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spanishsurfer

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Posts posted by spanishsurfer


  1. We just added vehicle fast travel this week and next week we'll be adding passive income multipliers. So extra cash for doing things like recon an enemy base, defending towns, staying alive for a length of time in a vehicle, etc, etc, etc.


  2. On 2/5/2019 at 2:06 PM, SF_andy said:

    But would like to share with the AI - CTI fans, this one - not like the OFPS community.

     

    Fake news, our CTI mission is open to the community. Join server, download mission, extract PBO and it's there.


  3. We tried all AI mods and they all have 1 thing in common, you can count on them to either cripple performance or cause even more game breaking bugs that are totally unexpected.

     

    In other news, OFPS CTI just released our BETA Finite Resources Project for BECTI where towns now provide limited amount of supply.  Come try it with us and give any feedback you want; preferably on Discord since it's where many of us are.

     

    Server - Conquer the Island BECTI - OFPS.net   216.161.14.170 : 2302

    Discord - https://discord.gg/FzA5bEg
     

    Here's how it works

     

    VMtADSc.jpg


  4. AI performance impact to server as well as dumb AI are the reasons I'm not a fan of using them. You have to babysit AI constantly, they drive/fly like crap most of the time and are unpredictable. Why is a tank targeting rifleman when there are 2 AT soldiers firing at him just 10m to the left? Why did that truck decide to try and climb a mountain instead of using the road around him (and setting them to SAFE or AWARE does little). Why can't I tell AI pilots what altitude to stay at and why are AI gunners so bad at detecting targets that are 2+ km out?  Once you know their weaknesses, AI are extremely easy to kill. 

     

    Lets face it, BIS hasn't really done anything to improve AI in any way (performance to server or effectiveness); they behave very similar to OFP days. 


  5. AI was essential in the original CTI because of the horrible netcode ARMA suffered from. Since late A2 that issue has been mostly resolved and why it's time to adjust the mission flow with the games progress (EUTW is an example of this). PvP / TvT is far more a challenge and more desired by the majority then PvAI.


  6. I never saw the point of encrypting our mission either, that was more of a team decision. However, last I checked we don't encrypt the mission anymore and have been very open about allowing anyone interested in editing the mission; we've given GITLAB access to anyone who's asked (If you want to update the AI Comm / Squad Leaders be our guest). Also, SF_andy, I tend to agree with you about asking players to download CUP then our OFPS mod packs with the same units in them, it's a bit much. However there's a good reason for that; we do a lot of unit config edits. We tend to fix things like CUP Abrams tanks that could take 30 AT shells or T72s that didn't roll right; so it's a necessary evil. However, now that we have ARMA SERVER on a docker system, our next step is to fix the mission flow and then attempt to apply new themes like HALO CTI and Iron Front CTI; I'm fairly confident I can bring folks back. To be fair though, it's not OFPS CTI that's losing players, it's Arma 3 as a whole; it's an old game now.

     

    Let me make something clear about legacy CTI from Arma 2; the bad parts of it need to die. I don't know if it's nostalgia but many of you tend to forget how bad parts of CTI were in the past (Arma and A2). Missions that would never end due to terrible balancing, constant base attack attempts, constant artillery, the NEVER ENDING back and forth in towns; it was a game mode that NEVER ended and was constantly frustrating; not to mention the lack of communication/teamwork in the majority of CTI servers. Yeah I'm changing the mission up a bit and trying new stuff, but i'm only doing it because it needs to be done. CTI has a small player base for a reason, it's a frustrating game mode. However, it's remained alive by hardcore believers such as myself (and you), because we  insist on playing through the bugs and frustrating parts of the mission because of the WONDERFUL things the mission does right (open world military shooter + RTS mix) it has all the potential to be a FANTASTIC game mode; the only mode that shows off ARMA in all of its glory. Many have tried extremely hard to "fix" this frustrating itch we call Arma CTI but IMO, all have failed. I define success when the game mode reaches KOTH/Life/Wasteland popularity and still retains the majority of what CTI is (base building, town capturing, commanders, upgrade trees, and complete freedom for any player to choose how he/she wants to contribute to the battle (whether it be recon, assault, defense, etc)). 

     

    And a note on the CTI Single Player Experience, that's a piece of CTI that frankly very few people use. You guys are the minority of the minority, CTI is best played with other people; the AI is too easy to kill and win against. So if you want to see that fixed, jump on our gitlab and fix it; we won't stop you.

     

    Once Benny completes the FINITE town project, we're going to host the beta version of it on our server; join our discord if you want to get an invite for the match; I typically get 30+ players on the server for our rare "scheduled matches".

     

    -SS

     

    • Like 1
    • Thanks 1

  7. The AI comm and squad leaders can be turned on for SP by params or a few edits in init_commonconstants.

     

    Sorry guys but discord is our main method of communication. No reason to not use it, it's free and has excellent apps for all platforms. Get onboard old men or get left out! 

     


  8. Good to see discussion about CTI here. Just to clear up some debate on AI and CTI versions, OFPS doesn't do any work an AI commander. We like to keep the focus on PVP / Team vs Team. While we still use a ton of AI (Town Resistance and Town Occupation, Base Defenses, Up to 10 Player Controlled AI) we don't like the idea of AI taking Command; they do a piss poor job. 

     

    I would like to comment that we are working on some new stuff. Coming soon we're going to try out Finite Resources and vehicle fast travel (to cut down on transit time, I hate it too but in order to stay popular this has to be tried out).

    Regarding FINITE RESOURCES, because BECTI is in fact an RTS mixed with a military FPS, BECTI has always had outrageous mission length time, sometimes going for 14-20 hours, because resources are INFINITELY feed to a team once they capture towns (supply and cash). After about 3-4 hours, most players who started a match want it to end but are unable to do so because of stalemates on both sides. It's hard to win against an opponent that never runs out of resources and has a very well defended base; you NEVER see this happen in any RTS out there (you always have to chase after resources because they run out). So I decided to contact BENNY and ask for help. He has been helping me implement the idea all week and we will soon schedule a match and try out a beta version of this idea. Here's how it works.
     

    • Team captures a town worth 60 SV (supply value)
    • Every minute, that town feeds 60 supply to the Commander making it worth about 3,600 supply (60SV*60min)
    • After 60 minutes, that town is now worth 0/60, meaning it gives no more supply. Even if captured, it gives nothing to the enemy team.
    • Base Factories now consume supply every minute. In a full base, that's about 16 buildings. In order for them to work, they need supply.
    • If team supply falls below 0, the factories begin to lose health until they crumble; takes about 15 min or so.
    • After all factories are down, team loses and match is over.

     

    As you can see this idea forces a team to continue to capture towns and feed the base with supplies; otherwise they lose. It's a similar idea to how Battlefield has used tickets to determine winners and losers for over a decade. This way attacking a base is not the only way to win.

    The other concept is vehicle fast travel. Which is going to be very limited and here's how it's going to work.
     

    • Vehicle Fast Travel will require a new building (like a portal or something I don't know yet) or just an upgrade requirement.
    • You will only be able to fast travel from base to a friendly town. The town must have all camps as friendly.
    • Fast travel will consume player cash (10% of unit value) and friendly town supply. (If you fast travel a $50,000 tank, it will consume 5 town tickets, 1SV for every $10,000)
    • The Commander must approve the fast travel (since it consumes supply)
    • It will be limited by a cool down of 10 min. 
    • When used, your vehicle will appear over the town with a parachute at 200m

     

    Vehicle fast travel is still an idea and not implemented but the whole concept is to speed up the game and allow players to get into battle faster w/out allowing for spam or abuse. The fact that supplies will be limited and fast travel will use up supplies is a big deal.

    Anyway, just wanted to pop in here and say that OFPS is still working hard at tweaking CTI; glad to see so many other versions out there!


  9. Hi guys/gals! Our small gaming community is looking for help to make some changes to our mission (BECTI). Many of us are dads/moms with little time to dig in and make the changes we want on our mission. Anyone here want to make a few hundred $$$ by helping us out? We'd pay you via Paypal. We have a gitlab and a pretty robust dev process we've matured over the years, problem is we lost most of our coders and the 1 that's left just had his 2nd child, which has essentially taken all his time. We already have a plan on what we want done we just need someone with the time and talent to get it working; anyone interested join our discord: https://discord.gg/GfD2CU3

     

    Thanks!


  10. On 5/11/2018 at 11:07 PM, jakeplissken said:

    The shells can already travel 60KM with the max range, there is no Arma 3 map that is larger than that. I am sure it calculates it from the velocity and the mass of the projectile. You would need to increase the velocity of the round to allow it to go further, so that would be good to experiment with.

    We actually want to shorten the range. Is there anything in the configs for editing the artillery computer? They are set distances, they must be in there. 


  11. Like the title says, I'm looking to see if anyone has seen or done this type of edit. Our CTI server is trying to find a solution to heavy artillery use on the server and before I begin messing with configs (which I'm a noob), I'm curious to see if it's already been done. 

     

    Thanks for any tips/help!

     


  12. OFPS is having major signature issues with JSRS sound mod. It's my fav mod hands down and unfortunately we had to pull the keys for the main mod and enhanced movement due to an error that comes up in the Arma Launcher that says "Server can't transmit all data; some allowed mods might be missing or their signatures not recognized"  as soon as we pull the keys, it shows green on the launcher....we add them back in, it shows red and the error comes up. Anyone have any advice? Thanks


  13. Some of the comments on steam catering to the young and immature are just not accurate. Within our community Steam has made it easy for older folks who are not IT savy to find our server, download and keep mods updated and play with us on a daily basis. 

     

    Sure, some clowns make it on the server but we have admins to deal with them. Id rather gain new folks via Steam and filter out the immature folks then go back to the old system that frankly sucked.

     

    I'm speaking as an admin, without Steam we would have never been able to host a public server that requires 10GB of custom maps and content and survive for an extended period of time.

     

    I think it was already mentioned, some are confusing Steam discussions (which are toxic) with the distribution system/platform. 


  14. On 2/19/2018 at 9:32 AM, The Man Without Qualities said:

    One option might be considered: Right now OFPS-CTI employs easy access to rearm/refuel/infantry (after "peace time). This method is IMHO undermining the need of (or eliminating the reward of) proper logistics if it comes that easy.

    Hence I would love to have at least the option that all staff must be generated by base factories.

    So we do allow the use of the service menu at town centers however 2 caveats. First, a team must have the Forward Logistics 3 Upgrade (Not quickly obtained) and second there is an increased cost to use that option away from bases, a convience tax. So there is incentive for logistics. 

     

    As for your comments on AA, we recently implemented BIS' uav statics from Jets DLC and they are extremely deadly. 

     

    We are literally making changes and tweaks to our mission on a weekly basis.


  15. On 2/11/2018 at 8:47 PM, esfumato said:

    I liked a lot to play Arma 2 Warfare Benny Edition mission. And I hoped to see the game mode again in Arma 3.

    In arma 3, the most similar thing that I have found is CTI - EUTW. (no base building in it, and no upgrades).

     

    Dislikes in Arma 3 CTI.

     

    No 3D objects to represent the Base Factories. (Now maybe could be possible to add some Eden Editor Composititions)

    Long wait for upgrades. making the games even longer.

    Weird Menus and options in the CTI missions of Arma 3. hard to understand.

    Long travels to find action. Respawn and long travel again, is more a car driving simulator than a shooter.

    Commanders can't take desitions must do what players ask for, or get kicked.

    Empty servers no one is playing

     

    Likes in Arma 3.

    Haven't played. so no likes at all.

     

    I had a really big suggestion post with images and everything in the arma2 subforums of the benny edition, but all those post have been removed and lost if you want some feedback I can try the mission and post something at your forums.

     

    Also, I don't know why in Arma community each modder have his own version of a mission instead of cooperating with missions that are already done and have servers running. In EUTW is GIPPO alone developing the mission, it have 4 servers and have a hard time to fill just 2 of them, maybe some help to EUTW could improve the mission and make it a must play for every Arma 3 player.

     

     

    Ok, I had to respond to this. CTI is alive and well. 

     

    1.There are 4 CTI servers that are active and populated. 1 in USA, 2 in France, and 1 Russian.

    2. https://www.gametracker.com/server_info/arma.ofps.net:2302/  mine.

    3. EUTW is NOT CTI. (Fun, but not CTI)

    4. My CTI version has an entire dev team behind it including Benny.

     

    On 2/10/2018 at 5:38 AM, fn_Quiksilver said:

     

    simple is to add constraint coefficients to the important values in the mission.

     

    1. detect stacking

     

    2. differentiate between veteran and noob (time played, database, etc)

     

    3. apply constraint coefficients to players who are veterans on a currently-stacked team.

     

    some examples of coefficient tweaking: 

     

    - multiply incoming damage in a handledamage event, effectively giving the veteran on the stacked team less health. such as:    if (veteran) then { incoming_damage = incoming_damage * 1.25 };

    - reduce income or any ingame currency the veteran on the stacked team can earn or have access to. basically like a graduated income tax, if he's a vet on a currently stacked team.

    - reduce what weapons/attachments the veteran on the stacked team can use, or what vehicles/buildings they can spawn.

    - show their position on the map to the enemy team

     

    if they dont like it they can just switch teams

     

    the damage modification would probably cause irritation, so if I had to pick one I'd pick the currency taxation. add a 90% 'income tax' to the veteran when they're on a currently stacked team.

     

    Great tips ty!


  16. COPY/PASTE from REDDIT, but seeking same answers.

     

    Our BECTI server has an issue where VET players all join on 1 side and the newer folks join whichever team, causes for 1 sided games most times. Which in Arma also applies to many other game modes, due to the game's complexity.

    I figured I'd try this community and see what answers I get.

    Your tools are over a years worth of player historical data exactly like what Game Tracker provides for arma: Player name, total score on the server, and total time played on the server.

    Would you build a handicap to even teams out a bit? How would you do it? Have you seen any effective handicaps out there for a MP fps?

    Thanks in advance to any effort provided.


  17. On 2/6/2018 at 6:42 PM, Vasily.B said:

    Exacly.... I'm connecting to some server, where people are waiting in on stadium on Altis, they just walking, jumping etc.... server name was ".... conquest", what we have to conquer? Where? HOW? This is the effect of "scumbag" part of community, when i enabled Voice communication i was feeling i'm in first class school - average age of players was 9-12 years old. This is what Steam brings to Arma. Next map was again some coop mission, mission starts, again 4 kids playing in team with me, after they heard i'm older than them, they rammed me with BTR and laughing...... So next (and last) map with RHS mods included (off course CUP vehicles also, even when there wasnt any on the map, just additional gigs to download.....) Mission starts, everyone plays Rambo in single man squads, in diferent direction, i'm connecting microphone and asking "WTF? Who is going with me?" "Where are you heading (random player name)" - quiet..... 2 minute of mission, 2 players stay (including me), rest is dead and leave the server. Then i see firendly SU-25, i'm thinking its going give me covering fire, i'm close to enemy outpost... NO! Happy kid screaming "wooooo!" smashing me with 30mmm autocannon.... Since then (month ago) i dont play multi at all. Everytime i launch it, it brings me a nightmare of cry-team. When i look for some normal community, i need to register everywhere, on X forums, apply for invitation (just like in normal military papers - WTF!?) just to play 2 hours per week. I ask  WHAT STEAM HAVE GIVEN TO ARMA? Besides dividing community, it bunch of kids, Life servers, Grand Theft auto simulators, dinosaur players, remmebering OFP times, me playing first time multi with Arma 2, can just stay offline to limit number of stressfull situations.

     

    My experience with Steam and A3 has been mostly a positive experience. Steam allows content creators to share their work in a method thats easy for the end user to download and easy for sever admins to apply onto their missions, allowing seamless joining. No more having to hunt down a mod, ensure it's the right version, updating is now easier.

     

    The system is not perfect, but using steam and having the A3 vanilla launcher has made using customs mods on a public server EONS better than it used to be. I've been a player, admin, dev since 2001, A3 has brought more to the table in 3 years than any other version before it.

     

    I suggest finding a community with mature players, there are hundreds out there. If you join a server with KOTH or LIFE stamped on it you're going to have a bad time.

     

    And FYI, I'm 34 if you're wondering if I'm 1 of those kids.

     


  18. Bit of a shameless plug but seeing as this is a BECTI discussion I didn't think you fellas would object. We are announcing a scheduled match for 13Jan18 @ 2000 CST on the OFPS server.

     

    Simply a call to our community to show up at a specific time to really have an epic battle, we typically fill up the server on these events. Also a good time to test the mission, recieve feedback on discord, and then follow it all up with mission improvements. A lot of old CTI vets show up and it gets intense :) 

     

    You guys are more than welcome to join us for some fun, come late or just for a little bit, doesn't matter, we'll keep the server open. 

     

    We meet on discord first, talk and figure out teams then launch when everyone's ready. Coffee, beer, snacks are recommend. 

     

    Here's the info to find us:

     

    Discord: https://discord.gg/FzA5bEg 

    Server: https://www.gametracker.com/server_info/arma.ofps.net:2302/ 

     

     


  19. 18 hours ago, x3kj said:

    I dont really understand how this would help learnability. Do you think it would be easier to learn, if there are 30 parameters that drastically affect core gameplay? What if instead of the old tiered research and building system i want to do economy and building differently? When there are 5 different economy systems,  4 different progression systems, 3 different versions how town garrison works as switchable parameters in one mission, then how would anybody not get totally confused when the mission is supposed to be the same but has wildly different rules for the same mission?

     

    KOTH is much more basic in the concept, and involves no AI controll or interaction. It's much more focused for immediate action, comparable to other online shooters. Which is why there is not much need to change it, apart from maybe interface and mod integration. With growing complexity, there are more things that can be done differently for another but interesting experience.

    Were building a notification system that alerts a player on whats happening in the game, the aim is to educate new players on the fly and ingame, it'll be connected to any changes made in parameters. 

     

     

    3 hours ago, teilx said:

    Oh this posts makes me laugh so hard....sorry but it's better to wake up from your illusions and arrogance.Years have prove that this gamemode & Com(in comparison to other gamemodes) will always be really small and your contribution to this made it worse, sorry but apparently someone thinks he has something big in his hands.... xD

     Pretty rude of you to insult years of work consisting of a dev team of over 10 people who do this for free, really says a lot about you. Many of us have played CTI over a decade. Only a small person name calls and gives no hope at growth for something they enjoy playing.

     

    Please post something that adds to the conversation or STFU, thank you.

    • Confused 1

  20. 5 hours ago, RSF TheCapulet said:

    @spanishsurfer

     

    Check this out.  We just replaced our forums with a discord embed.  Might clear up some of your discontinuity issues between website and discord.  

    https://titanembeds.com/

     

    And I think what most people's problem is with obfuscating the mission pbo is that the rest of the BECTI community doesn't see those fixes and improvements.  The guys who are OK with single server progression of the mission have all probably joined your dev team already.  The one's left will be the guys who don't want to work on something if it won't contribute to the overall public mission itself.  Much of my time editing Benny's latest source has been spent filling in the gaps of OFPS content that had been ripped out.  That only indicates to me (And likely any other community dev capable of working on the mission) that further improvements to OFPS will only continue to fracture the community and the public mission.  

     

    Many thanks for that app, very cool.

     

    As for your comments on obfuscating, I do see your point. However the purpose of that is not to fracture the game mode but pull it in tighter. As you're aware there are dozens of very different versions of TRUE ct, all drastically different and difficult to learn for a new player, not to mention buggy and non intuitive. Look at KOTH, the mission is almost identical across an army of servers and players, it has allowed them to be #1. To become a popular mission once again, the new generation of arma players need to have a consistent mission with very similar game mechanics, cti is all over the place, how can new players learn?

     

    What I would love to see, is 1 core becti mission with an army of devs working on improvements. We, OFPS, are the only ones with the man power, resources, and development cycle to take this on. 

     

    Now, im not proposing we have a monopoly on becti, just a central hub for development and core mission edits. If you guys wanted your own cti server but different settings, then edit the param file and adjust the mission to your flavor, we can discuss and put 100s of params if we wanted it.

     

    My point is there a lot of good cti devs out there working solo sometimes recreating the wheel. Why not join up with the largest cti dev team to ever exist and help us in putting cti at the top again?

     


  21. 10 hours ago, The Man Without Qualities said:

    http://www.ofps.net/viewforum.php?f=6

     

    1st would be to maintain your forum. I got the impression that forum is not used any more while the OFPS mission itself made huge progress (with or without Benny, IDK).

     

    I see you, spanish, often playing, I enjoying OFPS too from time to time, but despite discord (and not even that) there is no reliable way to communicate with the "OFPS team".

    And the OFPS code is "obfuscated", it was a nightmare to "crack" it, I do not want to do that again and again just in case I need a different mission parameter default set.

     

    So when OFPS still want to "encrypt" its mission in order to "protect" the investment in Benny, it will be hard to convince others to participate I assume.

     

    Discord has proven itself to be an excellent platform for communication, much more so than forums for our community; so use that, I've made that clear. Yes, the mission is protected and we're not changing that. If you wanted to edit parts you could have asked us, rather then attempts to constantly crack it. We are looking for devs, folks to help us take on our open tickets. If interested and able we will gladly open the doors to the mission and our process.  How much more open can we be?


  22. On 12/7/2017 at 9:47 PM, SgtBilko said:

    Hey guys, so I've been having a hellish nightmare of a time just trying to set up an Arma 3 dedicated server. Arma 2 used to be so easy, I'm not sure when this all became so impossibly difficult.. with githubs and pull requests and there being no actual pbo file there that I can find. Maybe it came with getting old. Is there some manual somewhere on how to use github because it feels like everyone else in the world knows what to do with that website except me.

     

    Anyway I'm at my wits end so I'm gonna put this in here and just maybe someone will be able to help me out. 

     

    Here's what I want to do: find and run a couple of BECTI missions on Chernarus or Altis with the option to have CUP or Vanilla units. Is this at all possible? Does anyone know if such missions exist? Because hours of searching the internet has yielded no results. I can get close but it seems that I can't get the specific cigar I want.

    I've found a CUP version of BECTI Chernarus on Steam however the missions that download from the workshop never work (I take them from the steam download folder and transfer them to the server). I have downloaded and tried the mission from this thread - 'becti_0097_latest_lg.altis.pbo', however that never gets past the initial map load as it reaches the page with Configure Addons and Continue, however nothing happens after clicking Continue except the button disappears, and my server RPT log receives a lot of errors.

     

    I've hosted local servers and missions before fine, I'm not sure why doing a remote server is so hard. I'd really really appreciate any help or advice. Cheers.

     

    OFPS mission pack lets you turn on/off mods via ingame params. We also have params for a low tech mode, aka guerrilla mode, and other modes like zombie town occ.  Updates to this mission are daily and the customisable options are plenty.

     

     

    CTI mission devs, is anyone interested in joining our team? The community is hungry for a solid cti mission but we (cti comm) are a bit fractured. We have a decent dev team, using gitlab to maintain order, chat daily on discord, and have more tickets/issues/ideas then we have man power. Were not opposed to different ideas for cti, we just ask to make it a param so it can be flipped on/off in the lobby.

     

    Any takers? If so message me on our discord! We will grant you access to our dev hub if you are willing to squash bugs and implement ideas! 


  23. On ‎10‎/‎24‎/‎2016 at 10:30 AM, fin_soldier said:

    Fully agreed!

     

    The Ambient features would be nice. But, I wouldn't put it on a priority, like I would on CTI.

     

    I think we don't have CTI because of the performance. Altis is so large of a terrain, it would be irrelevant to have CTI on it as a whole. But if it was divided into areas of the island like "CTI: Altis South-West".

    Not only would it be better for performance, it would also be better for gameplay.

     

    There's a Zeus SC which I quite enjoy.

     

    I'd love to see some simple & classy Capture the Flag. It could be like Karts DLC, which took a lot more time than it would take to create simple CTF.

    The annoying part is that there's CTF in the quick play menu, but the gamemode ceased to exist.

     

    Agree on the performance requirements for CTI, however we've been "doing" the CTI thing for years now and have gotten quite good at it. IMO, we have the best CTI mission to date, no one can touch us on the amount of "things" our mission can do.

    All you old OFP players need to come out of your hiding holes and join OFPS CTI to see how far we've come!


  24. So I'm late to the party on this post but I feel like many of the "CONS" some of you have addressed are in fact being worked on in the OFPS community who runs BECTI. I've played CTI since it's inception in 2001-02 and have watched the game mode flourish from the abomination that it first was to the monster it's become today. The 2 biggest problems with the mission to me are this, the length of matches and the constant attacks on bases.

     

    To fix this, we're currently in the process of switching the emphasis from base attacks to town captures. We don't want to remove the ability to attack an enemy base as many folks love doing that, but we have made it a hell of a lot harder for 1 lone wolf to wreck another teams base (autonomous defenses like a CRAM, custom compositions w/AT-AA turrets on top of towers, etc). We also want to introduce timers and economic victories. After X hours, the round ends and the team with the most town value wins; simple.  The other is economic victory. When a team captures 50-60% of a maps available town supply, that team wins. To really push players back to the towns (besides the $ incentive) we want to have notifications that remind a team on their progress towards an economic victory and when they're about 5-10% from achieving that victory the opposing team will receive a notification on how close to winning their enemy is. We're hoping this system draws most players out of the mindset of constantly attacking each others bases (which is also a lot of fun) and more towards battling out in towns. Also, regarding town warfare (since I read some of your gripes on that).

     

    -When a town is captured there is a 10 min "Peace Time" which prevents the opposing team from taking the town

    -Towns can only be capped by taking all the surrounding "camps"

    -Camps act as spawn points by which ever team has taken it.

    -You can purchase low tech gear, vehicles, infantry from the town center if you occupy the town and own all the camps (if the enemy takes just 1 camp you can't purchase anything from the town center)

    -Teams can HALO jump into a town being taken by an opposing team to defend it (if you have the upgrade and an air fact at base and if you're thinking about spam spawning, the HALO jump has a timer)

     

    The above is just a taste at the level of detail we go into CTI.

     

    We are constantly editing/fixing stuff with the mission but IMO, we currently have the best CTI mission ever made, with more content than any other mode I've seen (RHS gear, CUP assets, all vanilla stuff, fast roping mods, jump/climbing scripts, etc, etc, etc).

     

     

    TLDR, CTI is alive and well and it's in it's best form it's ever been. The OFPS CTI mission is the game mode by CTI players for CTI players!

     

    **Hit me up on our discord if you'd like to join the dev team or just want to play.

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