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-ACES- T.J. Hooker

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About -ACES- T.J. Hooker

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  1. -ACES- T.J. Hooker

    6 DLC Suggestions (incl. USMC) POLL

    Actually, on second thought: does anyone remember the Toyota Wars mod for OFP? It was fairly well done and really fun to play online. http://en.wikipedia.org/wiki/Libya-Chad_conflict#Toyota_War I'm thinking if anything, BI can expand the Takistan Indfor storyline through a Toyota Wars like campaign in an area of Takistan (not the current map, but somewhere else in the nation) in which players command a highly mobile group of technicals outfitted with all sorts of weapons (a M47 technical, a AT-13 technical, a ZPU outfitted technical, etc.) in a highly dynamic but long 3 to 4 mission campaign (each mission would represent 3 months). This DLC would also explore the political, economic and moral realities of being a commander in a guerrilla war against a superior force. This DLC would allow players to control up to the level they feel comfortable controlling: if they are a more laidback player and want instant action without having to command in the field, they can choose to let the AI handle the strategic and tactical considerations of the war and become a "hero" (explained later on) in order to drive around and blow stuff up. If the player is more cerebral, they can try their hands at controlling the strategic aspect of the campaign/mission. If they are a player that is up to the challenge and actually liked warfare missions in the other ArmAII campaigns, they can opt for the tactical route. Even though you are given a few options to choose from in gameplay, the beauty of this DLC would be to allow the player to alternate and switch from any role at any time. While the player would take care of the tactical and strategic concerns of the campaign and missions, they would also have the option to become a "hero" (though not in the way other games describe hero: you do not get any perks, your perk is being a superior human player compared to the A.I.) and fight through the battles that are assigned by the player in strategic or tactical control modes. Players would be able to use something similar to "attachTo" command to modify civilian vehicles with captured cannons and atgm launchers from the field. The difference is, this command would use a pre-defined points in all vehicles to attach weapon systems to (and cut out points in the vehicle where the weapon would need to be put) and regulate and balance it through a points or slots system. This would also allow for the addition of "hillybilly" armor onto vehicles that are not well armored (think the Ural, or a S1203. This DLC could even allow for "recruitment" of civilians into your cause off the streets into a variety of positions: spies(depending on how you equip them with comms gear like cell phones, radios, etc.) would give away enemy positions, strength and the weapons they have. Spies could also demoralize the enemy through hostile actions. Partisans could be fighters that can be trained up to snuff, but are initially fighting for a paycheck. They cost more to hire depending on the strength of Taki forces in the area. or whether or not Taki forces have successful reprisal attacks on their village/town/city. Corrupt politicians/chiefs can hook you up with medical and building supplies, delay Taki army movement by generally being jerks, and offer you shelter and alibis in case things get pear shaped. Intellectuals/Religious leaders can sour the local attitudes towards Takistani troops in the area and provide higher morale and foreign support for your cause. Professionals (construction workers, radio engineers, pilots, automotive workers, farmers/herders, doctors, electricians, military personnel, computer programmers, etc.) can speed up and enhance the strength of your vehicles , intelligence gathering and the overall strength of your guerrilla force. Professional Smugglers/Criminals would facilitate black market purchases of exotic weaponry, commit acts of banditry, rob banks(for money), and cause general disorder CIA and other foreign intelligence agencies(FSB, Mossad, etc.) would also be highly active in this campaign, giving your force support in exchange for pursuing their agenda. You can choose to appease them and take their advice, or blow them off and deal with the consequences(spec ops teams, drone strikes, cointelpro style operations in your areas of influence, "accidental" leaking of information on your forces to the takistanis, etc.). I don't know how much of this, if any of this is doable with the current state of the game and the performance issues many users have, and I know this was longwinded suggestion but this was just my .02 cents.
  2. -ACES- T.J. Hooker

    6 DLC Suggestions (incl. USMC) POLL

    Anything insurgent: I want those good old OFP:R vibes back!
  3. I would like to create a shortcut for Combined Operations so that I can add some parameters (like -maxmem, -noworld, etc.) on to the shortcut but I don't know where to start. I have the Steam version, if that matters to anyone.
  4. -ACES- T.J. Hooker

    Takistan need better guns

    I myself find the Taki weapons to be of no real concern in terms of the quality, they suffice for their purpose. Not only do you get the relatively modern M16A2, you also get the option of using the FN FAL battlerifle. The Lee-Enfield, once mastered, is a force to be reckoned with on the battlefield. It's not always the weapon, but rather the soldier that make a difference at the end of the day. Taki weapons DO need zeroing options though besides the AK, as well as some Western weapons.
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