Jump to content

-)rStrangelove

Member
  • Content Count

    1768
  • Joined

  • Last visited

  • Medals

Posts posted by -)rStrangelove


  1. I'll add an option to turn off enemy planes and raiders

    personally we love em as they stop you from getting complacent... spawns, finds an AS50 thermal, gets in A10, decimates enemy, lands, sits in base having a beer...

    in our version you are ALWAYS on your guard.

    for those of you who enjoy pain, try Evolution VETERAN

    http://www.gitsarma.gamingdeluxe.net/missions/GITSEvolution_veteran_v3.Chernarus.pbo

    you have to find ammo crates (up to 8) in each city at typical dayZ spawnhouses (enterable buildings) and return the items to the main ammo crates in base...

    also the vehicles and planes and choppers have a varying probability of presence each restart, and they are scattered around the map...

    think of it like DayZ without the beans, but with a lot more dying...

    Sounds interesting!


  2. I'll be watching this thread very closely but my RL is keeping me busy atm. If i realize i could help at some point i will. :)

    - that said, in general it would be nice if this framework would follow the K.I.S.S. principle - just the cake without the iceing. Much better to learn & catch up for some ppl.

    - Talking about modular approach: what would be better?

    a.) the missiondesigner desides what modules to include into the mission and which parameters an admin can choose on his server

    or

    b.) all modules are active by default. The missiondesigner may only choose what range of values can be chosen by an admin

    i'd say a.)

    And what modules are we talking about actually? Which BIS modules will be used and which will be customized?


  3. I like Mondkalb's idea, but this framework can only be done by somebody capable of developing a MP mission like Domi or Evo or Insurgency on his own.

    With such a huge undertaking i'd say there is hardly any dev who would be willing to give his sparetime and knowledge to this community project. Right out of my head i see 2 possible reasons:

    - devs want to be famous for getting their mission to work, not a framework used for countless MP missions.

    - devs hate to see countless variants of 'their' mission on various servers. Ppl fiddle around with stuff, get crashes and complain about the framework being not optimized failing to realize it could be any combination of addons / server settings / someone trying to hack a mission just for the fun of it

    Still, it would be VERY interesting to do this framework :)


  4. I'm keeping Lingor RACS Evolution MP co-op warm for the final release...

    http://forums.bistudio.com/showthread.php?128994-GITS-Evolution-%28new-main-thread%29

    It uses Lingor units and needs porting to 1.337 properly (to make use of the SW city, corazon and the SE promontory) so not finished it yet... waiting on you guys.

    It does work with the new NE island and bridges though typically the AI cannot cross the bridges (as always!)

    they are great to fly a mirage under at mach 1.

    we make heavy use of the sekra class patrol boat in lingor - have enabled it to carry vehicles across the straits. lots of amphibious warfare going on. wish RACS would release an OPFOR boat for us to attack too! we would have it patrol the coasts of lingor...

    if you want some story, just get in there, get all your mates to pick each a different class and transfer to your squad and then do side missions all night long... it's an awesome way to explore the island

    Great news Eggbeast! :)


  5. Now we have even land controlled droned, the ability to fly unmanned helicopters, cannons and rocket launchers that pound on the infantry from kilometres away, thermal imaging on helicopters that discovers everything etc.

    Does ArmA3 stay true to its predessors and delivers a solid and enyable infantry experience or is it something completely new, the

    Jack of all trades but master of none?

    Good question.

    I see all of those new weapon systems as tools mission designers can use to make new types of missions with new targets. For every new tool there has to be some sort of new problem players will be forced to deal with, otherwise it'll get boring fast. Unmanned vehicles can be blinded, hacked or shot and distance weapons are of no use in areas where your targets hide in crowded cities. No apache pilot with thermal imaging can help clearing a warehouse full of bad guys guarding biological weapons.

    But i get what the OP wants to say: we get new tools to play with and now the missions need to evolve as well if the gameplay is to stay still interesting / rewarding / fun. Good point made.


  6. I don't hear music IRL when I'm in a war, therefore it breaks immersion for me when I do in ArmA. Plus, I think it might be a cheat exploit.

    I say its the wrong kind of music then. Soundtracks are done best, when you dont even realize they're there in the background. Just as an atmosphere booster.

    Also, its not really a cheat when the music sets in after the situation started, like sad / dramatic music when you just got wounded. It could even simulate some sort of 6th sense [tm by sickboy] when you're out in the open and suddenly the soundtrack changes to dramatic lol.

×