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nyles

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Posts posted by nyles


  1. The 7.62x39mm doesn't have that good a performance.
    Quote[/b] ]Well, I have mixed feelings about toning down the recoil again. Maybe if it's possible to slightly reduce recoil for assault rifles chambered in 5.56 or a similar calibre, it would be okay, but I really would miss the current weapon handling feeling.

    On the other hand, I still think that the finmod weapons are too low on damage. Thanks to the openess of the finmod .cpp, I was able to fiddle around a bit with the damage values. I changed it so that 7.62x51 and 7.62x54 rounds cause a damage of 11.3, while 5.56x45 and the soviet equivalent used in the ak74 cause a damage of 11.2. I then decided that 7.62x39 should do 11.1 and sidearms should do  between 10 and 10.4.

    Now you might be thinking why the rifle values are so close to each other. Well, I was trying to get to the point where death is caused with either one or two rounds. A damage of 11.1 will mostly kill in 2 shots, but has a fair chance to kill with 1 round sometimes. With the 11.2 damage, you will have an even chance of either 1 shot or 2 shot kills. With 11.3 again, you will have mostly kill with one hit, but still often have to hit a second time in order to score a kill.

    I for one think that those values are perfectly balanced. In standard OFP they would be overkill, due to the way too good accuracy of the weapons. But with Finmods accuracy ruleset, the increased damage works out nicely and really adds to the realism feeling. It's hard to hit, but if you hit, the target will notice this. Machineguns finnally have a real pupose and can manage to mow down whole infantry squads if and suppress human players, as they know they will most likely die when hit. In standard OFP the damage of 8 is a joke and I have yet to see someone duck because of an m60 or pk.

    I would really like these values to be used with the next release of finmod. I for one think that they are very believable.

    Sounds good to me.

    Anyone else (preferably from the Finmod team) got to comment my idea? smile_o.gif


  2. So if we are already on the matter of assigning weapons, here is my full list of what Nogova police should have.

    A few dozen Skorpions and CZ75s.

    Some shiny new revolvers from the western market.

    A small number of Tokarev TT33s.

    A dozen or so FN FALs (in storage, not in regular use).

    Same amount of Uzi SMGs (some with silencer, would require a new Uzi w/o silencer).

    A sniper rilfe (probably a hunting rifle aka r700, or a dragunov)

    One or two PKM machineguns (in storage).

    Half a dozen soviet grenade launchers with choke and smoke grenades.

    I guess that's all they'd need and already be a lot more firepower than any regular police force would own. However, as Nogova does lack a military force, the police is obliged to do coastal guard and minor security tasks as well, thus the FALs and the PKM machineguns are justified, IMHO.

    smile_o.gif


  3. Well, I have mixed feelings about toning down the recoil again. Maybe if it's possible to slightly reduce recoil for assault rifles chambered in 5.56 or a similar calibre, it would be okay, but I really would miss the current weapon handling feeling.

    On the other hand, I still think that the finmod weapons are too low on damage. Thanks to the openess of the finmod .cpp, I was able to fiddle around a bit with the damage values. I changed it so that 7.62x51 and 7.62x54 rounds cause a damage of 11.3, while 5.56x45 and the soviet equivalent used in the ak74 cause a damage of 11.2. I then decided that 7.62x39 should do 11.1 and sidearms should do between 10 and 10.4.

    Now you might be thinking why the rifle values are so close to each other. Well, I was trying to get to the point where death is caused with either one or two rounds. A damage of 11.1 will mostly kill in 2 shots, but has a fair chance to kill with 1 round sometimes. With the 11.2 damage, you will have an even chance of either 1 shot or 2 shot kills. With 11.3 again, you will have mostly kill with one hit, but still often have to hit a second time in order to score a kill.

    I for one think that those values are perfectly balanced. In standard OFP they would be overkill, due to the way too good accuracy of the weapons. But with Finmods accuracy ruleset, the increased damage works out nicely and really adds to the realism feeling. It's hard to hit, but if you hit, the target will notice this. Machineguns finnally have a real pupose and can manage to mow down whole infantry squads if and suppress human players, as they know they will most likely die when hit. In standard OFP the damage of 8 is a joke and I have yet to see someone duck because of an m60 or pk.

    I would really like these values to be used with the next release of finmod. I for one think that they are very believable.

    smile_o.gif


  4. Ok, having done some testing, the next version of the Police addon will be on the Resistance side.

    Will this lead to any complications when loading a map in the editor from the previous version, where all cops where on the civilian side, like the map no longer loading properly and stuff?

    If yes, please add the cops to both, civilian and resistance, so people can change them over, and only in the release thereafter have resistance only cops, okay?


  5. Yes I agree about the 206 having the feel of a somewhat more modern chopper, but if there are any plans to do another police chopper, it should still be one of this. Most people will identify the chopper with 70's-80's tv series like A-team and thus would accept it for the OFP timeframe. It would at least go along nicely with the police jeep, which is also kinda new looking for early eighties. Like Lenin I think that the mi-2 should do alright, but if you ever plan to add another chopper, I really suggest that 206.


  6. the early civilian model with complete white clothes could easily converted to a prisoner, if you want to go by the black/white stripe clicheé.

    Regarding that Bell 47 Conversion as police chopper which was mentioned somewhere above: I wouldn't do this. Nogova police already has a very old chopper in the form of that Mi-2. It would not make much sense that the police bought a western chopper which would be even older than their present eastern block remnants. Instead, maybe go for a conversion of Martin's Bell 206B as some sort of replacement chopper for the aged Mi-2?

    m4m.jpg


  7. boat - remove handgrenades from cargo, maybe add fal with some clips instead. furthermore change the pk sound to the actual sound of a pk, not from a ofp .50cal.

    police sailor - give him at least a pistol.

    visuals - use same font for policie sign, and try to get a tad more green on some units, even if it's just by making the green stripe wider.

    riot gear - add policie sign at helmet

    civilian cloth officer - increase loadout capacity from 4 to 6.

    Oh yes, and here is some code i modified from the BAS blackhawks, which allows to change seats even while flying/moving. This script would be kinda handy for the boat, as it is sometimes kinda weird or even impossible to change seats, and with the water apparenty being toxic you can't just get out and get in again.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class UserActions {

    class 2Cargo6

    {

    displayName="To back seat";

    position="axisswitch1";

    radius=10;

    condition="((driver this == player) or (gunner this == player)) && (local this) && (count crew this) <= 9";

    statement="player action [{getout},this]; player moveincargo this";

    };

    class 2Gunner_boat

    {

    displayName="To gunner's seat";

    position="axisswitch1";

    radius=10;

    condition="(driver this == player) && (player in this) && (local this)";

    statement="player action [{getout},this]; player moveingunner this";

    };

    class 2Driver_boat

    {

    displayName="To driver's seat";

    position="axisswitch1";

    radius=10;

    condition="(gunner this == player) && (player in this) && (local this)";

    statement="player action [{getout},this]; player moveindriver this";

    };

    };


  8. That riot cop is exactly what I was hoping for! Thank you!

    One small request though... could you give them FALs instead of AKs, please? I personally think that would suit them better.

    Yeah I second that, and I am glad that you just forget to tell them to bring the FALs for the photo shooting. wink_o.gif

    What I'd like to see for small adjustments would be "policie" signs on the side of the brdm and maybe a little more green on it (maybe paint the wheel caps green, too?).

    The riot officer could get some policie sign as well, either with some white stripe around his helmet having "policie" written on it at the front side, or maybe with some sort of white policie badge either on the protective vest or around one arm (like the ofp medic).

    Anyways, looking very promising, keep up the good work!


  9. 10,000 citizens on Nogova? You must be joking, there is nowhere near enough dwellings on the island to sustain that amount of people. Unless of course there are some freaky forest people that run around naked and sleep on leaves...

    That's proofing my point even further that a small police force would be more realistic than this nogova guard militia/police force stuff suggested here by some. wink_o.gif


  10. the budget of Nogova should be kinda low

    Not really.

    Look at security under general info

    The page is mostly about Nogovan life if the island was real. Since Nogova has no army, its police force is very strong and well armed.

    Well that's what a mod team decided, but that's not given offical stats about that fictional island. I for one would still think that Nogova would not have more than 50 police officers and maybe around 10 vehicles. That's more than enough for 10.000 citizens. Furthermore I don't think that those listed 80.000 soldiers would even fit on such an island. A single division would have it's space problem already. And if those values are not realistic already, I don't think that most of the other stuff would be accurate then, too. But of course that's all speculation and in the end DM decides on the scope and theme of his units according to his views of Nogova's police force. I imagine them being very close to mine and other's view regaring a smaller police force.


  11. I agree on the spread of ballistic vests among police officers, it would just be a nice and easy addition, if you'd done some vested police officers anyways, as the vest model could simply be applied to the civilian then, too. Maybe you could do a civilian with 6 weapon slots (not just 4) and maybe a visible sidearm holster somewhere at his belt or slung beside his chest, instead? Just an idea, as I will definetely include some civilian cops in that mission I'm making. If not, I'll just use standard civies. The black GAZ24 with the siren stuff would be more important but if MOHAX deals with that, there's nothing to worry about.

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