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PainDealer

IDEA Games at E3

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Quote[/b] ]In the original OFP death would mean the end of the mission. ArmA, on the other hand, takes the death cam around to the next in command and you enter his boots to continue the battle. This is something any Rainbow Six player should be familiar with.

Eh? crazy_o.gif

If you don´t like it you´re free to hunt down your alter-alter ego´s before every mission, or commit suicide after being "spawned" into ´em tounge2.gif

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What i dont understand is , whats with all the Ghost Reconesque gameplay make over. I mean in OFP if we die , we die thats it. Spawning back in the next in rank guy will be a bit of a realism kill. The whole of point of playing carefully and planning your moves in OFP is that you DONT DIE otherwise gameover. This take on gameplay will however encourage gung-ho attitude as people will have many lives to expend. this wont be like GR's 3 man squad or 9 man total group ... its OFP we got 12 squads and who knows how many other friendly squads to spawn in too.

I hope this feature is one which is optional , i dont mind playing such a mission once in a while but inside the campaign and structured mission no way.

I dont want myself dying and then coming back from the dead in the other mission after having won the previous ones through someone elses shoes , that would be unreal ... literally biggrin_o.gif .

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i agree.

But by the way they said it looks like an obligation.. Respawn should be optional. tounge2.gif

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Remember you could script that for missions, im sure its optional like alot of things smile_o.gif

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Remember you could script that for missions, im sure its optional like alot of things  smile_o.gif

Thats exactly what i'd like it to be. To be available in SP missions by BIS and hopefully be implemented in community created content. But i dont want this in the campaign feature it'll kill the whole realism appeal of OFP.

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Well I was going to do some kind of announcement about the article, but you guys are just too fast. Seriously, I was editing it and making sure it looked right and you just happened by in that window of a few minutes. You're good.

Anyways, so the article is up. Didn't get too much new info, but do have some blurry screens. Some nitpicky things in there. Didn't even mention the missing anims (I'm sure BIS will take full advantage of their motion capture studio for the final build). It is what it is. As if you guys haven't seen it by now here is the link http://ww2ec.3dactionplanet.gamespy.com/content.php?article.9.

My thanks to placebo, Bohemia, and IDEA Games for working with me and sharing the information. And ThruYerStErNuM, I know you too. nener.gif

I saw you were looking at the page contents.php on that little box on your site in the lower left corner so I strolled over there and found it.

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Guest Ti0n3r

It looks like the spawning will be a part of the campaign, wich makes me wonder if there will even be a main character. I guees the campaign will be full of nameless soldiers.

I really hope we can turn of this off via the cadet/veteran menu...

Not ranting, just a bit concerned. help.gif

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Quote[/b] ]In the original OFP death would mean the end of the mission. ArmA, on the other hand, takes the death cam around to the next in command and you enter his boots to continue the battle. This is something any Rainbow Six player should be familiar with.

I don't like that at all either. I liked Rogue Spear and the first Ghost Recon. How ever your squad members in that game are basically extra lives not team mates.

In Flashpoint if you die your dead. Because of this you order your team mates around and position them so that they can be the most effective. In the Red Storm games you simply run and fight until you die then switch to the next guy. This feature effectivley kills the "you are a normal every day average soldier" and squad based aspects of the game.

BIS, I love you guys but this isn't cool. Extra lives are so Mario Brothers.

Why did you add this feature?

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Looks awesome, haven't read the hands-on yet but it looks nice. thumbs-up.gif

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From what i can gather the ai isn't what i was expecting. I would really like AI soldiers to hide behind cover...

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From what i can gather the ai isn't what i was expecting. I would really like AI soldiers to hide behind cover...

I would love an actual "take cover" order that actually works. Something that rapidly in sequence assigns the nearest piece of concealment to each ai, and then everyone sprints regardless of situation. I a way, this would speed up the entrenchment process of a recently "liberated" fortification.

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I saw the WWIIEC preview. Wow. Great to see BIS retaining the red blood puffs, as I certainley do love nostalgia in a next-gen prequels. Also it's good to see that, no matter what the situation, soldiers seem to stand straight up and down at attention. They must be very well disciplined. I also enjoy the fact that it appears that the true-to-life military-style map has been replaced with a weather forecasting map, showing cold fronts from the east colliding with tropical currents from the west, as it's always great to know when there's going to be thunder sprites appearing in the distance.

confused_o.gif

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Woah. <end spleen>

Agree about the crap-ness of the new map. And it's good to see some people grumbling with me about the changing thingy.

I'm fairly convinced I've got two main jobs when AA comes out.

a) Fix those freakin' BDU vests with ACU ones.

b) Create a kickass SINGLE player (no respawning, ta very much!wink_o.gif campaign.

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a) Fix those freakin' BDU vests with ACU ones.

What? The only people I have ever seen wearing ACU vests are Generals...Every picture I have seen is they still wear those BDU vests.

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Also it's good to see that, no matter what the situation, soldiers seem to stand straight up and down at attention. They must be very well disciplined.

This is probably for animation purposes. In OFP at the moment, if a soldier is in the ready stance, with his rifle lowered, and if you have webbing, assault vests, chest rigs, ect, modelled onto a unit, it all folds into each other and screws up in this stance, pouches into each other ect. It's hard to properly explain, but im sure you'll be able to spot it on a number of unit addons.

When the unit goes into the other stances, all of which hold the torso straight (danger standing, prone, kneeling ect), the webbing/vest/rig sits properly on the unit.

So by making all the stances stand up straight, hopefully what they've done is fixed all the glitching of the modelled load carrying kit, and that would be guess at why they've done it like that.

As for the map, i agree, although the original OFP maps are hardly military style....

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I understand that point, but that stance-style seems to be of general liking to the OFP community, that is ever since people started releasing all of these god-awful animation packs, which is why I tend to assume that those anims will be sticking...

And the OFP maps seem pretty accurate to me.

map.jpg

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Ukraineboy: observe:

CSA-2006-05-04-124628.jpg

CSA-2006-05-12-091828.jpg

CSA-2006-05-03-092537.jpg

CSA-2006-05-01-090953.jpg

CSA-2006-04-26-091341.jpg

These people are certainly not all Generals. As much as I hate to say it, when it comes to OTV covers, I'm right.

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To be honest, I can't tell the difference. And I don't even care what their vests look like, so long as they look cool, which the BDU ones do. Who here actually cares about whether they are the BDU or ACU ones? And we all know you do, Cameron McDonald. mad_o.gif

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You can't tell the difference? Heck, I thought I was colourblind. OK, try this:

acu-pic03.jpg

Now this:

interceptor-deltoid-image1.jpg

This may be hard, but if you look closely, you will notice a very slight difference in the colours of the armour vest in the two pictures. Seeing as the second picture is of what the US Army is currently wearing, it'd be safe to say that any units not wearing this are undersupplied.

I really don't care either, seeing as there are only about 100 US guys on Sahrani - they wouldn't be high on the "first-units-to-get-ACU-list." I am simply saying that if it's not included in the release (highly likely), I'm going to be doing it almost immediately.

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seeing as there are only about 100 US guys on Sahrani - they wouldn't be high on the "first-units-to-get-ACU-list."

That was all I was getting at. Also could you link that picture? Its huge, and its breaking the tables.

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And the OFP maps seem pretty accurate to me.

That map is confusing. Yes it may be realistic, but Im sorry there are plenty of things in OFP that was not realistic and was added for balance and interest. Thats what makes OFP fun, not its ULTRA realism but its perfect balance of gameplay realism. I like the new map, its simple and easy to understand. If anything, ArmA needs new players, as the OFP community is still not big enough to make money for BIS alone. They need to attract new players. Thus the reason why they added in customability in difficulty, this map and the new "when-you-die-spawn-into-next-guy" spawn system (also you guys are crying like crazy over this, but its not exactly a new idea. BAS did it with lots of maps, as well as plenty of COOP maps. I like it, it's fine. I like the idea of playing as different grunts, not as playing as some one man army)

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I just hope I can mod the map into a more realistic one. I've no doubt that if it can be modded, it will. Personally, I wouldn't mind a fixed-scale 1:25000 map... no more "go to this tree here by clicking it on the map." Not to mention the arrows and shading and markers. Those will be easy to change via mod, I'm sure.

'course, I'm a sim guy at heart smile_o.gif

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And the OFP maps seem pretty accurate to me.

That map is confusing. Yes it may be realistic, but Im sorry there are plenty of things in OFP that was not realistic and was added for balance and interest. Thats what makes OFP fun, not its ULTRA realism but its perfect balance of gameplay realism. I like the new map, its simple and easy to understand. If anything, ArmA needs new players, as the OFP community is still not big enough to make money for BIS alone. They need to attract new players. Thus the reason why they added in customability in difficulty, this map and the new "when-you-die-spawn-into-next-guy" spawn system (also you guys are crying like crazy over this, but its not exactly a new idea. BAS did it with lots of maps, as well as plenty of COOP maps. I like it, it's fine. I like the idea of playing as different grunts, not as playing as some one man army)

Still, if AA is supposed to be any representative of it's past - OFP, OFPR - and basically it's whole concept as a military simulation, then it should retain the more correct map which by the way is not difficult at all to read. It took me maybe a day to understand it, and then a few weeks for me to be able to visualize the terrain it represents in my head.

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merged the briefing map into the map of the whole island so you can get an idea of the size :P

Map

plus you need to remember that the amount of soldiers in the SP campaign is finite, i.e. if you end up losing all your teammates in the first mission you dont go into the next mission with them (like you can in OFP if i remember, been a while since i played the campaign :P).

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plus you need to remember that the amount of soldiers in the SP campaign is finite, i.e. if you end up losing all your teammates in the first mission you dont go into the next mission with them (like you can in OFP if i remember, been a while since i played the campaign :P).

Hmm...

Quote[/b] ]This may prove important as the engine will allow somewhere around 50-60 characters in each battle.

Thats about has much has i normaly use already, seeing how large the new island is we could have atleast twice but all of them put on the same area would problably crash and burn smile_o.gif .

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