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smoot

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About smoot

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  1. smoot

    Track ir

    You get the device which sits on your monitor (or where ever) complete with USB cable, you get a metal clip with reflectors on it that clips onto a cap or your head phones and you get the software on a CD! That’s all you need! You might want to buy their cap but any cap with a peek will do or use your headphones like me.  Thanks for the reply. Im going to order one up right now.
  2. smoot

    Track ir

    For those who use trackir.... I am currently looking at getting the trackir 4 pro but am not sure what all I need to buy. does the trackir 4 pro come with everything a person would need to use it with armed assault? or do I need to buy some of the stickers and other items they sell on thier site?
  3. smoot

    Next-Gen CTI

    --------General Gameplay----------------------------------------------------- 1 :Massive Warfare, Large coordinated battles 0 :Unscripted, non-linear play. 0 :Resistance in towns. 1 :Improved command and movement (A La 'CE2' ). 1 :Indirect fire support (Artillery). 1 :Improved AI Cooperation. 0 :Punish defensive army / reward aggressive army (thru wealth, points, time, Etc.). 0 :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). 0 :Needing to have at least one supply convoy enter a held town to own it, and have benefits. 1 :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) 1 :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. 1 :Balanced gameplay. (weapons/vehicles equal power, both sides) 1 :Free gameplay (read: not balancing). 1 :Map updates every so often showing the known frontlines. 0 :Two (at least) pre-existing industrial countries with their own infrastructure and manufacturing capabilities going to war (fixed starting point CTI?) 0 :Game has many ragged factions vying for control of island. 1 :Continuous gameplay (utilizing JIP). 1 :Ability to save game and continue later. 0 :Native (Insert name here) units attack East troops. 0 :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--------------------------------------------- -1 :Propaganda vehicles (or delivery) to sway neutral territories. 1 :Combat Engineers (a purchased resource) for building bridges and other structures. 1 :Accelerated fuel usage in some/all vehicles. 1 :Predefined roles (I.E. limited slots for type of duties). -1 :Vehicle ROF set as close as possible to RL levels. (limits blind tab-fire-tab situations) 1 :Vehicle target acquisition times set as close as possible to RL. (limits blind tab-fire-tab situations) --------Player / AI Related ------------------------------------------------- 1 :Players able to be in support role. 1 :AI able to be in support role. -1 :ONLY AI does support roles 1 :Players good performance brings notoriety and a bounty on their heads. 1 :Ability to surrender and be a POW (need an incentive to not just kill?). 1 :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. 0 :'Getting what you get' from supply. 1 :Resource Points slowly add over time. 0 :Resource points accumulate at random intervals. 0 :Resource points accumulate with random amounts. 0 :Limited pool for weapons/equipment. 0 :Limited pool for troops. 1 :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) 0 :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-------------------------- 1 :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. 1 :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. 1 :Refueling personnel (AI and/or PLayer). 1 :Repair personnel (AI and/or Player.. Crewchief?) can be killed to hinder efficiency. 1 :Medical personnel (AI and/or Player) can be killed to hinder efficiency. 0 :Medical Evac (Helo or ambulance). 0 :MASH Units (with personnel). 1 :Detailed Logistics in general.
  4. smoot

    Next-Gen CTI

    Well, ok, you asked for it.  Here are the list of recent Ideas some of the guys im working with on a new CTI version for ArmA came up with. A CTI that takes advantage of 60+ players, with limited AI roles. Each team has predefind starting roles broke down in to squads. (Example) Squads       Slots/sqaud 1 Commander   1 (+additional AI) 1 Sniper       2 2 Assault      8 1 Air         4 1 Armour      5 1 Black ops     5 1 Support      3 ------------------------------------ Economy broke in to 2 areas. Money  (gained every 10 minutes) For buying tanks, vehicles ect.  Recruitment (gained every 15 minutes) Lives given to a team.  Each squad has a different % of lives gained.  This puts more value on not getting killed and working as a team. (example) Air might get 4 lives every 15 minutes Assault might get 10 lives every 15 minutes Commander might get 1 life every 15 minutes ------------------------------------------ Tactical Map Some towns bases etc give bonuses to the side that owns that territory.  Bonuses range from money, lives, fuel, technology, or faster transportation due to roads leading more area's. (examples) Money, Town A gives an increase of $2000 over the base ammount every 10 minutes. Life, Town B gives a bonus of an additional 2 players per squad for each 15 minutes. Fuel, Ability to spawn Fuel repair, and ammo trucks, also if town has a fuel station equipment can fuel up at taht location. Technology, Town C gains access to spawning more advanced tanks, chopper, etc. Some towns may have any combination of the above. ---------------------------------------- The ability to surrender.  All weapons and ammo are droped and the combatant is taken into custody.  Each team has a POW camp that where POW's are taken (AI guarded).  Since lives maybe a rare comodity for your squad or team you may want to take this option rather then get shot and die.  (Example) Downed West Pilot surrenders and is taken to the East POW camp.  A. West commnader can either pay east for his return (life is added back to his squads life pool). B. West commander sends in black ops to try and get him out. c. player can try and sneak out. D. player can just run out and get killed by AI ------------------------------------------------- Problems with this game type 1. Fun factor is put heavily on the commander and squad leaders.  The commander has to relay what he wants done and give missions to other squads.  Squad leaders need to come up with a plan of attack and keep squad members involved. 2. If lives run out for a squad how fun would it be to have to sit and wait the remander of time for new lives to accumulate. (maybe a squad can buy lives as well with the money it has but buying a life wouldnt be cheap?) 3. A save feature would be nice for multiplayer that can save what towns belong to who, and how many lives and money each side has.  That way if it is a war that takes days to win you gaming community can save where everything is at and come back to it at a later time. These are just some ideas, and who even knows if this will be possible with ArmA.  Kick those around for a while.
  5. smoot

    Next-Gen CTI

    "Randomized addition of Re-Sup points over time" Is this sort of like additional guys (Player Respawn Lives) given over time? If so I think it would add more value to a soldiers life. Money buys tanks vehicles etc, and lives buy soldiers. Sort of like a dual economy.
  6. smoot

    What do you *HOPE* will be in ArmA?

    When AI is commanding the squad its not really a problem. I would likie the AI to do it on there own though when im commanding a squad. Just a few less keys to hit, and less time ordering the AI what to do.
  7. smoot

    What do you *HOPE* will be in ArmA?

    The biggest things I wish to see that we haven't heard about are all AI related. - AI that can fly better, - AI that can do more things on there own without being told what to do, like instead of me trying to tell them where to get more ammo, they can decide for themselves. 3 out of ammo, oh look a dead guy 10 feet in front of me, Ill just pick up his ammo or weapon. - AI where if someone is injured all they have to do is say injured, and the medic will try to make his way to him. No key pushing needed. Just overall more polished AI.
  8. smoot

    For all you mod makers!

    I was going to post this last night to see if anyone else heard of some of the features they were talking about. Judging from the resposes I guess they just made the stuff up.
  9. smoot

    Next-Gen CTI

    OFP CTI mods are great, That is one of the reasons OFP has been on my hard drive ever since it came out. I know the main reason I want changes to the current CTI fomats is to take advantage of the 60+ players. I would like to see a squad leader have a squad of actual people instead of AI. Or when I call in for ammo, fuel, repairs, a human controlled player shows up. Something that i have not found in current versions of CTI. If we were talking about plain old ofp cti styles I wouldnt change a thing, but im thinking ahead to the possibilities that ArmA CTI may offer.
  10. smoot

    Next-Gen CTI

    well, I guess when we came up with the ideas that we were planning on implementing they were designed around what type of game play we wanted to see. This was the original list of core ideas that we wanted to build off of. Teamwork - Organization - specific roles for each player/squad Strategy - Mini battle strategy (squad leaders Focus) - War Strategy (commanders Focus) - strategic maps that can effect commanders decisions So the ideas we have decided to implement into the game were based off our core game play type that we wanted to see. We wanted to get away from base building for the commander and concentrate on map conquest. Squad leaders we want to concentrate on tactical engagements and defensive positions, and move away from the "just attack here". Have any Ideas on how we can achieve these core elements? I think the other part with the fuel wont be as bad as people think it will. Remember we want to keep a front where lots of the battle is going to take place. A chopper might be able to make it accross the map to attack something but they are not going to have the fuel to just hover over an area for a long time. Just for example maybe an assault chopper would have enough fuel to fly for 10 minutes before refueling, transport chopper has enough fuel for 20 minutes and a scout chopper might have enough for 30 minutes of flight. That way an assault chopper needs to know where the enemys general location is before he takes off, thats where the scout choppers come in, and the transport choppers have enough fuel to drop troops, anywhere on the map and not have to be precise with where they are going. Maybe this is a bad idea to build off of, and maybe people wont like it, but its just one of the ways that we want to achieve our cole elements unless we can come up with other alternatives. What are some of the communities core gameplay elements for multiplayer? Maybe the type of CTI we are trying to make is off base with the core elements others would like to see?
  11. smoot

    Next-Gen CTI

    BTW, scrub, hope you dont mind me adding this stuff to your thread.
  12. smoot

    Next-Gen CTI

    your chain of command and tactical warfare sounds good fuel usage is only good when the refueling is totally automated. nothing is as boring as to babysit run out of fuel tanks the medic thing, moving spawn locations and reviving i would let out too. it would be too much of a battlefield copy, and doesnt fit the fragging ofp has. Thanks for the comments, here is our thinking on your concerns. Fuel usage, this just helps the commander decide what is the best town to take and adds to the tactical side of things, a good commander would keep an eye on how far his tanks are moving to attack and he may want to take a town closer to get the fuel station before taking an assult on a further away town. If a town has a fuel station a tank can just pull up and fuel up, no need for support to be there. But if a squad of tanks is out in a field and running low on fuel or ammo, the support guys can spawn the appropriate trucks and come to the rescue. The medic thing is something we are still working on. We might have it so instead of a mobile spawn point, its more of a revive point. When a medic revives a fallen squad mate he is transported to the mobile Medic tent. And the tent can easily be destroyed by a few hand grenades, chopper what ever so by no means is it a replacement for the spawn point that the commanders can build.
  13. smoot

    Next-Gen CTI

    What I would like to see with CTI based games is more realism. Â I know myself and a few friends are going to make a CTI version that has these sort of options when ArmA comes out. Simple Economy - based off of how many towns you have captured. Chain of Command - Commander can build spawn points (for troops, armor, or vehicles) at any captured town for a cost. Â Squad leaders direct squad actions and can build base defenses. Tactical Warfare - Each town may have different tactical advatages. Â One town may have a military base that already can spawn tanks, or a barricks that can spawn troops. Â If the town has a bus station it can be used to "warp" or transport players to another city that has a bus stop and is under your sides controll. Â Some towns have fuel stations and spawn fuel trucks. Â Some towns maybe worth more money then other towns, etc. Armored units have accelerated fuel usage, a tank can only make it 1/4 the way accross the map before running out of fuel, making fuel trucks and fuel locatoins key. Predefind roles - (limited number of each type so everyone cant be a sniper or air etc) When you join a game you select the type of role you want. Â Air, Armor, Assault, Spec ops, sniper, or support. Air can buy aircraft, choppers, etc. Armor can buy tanks Infantry can buy jeeps, trucks or ACP's Spec ops can buy jeeps or motorcycles Sniper can buy jeeps Teamwork - Medics can revive or heal teammates, can also build mobile spawn points that can be placed anywhere on the map, but can only have one active spawn location per medic. Â Support players can spawn fuel, ammo, repair trucks at any captured fuel station, can also repair buildings. Â Spec ops can destroy fuel stations, bus stops, etc. I should also add that we are making more of a town by town capture instead of a free for all. That way there is a front line where all the fighting is. Hence town A is captured now all town b's can be captured but town C cannot be captured. and so on. Anyway, that is just some of the idea we have floating around right now, and if we actually do it is still up in the air depending on how much time we have to work on this. Â I see some people not wanting all the realism but I think if we make it where you select your role at the begining and depending on how JIP is going to work where you can select any role you want as long as there are slots left it should give everyone a chance to play the role that they want to play. Feel free to use any of these ideas if you want or if you might like to help make this type of CTI let me know, we could always use the help. Edited to add some other info.
  14. smoot

    Mission ideas

    I would like to have the option of choosing what type of role I will have in combat. Â example: I start the campaign and I then get run through boot camp. After boot camp I then have a choice of helo Pilot, Jet Pilot, Soldier, Special forces, Tank, Support, sniper, etc. Lets say I choose Jet Pilot, I then get run through a pilot training camp. Â Or if I choose soldier i get run through a training camp geared for soldiers. After advanced training I then get shipped out to battle and my role through the battle is that of which I enlisted as. Â This would give lots of replay value, and make the different classes have more meaning then what they do now. I think something like this would really make the single player more fun.
  15. smoot

    What if...

    I would buy it if thats all they did, but I dont think I would pay $35.00 for it. I would pay 20 to 25 for it though.
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