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mrpibb

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Everything posted by mrpibb

  1. mrpibb

    Alpha Specs - Hardware

    I suppose it makes sense to allow for maximum effects from say a 4.0 ghz for the sake of keeping the game 'up to date' for a good while after release, but honestly I just purchased a dual core 3.0 ghz Dell, and actually their highest seed avaliable in a puter is (or was 1 week ago) 3.4 ghz, so I mean really how many folks are gonna have a 4.0 ghz puter in the next ? months before the release, I'm more less assuming that even at the lowest range of the specs given (2.0) that there would still be very good gameplay. Wonder if Arma will use any of the features from dual core processors?
  2. Quick question, I suppose this is for a BIS representative. Are the collision issues still gonna be there from OFP in regards mostly to soldiers, that is being able to walk through walls mostly. The one thing that always was a problem with OFP, I'd go into a house to find some cover and would sneak up crouched to a window, only to find I moved a little too far and 'pop', all the sudden I'm pushed out through the wall to the outside in plain view. All the other known issues too, getting 'stuck' inm various places where the screen view violently shakes as you try to get out of the 'stuck' spot, another clasic 'stuck' spot was getting too close to a damaged building, then having to often drop to prone to get out and away from the building. My question is, kindly, could anyone say if these issues will be no more in ArmA? Thanks Christian
  3. Let me ask, is there somewhere around here or at another site that reveals alot of 'in-depth' info, like this topic about the new game? Thanks
  4. mrpibb

    Next-Gen CTI

    0 :Massive Warfare, Large coordinated battles 0 :Unscripted, non-linear play. 1 :Resistance in towns. 0 :Improved command and movement (A La 'CE2' ). 1 :Indirect fire support (Artillery). 0 :Improved AI Cooperation. -1 :Punish defensive army / reward aggressive army (thru wealth, points, time, Etc.). -1 :Needing to have several units in zone to call it 'secured' and gain benefit from it. 1 :Being able to reinforce a newly secured area (with AI and fortifications). -1 :Needing to have at least one supply convoy enter a held town to own it, and have benefits. 0 :Strategic interface for Commander (improved SI for commander?) 1 :Having to go thru the BUILDING of mission specific areas and structures (AI spending time digging and building) 0 :Being able to convert native resistance to your cause (they become your AI) 0 :Voting on playing modes (like: 'full/partial/no logistics', or 'support personnel on/off', Etc.) 1 :No 'Command Vehicle', But players with authority to order things built. 1 :Functional Native Assets,(FN-A) I.E. Radar tower (Monitor airspace), communications(Troop movements/Satalite views) -1 :Each zone has a specific bonus (or several). I.E. one might boost troops, one might be a factory for more vehicles. -1 :Mobile spawn points (moved by commander/medic etc.). 0 :Linear capture of towns / zones. X :Balanced gameplay. (weapons/vehicles equal power, both sides) 1 :Free gameplay (read: not balancing). 0 :Map updates every so often showing the known frontlines. 1 :Two (at least) pre-existing industrial countries with their own infrastructure and manufacturing capabilities going to war (fixed starting point CTI?) 1 :Game has many ragged factions vying for control of island. 1 :Continuous gameplay (utilizing JIP). 1 :Ability to save game and continue later. 1 :Native (Insert name here) units attack East troops. 1 :Different Native (insert name here) units attack West troops. 1 :Dynamic mission system (suggests missions? Not sure what this could be). 0 :Native AI can build up forces once attacked. --------Units / Unit Alterations--------------------------------------------- 0 :Propaganda vehicles (or delivery) to sway neutral territories. 0 :Combat Engineers (a purchased resource) for building bridges and other structures. 0 :Accelerated fuel usage in some/all vehicles. -1 :Predefined roles (I.E. limited slots for type of duties). 0 :Vehicle ROF set as close as possible to RL levels. (limits blind tab-fire-tab situations) 0 :Vehicle target acquisition times set as close as possible to RL. (limits blind tab-fire-tab situations) --------Player / AI Related ------------------------------------------------- 0 :Players able to be in support role. 0 :AI able to be in support role. 0 :ONLY AI does support roles 1 :Players good performance brings notoriety and a bounty on their heads. 0 :Ability to surrender and be a POW (need an incentive to not just kill?). 0 :Better reporting ability for troop movements (for a scout/AI) 0 :Commander can allocate (limited?) priority points to areas that will cause free AI units under command to move in and reinforce. --------Economics / Management----------------------------------------------- 1 :Buying specific Equipment and Troops. (either with money or points) 1 :'Money' in general. -1 :'Resource' points in general. 1 :'Getting what you get' from supply. -1 :Resource Points slowly add over time. -1 :Resource points accumulate at random intervals. -1 :Resource points accumulate with random amounts. 0 :Limited pool for weapons/equipment. 0 :Limited pool for troops. 0 :Rewarding the difference between 'beach head'(nothing really secured) and established territories with airports/harbors. 0 :Limited supply vehicles to bring material into the game zone (if all destroyed, need to scavenge - no more transports) -1 :Having a Second Commander to assist in organization. 0 :Ability to authorize many different players use of the control interface (assign players to supply, control a region, etc.) --------Infrastructure / Support / Resupply Details-------------------------- 0 :Commander designates supply drops (when & or location). 0 :Commander designates supply routes (distribution). 0 :Using resources outside your immediate command (I.E. calling unscheduled C-130 supply drops) cost - using owned vehicles for Dist. doesn't. 0 :Use realistic quantities for supply drops (I.E. Not having four T-90's delivered in an AN-72). 0 :Using Transport ships at controlled harbors. 0 :Ammo dumps / Supply stations that hold delivered equipment-and are the start and destination for a supply convoys distribution. 0 :Refueling personnel (AI and/or PLayer). 0 :Repair personnel (AI and/or Player.. Crewchief?) can be killed to hinder efficiency. 0 :Medical personnel (AI and/or Player) can be killed to hinder efficiency. 0 :Medical Evac (Helo or ambulance). 0 :MASH Units (with personnel). 0 :Detailed Logistics in general.
  5. mrpibb

    Next-Gen CTI

    I agree that main bases do indeed draw alot of attention, and if the players could actually benefit from taking over a main base, freindly or not, if it could be done players would eventually try, and try, unless the defenses were great enough for a freindly base where the answer was simply no, it prolly cant be done, and worst off if I attack the base in attempt to take it I will lose freindly status with that base, where I can no longer freely come in and enjoy whatever is made availiable at the base, would it be worth getting cut off for attempting an attack that would likely fail anyhow? In the concept each town held by a clan would be more less a mini-base, some towns having more fortifications than others, some with parimeter defenses, even barbed wire sourounding the town bunkers, etc, once again the larger towns would prolly have the more significant defensive structures. And yea, in this concept the two 'merchant' towns (which would be freindly) would be like the two 'main bases' of thje island, and indeed would draw alot of attention, which was why in my notes for the mission I put down to make sure that the two merchant towns were almot impossible to take, having extreme defenses. Oh, lastly I wanted to add something that I didnt earlier, that in this concept AI clans would gain financially from any towns they held (alike CTI), and therefore would be able to purchase more and more combat forces as their held towns increased, only mentioning this to show how a particular AI clan could become stronger without thinning itself out through taking more territory (towns). As far as how the AI clans would purchase their combat forces, honestly I hadnt gotten that far, cant have east clan units being bought in Res merchant towns, it would have been figured out once the mission progress had (I say HAD as in it will not be, but HAD the mission work continued) gotten to where that needed to be implemented. I agree too with the coop thing, I didnt want it either, the concept was to merely start players as freindly to each other, but not dedicated to each other, they can do what they want, stay as freindly, or go rogue, whatever, them being on the same side is really just the technical description of their status in the game program. Neat thing about allowing all players to start as freindly is that also particular players (like 2 that know each other) can join forces, although the mission system limits this because each player accumulates their own income based on their own towns, which would keep a tight rein on too much 'coop' style play. Whatever you guys come up with, I do like alot of the ideas I've read here, the convoys providing backup would be neat, although you would have to find a realistic starting location for them, you might not want them just 'spawning' from the middle of nowhere (even if they are never seen being spawned), its always nice to at least have a base location of something that they would come from where even (worst case scenario) if they were spawned at least if they were spawned in a base area it would be more believable to the players, another words even with spawning (as I'm sure you know) its good to have as much of a realistic starting location as possible, just like in CTI where even though all the Res units are spwned in towns, you'd never know it, and if you did know it at least you knew their spawn locations are also their true realistic starting locations, their homes. Thats pretty much it for me here, I cant come up with much more to say, and I'm afraid to try. So thanks for letting folks like myself add some input here, take what you want from it(if anything), I'm moving on here.. Have a good evening, you guys take it easy out there
  6. mrpibb

    Next-Gen CTI

    All right then, I will ramble on a bit more then for the sake of rambling lol Indeed actually our intents are similiar, although the layouts are different, to have conflict on the island that is realistically continuing as time goes on regardless of player interaction, although my concept requires a 'system' that periodically causes wars between particular town holding east and resistance clans. Tons of tweaking would be required as progress was made, to make every mission a complete 'who knows whats gonna happen' but plainly put: generally the idea is to have periodically one 'clan' begin fueding with another clan (east vs resistance), then the war will soon begin. Now over time as one clan attacks another clan and takes their town (remember I said the east and Res clans are scattered about the island) that clan becomes stronger through the gain of income, and hence the same would happen again and again with other clans. Pre-set templets of each possible town to town war would be made where when a periodic time had arrived to select a clan war, a town-town war templet is randomly selected (normally) which holds 2 towns that are owned by clans that are enemy to each other (east/Res/players(West)). So there is a 'system' where as time goes on, each game will have different outcomes, some clans will disappear completely being destryoed, some clans will exist barely, only holding one or two towns, some clans will become very strong and become a threat to all that oppose it. And of course these wars will absolutely include east clans attacking towns held by players, where as I mentioned earlier each player starts with their own 'clan' name (maybe a selectable name) and their own flag, where as each player grows financially through many successes they can expand their clan size across the island holding multiple town areas with their own clan forces. Now, as I said 'tweaking' would be a big thing as the mission development progressed - assuming that most players wont be all that bent on taking over resistance towns, being that they can initially come and go as they please there, so east towns will be more of a focus - and therefore the 'tweaking' should be set so that east clans will eventually more-less dominate the map - that is if players do not make a great effort to stop them pre-emptively. Once again I see our concepts are similiar in design lol, but I have to say that the 'factions' thing I added in my concept is actually for more freedom, not less. The 'grudge' status (what its called in the script) that a player can gain through attacking a resistance clan does not limit freedom, but expands it - by allowing a player to be able to completely take over a freindly town owned by a Res clan, and gain financially from it, also it allows other players to be able to collect bounties on players that have caused a particular freindly clan trouble (have killed one of their clan members), so it allows a realistic set of options where also being enemy to one freindly clan does not mean being enemy to all others, so they will still have free access to town areas held by other freindly clans. Of course players causing this 'trouble' to the resistance freindly clans will increase the potential for a 'mass takeover' of the island from east clans (cause and effect), which would cause greater problems for players trying to hold town areas as east clans continue their advance. On the flip side- any freindly clan that a player does not attack will provide many extras to be benefited from, like being able to assist that clan in a war against an east clan therefore recieving a reward (cash normally) upon taking enemy clans town, being able to collect bounties from that clan on players enemy to them, also wanted to add bounties availiable on ai units that would at times cause trouble and even bounties on ai rogue groups operating outside town areas, and lastly of course freedom of safe passage through that particular freindly town. Again balancing and tweaking would be an issue with the clan wars, to certainly make it so resistance clans may often not be able to take over an east clans town in a war without assistance, therefore making the mission for players of assisting an Res clan in a clan war a task of some difficulty. And lastly (whew) lol, the issue of allowing each player to have their own potential armies that would more-less merely hold territory taken, provided in as much of a realistic manner as possible. Like I described earlier, in this mission concept the players could go to one of the two 'merchant' freindly towns to purchase pretty much everything that would be availiable to buy in the mission, this would include troops(troops meaning any militant forces, men, armore, etc). Having a system very similiar to what the commander has in CTI, where seperate groups could be managed would be perfect, but the problem is with this particular concept if the player had the amount of control that the CTI commander has over those groups they would end up alover the map causing some real problems with the 'island conflict system', especially including attacking freindly towns, which would just be an impossible mess with so many units trying to implement the renegade status to acheive bad faction (they all would be killing eachother LOL) - so to make things simple and still be able to allow players to fortify their taken town areas I decided that seperate groups purchased by players would have a command system that would be very basic, primarily the player would have their already held towns to select from as locations to send the groups for defense, where maybe some additional commands could be added for various types of town area defense (patrol town, or select a position within a town area radius to hold at). Any commands allowing such groups to attack east towns would have a major impact on the whole scope of things, and therefore it would seem likely that this option would not be allowed because it could allow one particular players 'clan' to ransack the island to quickly through growth by ai groups taking town after town, therefore defeating the continuem of the 'island conflict' and also causing a 'rat race' for players to focus on getting ai groups to over take towns, and thus removing the 'adventure' feel, and leaving the freedom somewhat out because those players that choose a different path (like mercenaries, or just exploring, freedom basically) rather than conquest of the island would be quickly left behind and would feel dwarfed by not participating in the 'rat race' to get towns. Sorry to be so long that last description, but indeed most of these thoughts are what led me to only allow purchaseable seperate combat groups for territory (town areas) defense, and it simplifies the mission too, so not everybody has to be a tactical wiz to have a great time throught the mission. And so what would make up for this 'loss' in tactical use of units normally seen with CTI, I'll tell ya, the whole mission would make up for it, rather than being a less real feeling tactical/overhead mission it would become a realistic adventure with all kinds of freedoms in an enviornment that reacts to the players decisions, and where each player can accumulate assetts in their own personal items from weapons to vehicles and they can accumulate assetts through taking territory where they can hire troops to defend their lands in a simple manner to be able to continue being immersed in the adventure without having to focus on the 'tactical/overhead' view, and get down to living and surviving in the mission. And once again as I stated earlier in this particular concept there would be one or two max ai availiable within each players team, which of course would allow effective use of combat vehicles and also allow a little more give and freedom, rather than allowing no ai under direct control at all. I did earlier mention in a previous post in this topic probable solutions to problems with those ai units in scenarios where the player side is switched to renegade status: And I hadnt really delved into that much more, so other options might have arose. And thats pretty much it (I guess lol) Its just input I guess, take it for what its worth, thanks for the readins. Christian man its late lol
  7. mrpibb

    Next-Gen CTI

    Thanks UNN for the response, umm, sorry for getting so 'into' my own concept there, I guess I was just trying to defend the mission's 'doability', I just get a little inspired (actually alot sometimes) when I imagine what kind of ultra-realistic adventure type missions that could be made with this sort of 'platform' system. Anyhow, just want to say that I also along with you guys would like to see a large scale mp or sp mission come out for AA that really uses most of the programs resources ending in an immersive 'alive' mission with huge freedom. So I guess now I'm gonna kind of 'be quiet' lol and let this topic carry on in the way it was intended to.
  8. mrpibb

    Next-Gen CTI

    @UNN You may not believe this but the script has already been set up in where the 'faction' works, sides never actually change their freindly status to another, east is enemy to all and resistance freindly to west - so east towns war with resistance towns, that part never changes - the 'faction' thing where a player would end up enemy to a resistance clan (particular groups of resistance units) functions in town areas only, once a player walks into a parimeter area around a freindly town if he/she has bad 'faction' with that towns occupants he/she will goto renegade status for the duration of that players stay - yes, the players ai units affected by this has always been an issue here, which is why players in this case would only be allowed one or two ai and workarounds would be implemented although the good news would be that being each player has potential command of numerous seperate groups of forces to send to towns for defense primarily which would not be involved in such scenarios to cause harm to the player. As I recall now, the idea was also to not allow players troop groups to attack towns, only defend, therefore eliminating issues with both same side battles (which are impossible) and to prevent players from only focusing on taking east towns as well. As far as the few ai units allowed for the players, which would be just enough for tank usage, once again I am trying to recall but if I remember correctly the best seeming answer for removing the chance of ai units killing players when they go renegade status in a freindly town is to make the units not fire, which could be easily explained, like"because they are freinds to the resistance they will not participate in attacks on their towns" or something like that. The player to player fire is easy to fix, I already have that in the script, where I believe it is a hit event handler for players that finds the shooter and restores any loss of rating for a player kill (if shooter not player then exits). How ever the script check was initiated (been long time since looking at it), it worked and no rating loss was suffered for player to player fire - which would actually in the end have to encompass all freindly fire outside of freindly towns in the end to allow complete freedom without rating loss penalizing, once again a script running off a hit event handler on players is prolly the best way. There are indeed a number of other work arounds, like the issue with peeps runnin over peeps in freindly towns with no rating loss, concept was to make 'no drive zones' in resistance towns, basically stick to the roads in those towns or else, which is pretty realistic, if I owned a town on an island I wouldnt be fond of people driving across front and back yards while maybe runnin over people. Basically all the bugs have fixes, alot of improvisations but nonetheless the outcome would provide the intended results. Please dont think I'm trying to push this over, it is what it is, but beleive me it certainly can be done, I wouldnt even have bothered starting on it if I hadnt looked over the entire scope of issues, its just a huge project, I mean really big, I had forseen that most units/vehicles on the map would have to be spawned into position as players neared an area around them (same as town units for cti) to maintain lag and to allow players that might want to run smaller games ideal conditions for lower end computer users, this would be alot of work considering all the actions the various island occupants will be performing. Anyhow, I appreciate input, and although the matters you brought up were either resolved or planned for it certainly shows how much work it would take to pull it off, lol, alot. I can post the 'faction' script if you'd like to look at it later or send it to ya(roughly one page of script), its a neat system that works but being it runs on a loop for each town the realization set in that using hit or killed event handlers for each freindly town occupant would be a much more 'lag free' way to initialize the checks, then using loops in script only for towns that a player has bad faction with, therefore reducing the number of towns having scripts running for them would only normally be a few rather than all eight or whatever. Christian
  9. mrpibb

    Next-Gen CTI

    @ Richmuel Thanks for the input there, but I did mention that although as far as the mission itself goes each player is actually on their own side, similiar to death match concept, except in this case players are freindly to eachother, but they will operate independantly, as they cannot share resources nor towns for income, each player will have their own income amount based on that players held towns and each player will also have their own purchaseable groups of combat forces, so the system would encourage player independance, the players wouldnt even be penalized for killing each other, quite the contrary they may be rewarded if one manages to take another players town over. oookaaay sorry, just wanted to clear that up, not like I'm makin the thing or nothin lol. So really its like a mission with up to 8 sides for players instead of 2 or three essentially, its just as far as the technical aspect, they are all west (ofp only allows 3 sides lol). My statement in previous quote: @Scrub Would be neat to see a mission or two of such size with the game. My opinion is that a game isnt just the elements that can be used to create missions, its the missions too, one could take good ol ofp, make a massive mission unlike what has been seen and it would prolly get played to death(till AA comes out), then take good ol ofp, throw down some standard 'good' missions, peeps play em once, maybe twice or whatever, point is that the effects of the best graphics in the world will eventually wear off, leaving the player with one thing, the mission. Thanks for the welcome, yea I was on a while ago, cant remember when, I kinda cut off all my old modding links to rid my life of the attachment completely, being I almost lost my job a number times because of modding time, finally ended it lol. I guess I just wanted, like you guys to put input in here. @Robert(UK) I agree, being able to join in and out of missions would be great, I personally would think it would be quite a task to add this to a mission, but well worth it too. Yea, ofp operates in real time and the speed that the sun moves across the sky can easily be increased to shorten days. Neat stuff to chat about...
  10. mrpibb

    Next-Gen CTI

    Hi fellas Want to throw some input in here Personally I liked some of the original concepts in this topic suggested especially for a large scale type game siimilar to CTI. My opinion has always been that OFP has offered the ability to make some really awsome and immersive missions (missions like CTI that are more like seperate games in themselves). I mean you got all that area to use and the standard missions that come with the game only use small areas, (effectively managing lag of course). But as time has moved on of course puters arent what they were, and I really wish to see some massive 'missions' like that produced by BIS for AA. I also have a good idea of the reality here, that chances are something of a massive scale that creates an alive enviornment and manages lag properly will probably not be seen by the user communit, not because it cant be done but because there isnt the time nor the resources to do it. I'm not being negative, but being realistic, look at whats ben going on at the ofp editing center for years now, people are defenitely skilled enough that have come up with missions there that could create such missions, but who wants to turn mission making into a full time job for months just to get no paycheck aside from 'great job' lol, been there, done that. I spent like a week compiling info on a mission that utilizes the concept of taking towns from CTI, and although to a degree I agree that the taking towns part is similiar to capture the flag its also a quick way to replicate the positive long term effects of taking over crucial territory by giving that players team more money. The mission had a similiar layout to CTI at start, main towns on the island occupied, but in this scenario some towns are east and some are resistance. All players start on west side, although the concept is that they all are to their own sides and can operate independantly (players still can join forces if desired but each player will have their own individual money system), using resistance and west unit configs selectable, and so each player starts alone seprate from each other and operates independently. The resistance towns are freindly and east towns are enemy. Wars would be waged between east and resistance towns at times, town to town artillery shelling would occur initially sometimes, and eventually the two towns forces would move out to battle eachother somewhere in the middle. Players could join with a resistance town and assist them in such a battle therefore upon the taking of the enemy town (success) they would recieve a reward from that resistance 'clan', each town starts held by a certain 'clan', east or west. Players can take either east or resistance towns, although taking a resistance town requires that a player is 'enemy' to the clan holding that town or there is no clan memebers of the clan that hold the town present in the town area, thus if a player kills a resistance clan member then he/she will goto renegade status anytime he/she enters a twon area held by that clan. And of course money is accumulated periodically for each town held, alike cti. In two main 'merchant' towns players can buy vehicles, weapons, troops, etc. Difference here in buying troops is similiar to what was described earlier in this topic, where troops purchased are used primarily for holding towns and so they are under a seperate group and under general control through commands offered by the mission script, actual players allowed ai units grouped to him in this mission would only be one or two because the mission already allows simple but effective management of troops(large combat forces) that frees up the player to not have to constatly worry about keeping 12 units in exactly the right spots to get ahead, thus the mission becomes far more personalized. Also different would be costs, which would be realistic costs, where just having a good weapon on hand is a big deal, like the difference between an ak47 and an m16. And the enviornment would be very alive while using as much unit/vehicle spawning and deleting as possible in only ways where it would never be seen to efficeintly manage lag. Convoys would be moving from freindly town to freindly to trade with each other, towns are truly alive(as much as can be allowed considering lag), also players can take on the role of 'mercenaries' for hire for freindly clans- after a player has comitted a kill of a freindly clan that clan will put up a bounty for that player- , rogue east groups will operate in areas outside of towns attacking convoys and resistance towns, could go on if I thought about it...Oh yea, btw players can kill each other and any rating drop caused by such is removed(the player that kills another player would still become enemy to the players clan that he killed if he/she were to enter a town area owned by that clan - prolly a good idea to add a function where players can select if other players clans are considered freindly or enemy to be able to allow different player ai units to co-exist or not and allow safe entry or not into their towns). This is just a general descript, but can anyone see the picture and potential of this sort of a mission? I mean its not even really a mission, its a game in itself. It could go on for hours, days weeks lol. I imagined using a function where players could quit and then come back into the game later on at will and the game qould save their inventory status (similiar to Sinews Of War function), but essentially the mission would provide absolute freedom with a realistic and alive enviornment where players can interact within that enviornment on a large scale, without having the annoyance of having to constantly manage a ton of units, but still be able to accumulate troops and use them in a simple and strategic manner therefore personalizing the experience. I could just imagine the 'scenes' of such a mission: A player and his hired mercenary waiting at the top edge of a cliff above a valley for a supply convoy to pass by(so as to salvage the contents of the supply trucks after eliminating convoy defenses), night time falls (accel time optional) as the flashes of artillery fire light up the night as a resistance town begins shelling an enemy east town with artillery cannons (and the flashes/explosions of the rounds landing around the east town), a number of players gathered at a resistance town mid-day waiting to join the towns clan attack forces which are about to advance towards an enemy clan for a battle (those players of course would recieve rewards from the freindly clan upon taking over enemy clans town), a player waits hidden outside a nearby town by a main road for another player to leave the town which has a bounty placed on him for attacking a freindly clan, players holding back behind resistance armor forces along with freindly resistance troops as the armor advances pounding enemy east clan forces as a 'clan war' begins, I could go on.. And the big picture here is that clan wars erupt periodically, towns will change sides, players (which also each have their own clan) will be able to take and hold towns(or assist a clan in taking a town) which may also come under attack from east clans, some clans will grow in strength depending on how many towns they own, and stuff (like convoys moving, ai interaction, etc) will be happening in a realistic manner to make the enviornment alive, aside from the other goodies mentioned like players being able to become mercs for hire, etc etc - basically the whole island will be alive with purposefull life where things can be constantly changing. Â I started work on such a mission for winter Kolgujev (seemed the best map for an 'adventure' type mission, I know, tank driving sucks on it lol), but my mission making days are over, I have a job and I like it, and I like my time off too lol, after spending 2 years working on WWIII mod for Ghost Recon I have learned a lesson, 1 job is enough, (1 job) + (1 job that dosent pay) = stress, lost family time and possible loss of job #1. So I have given up on it, it would take forever alone anyhow, but I guess my point here is it would be nice to see BIS come out with some missions of such scale on a professional level where the quality was high, dont know bout you guys but I'd pay $50 bucks for a cd with just one mission like this produced professionally and put on the shelves. I'm not throwing this on to ask someone to make this or nothin, I guess what I'm wanting to do is just show what the REAL potential of games like OFP, AA, and I'm sure OFP2 have for mission making, I mean really who dosent dream of such missions but we only get little peices of such in individual missions. I would very much myself enjoy to play such a mission, and to be able to play it on and off for days even, being able to come back and pick up where I left off, it would be awsome. Oh well, lol, a dream and reality are two different things... Anyone who has actually read all of this, you deserve a medal for patience lol. Christian
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