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PVP 2 Sided Evolution

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I have released a second version of RC12 confined to southern Sahrani.  Bases are seperate from the mainland and the action confined to the six southern cities.  The use of teleport buildings allows the use of island bases, and you can of course fly, halo etc your way into the action.  Side missions in this actually take place in your enemies rear area.  This may be more intense than the full island version.

You can download both missions now updated to RC13

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OK tested the RC12 on south Sarahni only using dedicated server.    I was on OPFOR, three mates on BLUEFOR

Observations

-I was able to drive through and take Somato and Paraiso without any resistance.

-Resistance seem slow to build so too friendly AI

-When I initially teleported all I could see were friendly MI17s in the air, no ground troops in motion (even with considerable time)

-Mate got caught in teleportation, had to ESC>RESPAWN

-Mate died re-entering teleporting building on mainland

I realise it must be frustrating and I appreciate what you have done.   I am also ignorant of the processes and game logic.  Although I said I saw nothing, 19 AI commanders were displayed on status screen.

Questions

-What is the battle order?

-If a town is taken, does this trigger AI to spawn outside the town or do they travel from one central spawn location.  Knowing this will at least allow me to explain to people wanting to engage what is happening

I enjoyed the version RC5 more, even though I had to travel

further.  There was more happening.

Just my obs

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Fired up RC13 south sahrani in singleplayer and noticed some issues with warp building.

-I got stuck into the wall of warp building after warp with humwee

arma2008030416230833xn6.jpg

-In the beginning of the game, warp point is shown as OFF even though its working

arma2008030416232550hr3.jpg

Anyway, its a great mission smile_o.gif

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Tried version 12 today with much anticipation and I like its groundwork. This is a much needed map. Couple of questions, if you don't mind:

As stated previously, where are the AI Spawning at? I ran into a grand total of (1) Mi17 and (2) BRDM's in 2 hours. I took Corozol just to have to retake two of my own cities just below corozol, but never found out who was doing the fighting. I took the cities back with NO resistance.

In the future, would you consider making this a three way contest adding "Rebels" via add-on or "RACS" troops that can be housed in the north above the current SLA forces? Do you intend on adding more AI and more territories, or even making it to where you can control AI commanders or be able to purchase items / troops RTS style for your own battalion / squad?

Like I said, this is a much needed endeavor for Arma IMO. Thank you for your work, it is appreciated.

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Ok, the plan for right now is I am going to flush out the ai and make it easier to see what is going on, I am also going to add town holding teams from the ai. Quick answer for now, try Sahrani south RC13 for quicker action, also note combat reports on your stats page (top left) that will tell you the grid of fighing forces, any east/west and exlamation mapmarkers that will appear at those locations(briefly) There is a lot of info on that stat screen. The RC's are my release canidates for now, I am trying to mold this into what people want. I keep hearing some of the same opinions expressed, and I am listening. I am happy with the engine performance so far, and plan on tweaking it for a more in depth experience.

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OK RC 13 (south island) on dedicated server, one human on each side.  Went for about 114 minutes.  Had some good fun considering there were only 2 of us.

Observations/Recommendations

- OPFOR can recruit soldiers in field, BLUEFOR couldn't

- When recruiting at base, BLUEFOR could only recruit 3 (please check this, I think OPFOR can recruit 4)

- There are no tanks operated by AI (apologies if this is done by design)

- If I hit a wall in a UAZ i died very easily.  Perhaps again you have this in the design of the mission

- AI Markers for friendly contacts on/off may be good when considering bombing runs etc If Nukes enabled then definitely a must (again depends on your mission design

- AI in different vehicles don't follow you into teleport shed. Perhaps when player spawns all the AI should teleport with them??

- Once again on initiation, OPFOR choppers (4xMi17) seemed to hover for quite some time over one city (CAYO).  They did not rush to support etc.

ISGREAT these are only small issues etc.  As stated we had some really intense moments. Great fun indeed.  I liked when the BLUEFORs sent a blackhawk full of men into fight to support town attack, with gunners blaring away. It got damaged and the pilot landed it safely and crew+troops evacuated, after which in went up in flames.  I rushed to shoot 3 units, only to be taken out. GREAT STUFF!!!

smile_o.gif

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I'm very interested in trying this out. It's exactly the type of mission I was sort of working on in my very short free time that I have these days. I'm glad someone could make it happen!

ArmA.Chairsoft.Net will be running this mission by 7PM EST today, unless something comes up that keeps me or the other server admins from setting it up.

The website isn't updated yet, but it will most likely be a public server. (Have to see what boxes we have available.)

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Looking forward to trying out the latest version! It's a great idea and is shaping up into a unique experience, so thanks again.

This is not a criticism, but would it be possible to do a different version of PvP Evo, where BLUFOR plays as normal Evo V2, but OPFOR also has human players - however, these wait patiently in a 'waiting room' (map screen?) until Blufor attacks a town, they then have the option to spawn there and help organise the AI defence?

When the town is conquered, the human players are returned to the waiting room until Blufor attacks another town, etc?

I think the real beauty of EVO is that hundreds of AI defend one town at a time, which allows for really BIG, intense battles. I would love to see that continue, except with human players in among the enemy AI. I know nothing about editing, so maybe this is a total dream....

Mandrake

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The ArmA.Chairsoft.Net public server has the mission loaded! Just select it from the mission list and you are good to go! It's running persistant too.

No passwords! Ranks are also disabled and all vehicles should respawn after 30 minutes. (Don't have to worry about morons joining the server and destroying all the vehicles and leaving BLUFOR nearly crippled.)

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Ok, my next release is coming out.  

Now every unit on your side has it's own marker and it changes depending on what your driving, indicated passengers in a vehicle etc.  See the whole war (from your side) on your map.  Players names are on the map.  You will now see every unit on your team. It will now be possible to defend convoys etc as enemy players take evo missions.

Also, garrison forces have been added.  When you take a town, a garrision force will patrol and defend it.

Release will be posted soon.

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Looking forward to it!

Can we get some pilot classes added to the list of available roles?

Also, class-specific loadouts (upon spawn) are always awesome. PM me if you need the code for it... I have my code set up that gives each role realistic loadout based on what the real world role would be issued.

Something that I noticed: When both sides have equal amount of capture objectives, OPFOR's score goes up faster than BLUFOR. Any reason? or is that a glitch?

As mentioned before, addition of AI-spawned/controlled tanks on both sides would be nice.

And not sure if it's possible, but maybe give them different routes to each objective to dice things up a bit. I found it easy as cake to find and suppress entire enemy columns from the air last night. Maybe just make them go to objectives in a logical but random order. (not necessarily the same order each time, but an order that is random but makes sense)

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arma, thank you again for your work. I follow this thread closely and look forward to every add on / change you make.

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Email sent. Any questions, let me know.

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In the future, would you consider making this a three way contest adding "Rebels" via add-on or "RACS" troops that can be housed in the north above the current SLA forces? Do you intend on adding more AI and more territories, or even making it to where you can control AI commanders or be able to purchase items / troops RTS style for your own battalion / squad?

Just curious if you had any of this in-store for the future? Don't mean to be a persistent pest about it, again, just curious.

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To follow up to Deus's post...

I think making this a 3 way contest would be amazing and unprecedented. Perhaps have them come down from the Northmost point of Sahrani and take a westwardly track towards corazol and have the SLA forces come from Pita and take a southward and eastward approach towards corazol and have all 3 forces meet at corazol.

Also, an option to make it so the control points have to be captured in a certain order via "links" or just by using "roads" to define the links would probably make for some solid front lines battles.

I can see the cities and forests being absolutely wrecked on a popular server after a couple hours of this.

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Hello all,

just had a skim through all the posts, but I don't think this has been mentioned.

Firstly, really interesting map idea, as some of you know I balk from PVP in general, but this has bought me back to PVP.

A problem I found is that when playing as a medic, enemy wounded also appear on my GPS which is great for me, but not really sporting for everyone else.

Oh and obviously when anyone on my side is wounded, then the enemy meds can observe us.

This can/could produce major cheating possibilites.

Other than that, and the obvious tweeks/fixes already posted, I'm liking this alot.

Not quite ready for Hexenkessel though smile_o.gif

Rgds

LoK

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Thank you for the help all.

I have released South Sahrani R1 on my site. This will introduce major gameplay changes. The introduction of town ai, and a marker system showing you every unit on your side including crew numbers and vehicle type.

It will now be much easier to identify user initiated missions and spoil them for the other side. IE defending your convoys.

Other imporvements where also made to the ai, and the max ai teams is now only 12.

The pilot class has been introduced, who are able to fly mh6's as privates.

Initial weapon loadouts are as per class due to that request.

Credits go out to all who have posted here. I hope this meets your expectations.

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I love your mission. but I've been playing this by myself on LAN and I would like to add in a few suggestions

* Can you make AI engineers dynamically build farps and gun positions too, and if not can you make the AI dynamically use the FARPS and gun emplacements we build

* (I got this idea from sieze six zones) How about when you hold a city for a certain amount of time Artillery guns spawn on the outskirts of the town and periodically bomb the closest nieghboring enemy city. There's only three ways you can stop the artillery

1) The enemy destroys the artillery emplacements

2) The Artillery stops firing because friendlies have entered the town

3) You take over the city and the artillery emplacements become yours

*I played an older mission you made called REAL COMBAT and I was wondering if you were thinking about bringing back carpet bombing

*Can you have AI call in the same support you do

Again great mission I just was playing your mission playing it and I thought "wouldn't it be cool if..." so I'd thought I just suggest it.

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Isgreat. latest South Island R2 version is good. Tested on bluefor with one human player onlu.

Observation

- Side Mission Water patrol is advantageous to the BLUEFOR (re location of missions and ports). Not sure if this is a priority for you.

- After 60mins game time the BLUEFOR markers were sparse compared to beginning. Either no more BLUEFOR AI were being generated or the markers themselves not working. Markers worked well in beginning

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Isgreat. latest South Island R2 version is good. Tested on bluefor with one human player onlu.

Observation

- Side Mission Water patrol is advantageous to the BLUEFOR (re location of missions and ports). Not sure if this is a priority for you.

- After 60mins game time the BLUEFOR markers were sparse compared to beginning. Either no more BLUEFOR AI were being generated or the markers themselves not working. Markers worked well in beginning

I agree, I was playing on the SLA but after a little while it seemed like there was no more BLUFOR to fight.

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Rgr that, I am improving some of the ai systems and will include AI use of support assets in R3 - to be released soonest.

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