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Team Members Death Shouldn't End A Mission

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I feel as if Arma 1 was a bit more realistic in the fact that your whole team could die in a mission and you could still finish the mission by your self.

I don't like the fact that if one of your team members dies the mission is over and failed.

There should be a way to fix to have friendly fire on in the campaign. It would make the game more realistic.

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Well, Razor team is supposed to get through the whole game with the same guys and you know that noone in real life can wake up from the dead, well atleast you should be lucky:p

There should be a way to fix to have friendly fire on in the campaign. It would make the game more realistic.

I totally agree! Forgot to save and a friendly soldier goes crazy... Game Over -.-

Edited by Frotzi

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There should be a way to fix to have friendly fire on in the campaign. It would make the game more realistic.

My medic walked in front of my line of fire. His head was square in my sights for a split second and that was that.

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While it's annoying, it's also quite logical. If a small team of 4 looses just one member thay become ineffective. It's not really realistic to finish a mission by yourself by reloading after every time you die. (Sure, I do that myself sometimes, but it's still not realistic.) In real life a one person army would be wiped out pretty quickly.

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While it's annoying, it's also quite logical. If a small team of 4 looses just one member thay become ineffective. It's not really realistic to finish a mission by yourself by reloading after every time you die. (Sure, I do that myself sometimes, but it's still not realistic.) In real life a one person army would be wiped out pretty quickly.

I agree but casualties are part of real war and the war must go continue. It doesn't mean that the mission still couldn't be accomplished short handed. Or at least make it like ARMA 1 where one or two team members could perish without ending a game.

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harvest red is a story campaign where all characters are important... so having one of them dead is a no go. unless you like the way graw implement it, you squadmate will revive himself on next mission...

besides, do you realise you can teamswitch? so you can micromanage you squads? press 'T' and you can switch from cooper, o'hara, sykes and the other guy can remember his name... more like OGR

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I agree but casualties are part of real war and the war must go continue. It doesn't mean that the mission still couldn't be accomplished short handed. Or at least make it like ARMA 1 where one or two team members could perish without ending a game.

The war does go on, but team razor doesn't. It would be too difficult to record each line of dialogue with a number of different actors just so that everyone could be expendable as tissue paper.

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Well, maybe it could just be made so that the non-player characters never drop beyond "groaning and useless on the ground, but still healable"-levels of injured? They could still be taken out so they couldn't help him, but the main character could always revive them and he wouldn't have to constantly babysit them to avoid the mission going derp and failing him.

At the end of any given campaign mission, if they're still groaning on the ground, it's assumed that someone came along and patched them up so they could still participate.

I think that would be a nice mid-point between Realism, Story and Not Annoying The Player.

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Same problem as WAY ago with Brothers in Arms. When you make a story around a bunch of characters, you can't let them die.

Queens Gambit for A1 suffered terrible from it, I never finished more than the first two missions since the AI just loved to get themself killed. Did that actually support Teamswitch too, I think I never tried.

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I remember in OFP:E when i played CWC campaing on the first mission one nade killed 3 guys from my squad inclouding the black sargent (whats his name again?) and on the second mission i lost k guy thats annoying in the chopper on the first mission etc. :D It was stupid to always have them get revivied after each mission.

Guess thats the curse of gaming. Youd have to make a insanely effective AI and truckloads of dialogue to be able to make a realistic story based campaign so that you could still loose men when they werent intended to go.

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How about if when a squad member is taken down, cooper or whoever radios in a medevac chopper which lands at the nearest clear LZ & you have to get your "dead" team mate back there by dragging or carrying & then the chopper automatically takes him back to the main base for patching up. You can then carry on the mission with who's left, and when you return to main base eventually your missing team mate becomes available again.Would take a bit of scripting & maybe it would seem a pain, but could be better than having to restart?just an idea off the top of my head anyway,probably impossible to implement!

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How about if when a squad member is taken down, cooper or whoever radios in a medevac chopper which lands at the nearest clear LZ & you have to get your "dead" team mate back there by dragging or carrying & then the chopper automatically takes him back to the main base for patching up. You can then carry on the mission with who's left, and when you return to main base eventually your missing team mate becomes available again.Would take a bit of scripting & maybe it would seem a pain, but could be better than having to restart?just an idea off the top of my head anyway,probably impossible to implement!

That would be the way I would do it, near enough but maybe just not have the chopper evac part as it could take an age to get to it if ur in hostile territory. Just make the AI guy incapacitated and assumed to be medivaced?

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i agree, one death should not end the mission, for example black hawk down, they didn't withdraw just after one got killed? they kept going! until they accomplished the mission. I quit playing when one of my teammate dies because i find it boring and unrealistic to repeat what i have gone through few second earlier.

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Same here. I'm currently trying to get the enemies' main base in Manhattan, and I can play for a few sec, perhaps a minute, until I have "oh shit! 3 is down" or "We Lost 2!" or whatever, at which point I can reload. (and btw. thanks for telling me I can have support. too bad support is grayed out although I NEVER called for anything during the entire mission)

The "It wouldn't be unrealistic to have them get up from the dead" argument ist hollow. It's not realistic neither that "the mission has been aborted because you lost one of your men". So what are they going to do. stand up, tell everybody "oh snap! we lose! cya later guys" and then walk back to the base?

As it is now, the thing you have to micromanage is not your teammates, it's micromanaging save-games. move and shoot, wait till an opponent is dead, SAVE! (hope to god that none of Razorteam died in the time it took to hit ESCAPE), continue ... one at a time... it breaks the game flow completely, and it's just annoying. Of course, I could restart the whole one hour long mission every time one of Razor dies (or one of the missions break), but who wants to do the same mission over and over again (while losing through no fault of yours at that) ???

EDIT: A quick and dirty solution you might as well include in one of the patches for the SP campaign that are hopefully coming would be to add a game option "Ignore teammates death in Campaign". If it's checked, dead team members will be revived when the mission succeeds (and the player can deal with his own concience to know whether it was right or wrong to do that .. along with saving the game from time to time and having FoF tags and whatnot .. All of which just are not realistic but imo needed in a *GAME*), if not you just abort the mission as you already do.

Edited by sammyF70
Added a way to fix this so that everybody is happy

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I agree that death of a squad member should not abort the mission until the squad behaviour is improved to have them not moving into line of my fire, behaving sensibly and not walking from cover into enemy fire. game now forces saves too often every time you achieve some gain.

The Firing AI of the squad seems to be very good at seeing and shooting enemy infantry at some distance before I have even seen the enemy but then they walk out of cover and get shot.

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I swear when ARMA2 was in alpha-stage development the devs talked about having a four man squad in the campaign, if you lost a guy, another guy would join you later in the campaign.

I had a problem where near the beginning of the campaign miles just ran straight into the enemies and there was no way to stop him except shoot him in the foot and then revive him :P

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