by before these types of units are completely wiped out that the situation then becomes treated as if the insurgents who are concentrated at the center of the mission zone immediately RESPOND in the general direction of where their comrades are being attacked by the player's forces. This doesn't necessarily mean that they'll all make a mass charge from where they're at, but it most likely would mean that they'd orient themselves and take up defensive positions that are more wisely placed. 6. The dialogue could use some sprucing up. Some examples of what I mean: A. "Listen up people!" instead of "Listen up soldiers." My father spent 25 years in the military, and retired as a 1st. Sgt. I've heard him speak before the Company many times, and I can't ever recall him calling them to attention using the term "soldiers." B. "Civilians are in the area, so pick your targets carefully." instead of "Pick your targets carefull." C. "This group of terrorists are on the move." instead of "...terrorists are moving." D. "Carefully consider the gear you'll use." instead of "Pick your weapons it can be though." E. "Expect heavy resistance." instead of using lines like "...it can be though." F. Please note that the word "though" which denotes strength and difficulty should be spelled as "tough." ------------------------------ Reputation in a Persistent World: I'm pleased that you enjoyed my observation that playing "Bleed for Oil" via DMA's structure reminded me quite a bit of playing "Grand Theft Auto." I have some more ideas that may lend themselves to creating an even more immersive environment using your Reputation system. 1. Assign a logical set of reputation consequences to using the battlefield options made available through the "Contact HQ" menu. As a general rule of thumb, the more indiscriminate the means of destruction, the greater the negative towards the player's reputation amongst the civilians. Using artillery would generate more negative feedback than calling in air support. Air support would generate more negative feedback than ground support, and ground support would generate more negative feedback than calling in special forces. Killing a civilian should ALWAYS generate a negative towards the player's reputation, but it's important to remember that even if civilians aren't killed that damaging and/or destroying their homes, transportation, and other infrastructure has a traumatic and terrible impact on HOW they're able to live out their lives. No matter what the flag is on a person's uniform, seeing one's neighborhood destroyed ALWAYS makes the civilians who live in that area angry and desperate. However these negative consequences are quantified to a particular radioed request may be a matter of debate, but it shouldn't be SO punitive as to make it unlikely that the player never uses these options. These options, after all, may very well save the life of the player and the lives of his comrades! If this route should be pursued, I'd suggest that it'd be important to declare what the negative reputation values are for each type of action. For example: Artillery -3 reputation Air support -2 reputation Ground support -1 reputation Special Forces -0 reputation and so on and so forth. If you're wondering why I'd assign a -0 reputation for calling in special forces it's simply based on the premise that the damage they deal to a target area is much more focused than a cluster bomb strike. 2. Allow one's reputation to influence the kinds and quantities of available forces. For example, the more popular the player's forces become, the more radio options he/she has. The more unpopular the player becomes, the greater the number of insurgents may be present at a mission's location. Perhaps the percentage for encountering patrols and/or vehicles increases as well. One could finesse this as far out as one imagines. Perhaps not only would there be more technicals present in a vehicle patrol, but when the insurgents become REALLY popular then one could expect to encounter the insurgents with APCs or tanks. If the player's making an awful mess, then perhaps the frequency of attacks on the base would increase as well. I am NOT advocating a "round based buying" system here, where the player AND the insurgents have the capability to "choose" what they want based on the points that they have, but rather this system would be grounded on definite benchmarks in regards to what the material consequences will be when one's reputation amongst the people is at a certain level. It should feel natural, and not something that is forced simply to get one's adrenaline flowing in a puerile way. ------------------------------------ Whew! That's it for now. I wouldn't have devoted so much time to writing this up if I wasn't so captivated by what's already been done. This whole endeavor is very exciting to me, to say the least. Please note that if you would like me to read through your lines of dialogue to check it for grammar and spelling, that I'd be more than happy to do so. I've already written up a much more clarified set of instructions regarding how to play a DMA mission, and I'd be more than happy to share this document with you, and/or revise it on your behalf. As a teacher, I take great pride in my ability to communicate clearly, and I'd be happy to work with you, should you so desire. I've already contributed to several mods (made a few myself for a fantastic Unreal Tournament CQB total conversion known as Infiltration), and I have worked closely as a design advocate, alpha and beta tester for a VERY popular Jedi Academy class based mod, ForceMod 3. Let me know if you'd like my help. I'm currently devoted towards taking care of my newborn daughter, so the more advanced the notice, the better. Yours, Kyle Share this post Link to post Share on other sites
akd 0 Posted September 29, 2005 Honchoblack,I'm sorry to hear that your head's gotten heavy.  It must be full of great stuff because I've just returned from another two hours of playing Bleed for Oil, and I've got some very detailed feedback and questions for you and the rest of the DMA team.  Some of the items spelled out below you've probably already heard of from others, but I'm putting it here anyway just because it's on my list and I'm a little obsessive about giving thorough reports. QUESTIONS: ***A few bugs listed in this section too.*** 1. Why is it that the radio option "Contact HQ" via the lower right menu is only made available after a helicopter insertion?  I’ve approached missions where instead of having my squad parachuted in, I had them loaded up onto the vehicles and driven in, and whether I'm in the vehicle or not, the "Contact HQ" option never appears for me.  I've even marched me men to a mission's location, only to discover that I can't contact HQ.  It works fine if we're parachuted in, but otherwise it never shows up. 2. Once when I went to rearm my squad after returning from a mission, but BEFORE I reported back to my commander to get the mission assessment, I was given a LAW 80 when I previously wasn't equipped with one, and I found out later in the field that my binoculars disappeared.  I had to Retry my game and go to the right-most ammo chest to get my binoculars back.  3. Eventually I lose the menu option to open up the doors back at my base.  I discovered that if I set my time acceleration to x4 I'm able to move into the closed areas. 4. The AI that I assign to the machine guns on the vehicle I am in do not fire at enemy targets.   5. The topmost portion of the L85 assault rifle is missing and/or clipped.  This is true for all the versions of the L85. 6. Whenever I have my vehicles resupplied I lose a reputation point.  Is this supposed to happen? ------------------------------------- SUGGESTIONS: 1. When one is near the hospital barracks, alter the wording for the "Reinforcements" option in the menu so that it reads "Reinforce, Heal, or Rest."  This'll make it easier for the player to identify that they can do much more there than just simply replacing lost comrades. 2. I don't know if the helicopter that's used in "Bleed for Oil" is designed for fast rope insertion, but if it is then I'd enable said feature for such an option.  If not, maybe a suitable British helicopter can also be present at the base, so that the player will be able to choose whether or not he/she wants to parachuted into or fast rope inserted into the mission area.  The fast rope insertions just seems more practical to me. 3. If possible, have artillery operate more like in real life.  Perhaps only a few shells are fired into the area when the firing request is first made.  After the shells land, the following menu options appear:  Alter coordinates via map. Fire for effect. If the "Fire for effect" option is selected then a second, final and more robust battery of shells lands in the successfully targeted zone. 4. Occassionally add enemies who patrol around the mission area.  These patrols don't have to be large, nor do they always have to be patrolling.  Maybe there's a small convoy on its way to the mission zone.  This little bit of extra activity every now and then would help create an extra sense of "life" to the situation.  Perhaps these patrols/convoys could be even randomized, so that maybe only 25% of the missions may have vehicles or groups of insurgents moving about near the outskirts of the mission area, and maybe if they survive for more than ten seconds after being made aware of the intruders the other insurgents on the map are made aware of the general location of the player and his/her squad.   5. Thus far all of the missions I've experienced have had the insurgents pretty tightly concentrated at the center of the mission zone.  Perhaps small groups could be more strategically placed around the mission area's center?  I'm almost always able to walk right onto the surrounding heights, which gives me a sizeable tactical advantage when engaging--why wouldn't insurgents already be present at some of these key regions?  They don't always have to be a large force, perhaps there are a few sentries or scouts up there, and perhaps their first impulse is NOT to fight, but rather to run in an attempt to WARN the others.  Perhaps if more than five-ten seconds go by before these types of units are completely wiped out that the situation then becomes treated as if the insurgents who are concentrated at the center of the mission zone immediately RESPOND in the general direction of where their comrades are being attacked by the player's forces.  This doesn't necessarily mean that they'll all make a mass charge from where they're at, but it most likely would mean that they'd orient themselves and take up defensive  positions that are more wisely placed.  6. The dialogue could use some sprucing up.  Some examples of what I mean: A. "Listen up people!" instead of "Listen up soldiers."  My father spent 25 years in the military, and retired as a 1st. Sgt.  I've heard him speak before the Company many times, and I can't ever recall him calling them to attention using the term "soldiers."  B. "Civilians are in the area, so pick your targets carefully." instead of "Pick your targets carefull." C. "This group of terrorists are on the move." instead of "...terrorists are moving." D. "Carefully consider the gear you'll use." instead of "Pick your  weapons it can be though." E. "Expect heavy resistance." instead of using lines like "...it can be though." F. Please note that the word "though" which denotes strength and difficulty should be spelled as "tough."  ------------------------------ Reputation in a Persistent World: I'm pleased that you enjoyed my observation that playing "Bleed for Oil" via DMA's structure reminded me quite a bit of playing "Grand Theft Auto."  I have some more ideas that may lend themselves to creating an even more immersive environment using your Reputation system.  1. Assign a logical set of reputation consequences to using the battlefield options made available through the "Contact HQ" menu.  As a general rule of thumb, the more indiscriminate the means of destruction, the greater the negative towards the player's reputation amongst the civilians.  Using artillery would generate more negative feedback than calling in air support.  Air support would generate more negative feedback than ground support, and ground support would generate more negative feedback than calling in special forces.  Killing a civilian should ALWAYS generate a negative towards the player's reputation, but it's important to remember that even if civilians aren't killed that damaging and/or destroying their homes, transportation, and other infrastructure has a traumatic and terrible impact on HOW they're able to live out their lives.  No matter what the flag is on a person's uniform, seeing one's neighborhood destroyed ALWAYS makes the civilians who live in that area angry and desperate.  However these negative consequences are quantified to a particular radioed request may be a matter of debate, but it shouldn't be SO punitive as to make it unlikely that the player never uses these options.  These options, after all, may very well save the life of the player and the lives of his comrades!  If this route should be pursued, I'd suggest that it'd be important to declare what the negative reputation values are for each type of action.  For example: Artillery -3 reputation Air support -2 reputation Ground support -1 reputation Special Forces -0 reputation and so on and so forth. If you're wondering why I'd assign a -0 reputation for calling in special forces it's simply based on the premise that the damage they deal to a target area is much more focused than a cluster bomb strike. 2. Allow one's reputation to influence the kinds and quantities of available forces.  For example, the more popular the player's forces become, the more radio options he/she has.  The more unpopular the player becomes, the greater the number of insurgents may be present at a mission's location.  Perhaps the percentage for encountering patrols and/or vehicles increases as well.  One could finesse this as far out as one imagines.  Perhaps not only would there be more technicals present in a vehicle patrol, but when the insurgents become REALLY popular then one could expect to encounter the insurgents with APCs or tanks.  If the player's making an awful mess, then perhaps the frequency of attacks on the base would increase as well. I am NOT advocating a "round based buying" system here, where the player AND the insurgents have the capability to "choose" what they want based on the points that they have, but rather this system would be grounded on definite benchmarks in regards to what the material consequences will be when one's reputation amongst the people is at a certain level.  It should feel natural, and not something that is forced simply to get one's adrenaline flowing in a puerile way.  ------------------------------------ Whew!  That's it for now.  I wouldn't have devoted so much time to writing this up if I wasn't so captivated by what's already been done.  This whole endeavor is very exciting to me, to say the least. Please note that if you would like me to read through your lines of dialogue to check it for grammar and spelling, that I'd be more than happy to do so.  I've already written up a much more clarified set of instructions regarding how to play a DMA mission, and I'd be more than happy to share this document with you, and/or revise it on your behalf.  As a teacher, I take great pride in my ability to communicate clearly, and I'd be happy to work with you, should you so desire.  I've already contributed to several mods (made a few myself for a fantastic Unreal Tournament CQB total conversion known as Infiltration), and I have worked closely as a design advocate, alpha and beta tester for a VERY popular Jedi Academy class based mod, ForceMod 3.  Let me know if you'd like my help.  I'm currently devoted towards taking care of my newborn daughter, so the more advanced the notice, the better. Yours, Kyle Kyle, that is some excellent feedback and includes many of my current ideas and concerns. I think I can comment on a few things to clarify: 1. Only being able to access HQ support following parachute insertion is a known issue that I believe they are working on. 2. I never had binoculars on my character, as far as I know. I'll double check on this. 3. Doors not opening after save and exit is a known issue. 4. Not sure about the AI land rover MGs. I'll swear I had mine firing on a mission. Will test later. 6. I think the vehicle "resupply" option assumes that you have damaged or lost vehicles and need them replaced. I made the same mistake when I returned to based with the ammo on my vehicle exhausted. I just wanted to get more ammo, but the vehicle was "respawned" and I lost reputation. Perhaps a separate "support" vehicle ammo truck could be added to rearm a vehicle? 7. The Merlin can do fast rope insertions (take the helicopter up yourself for a whirl, it's great). Honcho has said he is looking to add this as an option for insertion. My suggestion was for there to be plus and minuses for parachute versus direct helicopter insertions (with full support for other approaches to missions, includding vehicles, foot and hopefully added boats). 8. Adding more random elements to the missions and spreading them around the mission areas would be great. I also think the "prepare for the enemy" type messages that occur in the middle of the mission should be removed. They take away from the atmosphere and unpredictability of the missions, but I understand they may be needed to let player know he has activated a trigger. Sometimes it seems like regardless of mission type, I am always having a meeting engagement with the same enemy squad. Do the most of the triggers cause an enemy squad to spawn and move towards your squad? If so, something more random might be considered. Down the same lines, it also seems that civilians spawn as a group and run towards your player. This looks a bit strange and civilians would be better if handled as individual units moving about the areas in a more random manner, perhaps some in static positions in/near buildings and stalls. 9. I agree that the more indiscriminate the means of fire support, the more potential there should be for loss of reputation, but consider that bombarding a town and an artillery strike on a barren mountain top are two very different things. If the reputation can be tied to the consequences, rather than the means, that would be best. As you pointed out, there should be consequences for destruction of property, not just life (especially damage to oil infrastructure, because that's your primary purpose for being there). Anyways, I'm glad my enthusiasm for the potential of this system is shared. Share this post Link to post Share on other sites
honchoblack 2 Posted September 29, 2005 I will take a shot of offering an adequate answer to this long and precise post, it might come in severall edits though Quote[/b] ]1. Why is it that the radio option "Contact HQ" via the lower right menu is only made available after a helicopter insertion? While getting the mission done for the release day, I overlooked the fact that I changed the original dynamic war sp template in an important aspect, I allowed the player to insert by himself. I didnt take account of that fact while implementing changes that Sanctuary made in the last works on the template, regarding the radio comunication. This bug will be addressed in the next update Quote[/b] ]2. Once when I went to rearm my squad after returning from a mission, but BEFORE I reported back to my commander to get the mission assessment, I was given a LAW 80 when I previously wasn't equipped with one, and I found out later in the field that my binoculars disappeared. True, the LAW 80 is bound to the UKF_LSW as primary weapon, meaning if you carry an UKF_LSW as primary you will be assigned a LAW 80 after rearm. If you are carrying a LAW 80 already, you will be assigend a UKF_SA80 as primary weapon regardless of your previous caried weapon. I forgot to give the binucular back to the palyer character, will fix it in the next update. Its defined like that in the mission\rearmbase.sqs, and can be changed for personal loudout preference accordingly Quote[/b] ]3. Eventually I lose the menu option to open up the doors back at my base. I discovered that if I set my time acceleration to x4 I'm able to move into the closed areas. I still have to figure out why the doors wont open after the loading of a save That you can enter closed areas in 4x acceleration is an OFP "feature" due to bad clipping of objects and bad collision detection. Quote[/b] ]4. The AI that I assign to the machine guns on the vehicle I am in do not fire at enemy targets. Do you order them to open fire, or assing targets to them? It could be due to the config of the vehicles. I will address the issue at the addonmakers, to see if they experienced similar problems. Quote[/b] ]5. The topmost portion of the L85 assault rifle is missing and/or clipped. This is true for all the versions of the L85. Use the DMA Next Gen animation pack, to avoid the clipping of the L85. Quote[/b] ]6. Whenever I have my vehicles resupplied I lose a reputation point. Is this supposed to happen? Yes, its the price to pay for resuplying and repairing the vehicles. I am thinking of making the price to pay depending on the damadge the vehicles recieved, making the rearm of the vehicles free of charge. Just realized that while writing this AKD gave another answer and suggestions, so I will stop here for now and will address further questions and suggestions at a later time Share this post Link to post Share on other sites
l etranger 5 Posted September 29, 2005 Thanks Sanctuary it fixed my problem. Share this post Link to post Share on other sites
rainbow 0 Posted October 2, 2005 I found huge similarity... Check this out Click to enlarge: clean versions: Share this post Link to post Share on other sites
Jackal326 1182 Posted October 2, 2005 The similarity in weapon models shown above, is probably because it (the model/texture) is made by Earl, who, as some of you may know, soon after the release of the Marine Assault Pack, was employed by BIS/BIA to work for them on models and such. If you look more closely at other models within VBS1, you'll see some similarities to other weapons from the Marine Assault Pack. Share this post Link to post Share on other sites