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vazco

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About vazco

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  1. vazco

    RTS-4 ArmA Released

    Indeed, Jesper is a big problem. He kicks people out of the game without reason (last time he kicked almost all players - 12 people, except me). He takes commander status 'because he's admin' and don't want to give away admin status, although all the players on the server ask him to. Someone (Strytz) has screenshots of this whole situation. He finished game in the middle, witohout reason - two times already. He's very often on the server, so usually he can gain commander status when noone is on. I don't know why he likes me, but won't listen even to me. Karrilion, if you really know him, tell him to behave reasonably. If you don't, maybe it'd be a good solution to ban him from the server. His ID is 6074887.
  2. vazco

    RTS-4 ArmA Released

    Cam, thanks for reply. Btw, I encountered an error in 1.11a RTS. When I joined after the game was running for about 4 hours, I got 'scalar' number of credits. They were also increasing by 'scalar' value every minute. It was scalar + scalar, giving me ability to produce anything I'd like.
  3. vazco

    RTS-4 ArmA Released

    Damn, I don't like such an attitude. I played OFP from the day it was released. I contributed a lot to the community. I played in a clan. I quit before RTS3 became so popular, so I don't know the beacon term... Still, it'd be nice if someone explained it a bit. It's great to have a devoted community... Still, it's better to have an unexperienced community, than to not to have it at all. I'm not shure there would be enought people to play RTS with addons - not 15vs15, but even 4 on 4. The balance is very important here. I think current version of RTS did a great thing advertising this type of play. Hopefully, there will be less evolutions, and a bit more RTS's in the future. Anyway, this what I'd love to see in the future would be a few RTS clans.
  4. vazco

    RTS-4 ArmA Released

    I think it may be not the best idea, as a lot less people will play RTS. On the other hand, renaming it to CTI-RTS could indeed work in opposite direction. A good idea, although maybe hard to mod. well, it's RTS. You should be able to command your soldiers easily. Blocking 3rd person blocks also command view, what is unacceptable. I don't know what it is
  5. vazco

    RTS-4 ArmA Released

    Actually, the more I think of it, the more I come to conclusion some kind of a resource system could be good. The current system is great, but it don't prevent people spamming high level vehicles and planes from the first minute they become available. It's not wise to build FFAR LB, when you can build Harrier or Apache. The time is not so important, as usually you live longer than the LB and Apache construction time. If everybody was given a constant and uniform resource flow, he could choose between one plane, 4 tanks, or 8 BMP's. Game would look completely different. It would be more planning, less clicking. This could of course work on the top of the current resource system. If it is resource consuming to iterate resource flow for every single soldier, server could remember the time soldier joins the game. It could also remmeber number of resources he spent, and based on the current time it could count if soldier can buy a given vehicle or squad.
  6. vazco

    RTS-4 ArmA Released

    I played Karrilion's RTS for quite some time, and I found a few problems needing solution. severe problems: 1. Team killers. Sometimes a person connects to a server, puts a few sachels, kills AI and vehicles, and is very hard to detect or stop. With no administrator, the game is ruined. A simple script that would make you frozen for a minute after getting a negative score would help greatly. There's one in Evolution, if it can help. 2. AI spam after more players join the game. It's playable when there are up to 7 players/side. Sometimes 30 connect though. With everyone building 30 soldiers, we have 900 AI on map. It horribly slows the game down. A script that would make creation of manned vehicles and soldiers dependant on the side's army size would be a good solution. Then, when a few people join, they can command many AI. When 30 join though, they have to deppend on each other more. 3. There is no counter for A10, as well as for Harriers. Harriers can simply resuply by hoverlanding, while to resuply when in SU, you have to have an airport. SU shouldn't be a one-attack plane I think. Maybe adding retexturized harriers and A10's to SLA would work, should there be no good counters in existing addons. Ideas: Some other suggestions would be making AI AA soldiers much less powerfull (possibly with mando missilles), but with auto-resupliable ammo. Introducing other types of AA missilles and chaff flares could balance the AA deffence even more. To create a higher strategy level, time after which you can construct aircraft should be prelenghted. I think air should be made more powerfull, but rare. In the real war loosing even one fighter costs you a lot, while loosing tank is not so much. In current form of RTS you loose planes and helicopters almost instantly - even when flying with 600km/h just above the ground and attacking with laser guided bombs. Mando missilles could even that, and modification of time in which factory is upgraded so that higher levels are built longer, could create a longer strategic land gameplay phase. Another idea, although maybe hard to implement, is to create roles. Pilot would command less soldiers, but have a lower plane build time. Tanker would have lower tank build time. Deffender a lower soldiers build time, maybe with possibility to build some entrenchments. Some best planes could be accessible only to pilots and commanders to prevent the planes spamming. There would be also no people joining winning side only to fly Harrier. It would put more focus on teamplay aswell. Roles could be fixed, or given by commander.
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