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Alpha Whiskey Romeo

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Posts posted by Alpha Whiskey Romeo


  1. so will this be a in arma3 mod were players issue orders and the like via say ctab for example or will this be a program that works in conjunction with arma as in the player is on the server but the actual commands are run out of game ? if this is an in game will it have fixed TOC assets or ?

    It's in the game itself.

    The TOC, TAC, JTOC etc etc are all virtual at the moment. However, that defiantly needs to change, and it will. The Opposing Force needs to have the ability to destroy or degrade the enemy Command and Control. I'm currently working on a way to emplace the TOC via something as simple as a in-game asset like a large GP tent. The Battle Staff would then select the tents exterior and enter it as the TOC personnel.


  2. gCocJgGl.png

    Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance

    One thing that has always bothered me about this series since it's inception (OFP-Present), is the complete lack of any sort of Command and Control ability within the bounds of realism while remaining intuitive. C4ISR for A3 is a Tactical Operations Center modification that will enable 1-3 players to take on the role of TOC personnel, or more commonly, the Battle Captain and their support staff. The aims of the this modification are to enable the Command Element (Human Players) to interact with other Human Players in their respective position in the Chain of Command. This was designed with TvT/PvP in mind however, it will work in COOP in exactly the same way with no modification to the existing core addon. This is currently focused upon Asymmetric Warfare or COIN Operations. However, once the initial release is complete, I might update it to include Conventional/Full Spectrum ops.

    Features:

    • Receive messages, reports, and orders from subordinate units and higher headquarters.
    • Maintain and update unit locations and activities.
    • Monitor enemy situation.
    • Serve as a communications relay between units.
    • Publish orders and instructions.
    • Call for Support (CAS/IDF).
    • All available within a easy to use GUI Menu system (eg. Point and Click)

    Battle Staff UI WIP



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    Nett Warrior WIP



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    The Nett Warrior (NW) is an integrated dismounted situational awareness (SA) and mission command (MC) system for use during combat operations. Designed as a tool for leaders, NW provides unparalleled SA and MC capabilities to the dismounted leader, permitting faster and more accurate decisions during the tactical fight. With advanced navigation and information sharing capabilities, leaders are able to avoid fratricide and are more effective and more lethal in the execution of their combat missions. This component allows Unit Leaders (PL's, PSG's etc) to report and relay information as well as request support.

    Unit Spotting is still a WIP and might not be implemented into the finished product.



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  3. I recently formatted my PC and reinstalled A3. Downloaded the mods/addons I typically use, and installed them correctly. However, they're not showing up and cannot be enabled.

    Mods installed correctly.

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    Nothing visible in the Launcher.

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    Nothing visible in the Expansion section.

    Hm5UNfGl.png

    Any ideas, because this has me stumped?


  4. As much as I can take from this scripted video with annoying voice acting is that it looks to be another 'full auto shooter', with destruction and timed 'revive'. The idea has potential like a new SWAT, but they went the meh same as everything else route again.

    This still isn't Rainbow Six, Rainbow Six died with Raven Shield, stop fucking with the name Ubisoft.

    QFT.

    And when the fuck did R6 turn into a Law Enforcement SWAT/Tac-team like organization?

    It looks interesting, but that's not Rainbow Six.


  5. Finished ten rounds in the Beta and I couldn't be less enthused. I found it to be completely boring to be quite honest.

    The map/maps are large, but also so completely empty that it kills the immersion. It's like every civilian up and disappeared like a fart in the wind. The lack of civilians is something you can get away with in BF, but not here, not in Downtown LA. The controls are really stiff and movement feels awkward and slow, though this is something they'll fix I'm sure. The overall problem I have is that it's a completely new type of game, one that opens up so many new ways to fight and defeat your enemies. Unfortunately though, that isn't the case here as it feels just like BF, not differentiating itself from those games whatsoever.

    All of the mechanics feel like a afterthought and tacked on more than anything else. This could have been a good Cops versus Criminals game with interesting mission types, but it's completely wasted.


  6. Really good review.

    I think the biggest difference between this and GTA is that Rockstar actually gave a shit about making a believable, living world full of little insane Details while Ubisoft just wanted to have a city so that they can reuse their old "climb/take over this object to unlock sidemissions on that part of the map" thing.

    Great review actually.

    The ultimate problem with WD, besides the glaring technical issues, cliched story and characters, is the fact that the world seems so empty and lacks immersion. It also feels oddly just like the AC series in it's mechanics, though thoroughly less polished and more tacked on than anything else. I played the shit outta GTA5 and was hoping that WD would fill that niche on the PC. But as they say, shit in one hand and hope in the other.

    I guess I'll just continue to wait for GTA5 to pop up on PC...


  7. @Alpha Whiskey Romeo, thats pretty much how I would sum it up.

    If I just add, driving is very bad but worst thing about it is you cant start moving any vehicle without massive burnouts and engine revving so people on the street are running all over the place. Luckily most times they evade your vehicle pretty good but sometimes they just throw themselves under your wheels. Tapping your acceleration key sometimes kind of works to start moving gently but npcs are running all over the place anyway.

    More often then not I hear "driving is good, every car feels different" in reviews for these type of game or even racing games and I am thinking, what kind of remark is that? Of course sports car drives different to sedan or a van. Well, in Watch Dogs, thats hardly the case. It is a shame because driving is a huge portion of the game.

    In one review I heard smooth cover system. It is everything but that. You have one key to get into it. With this same key you seek other cover and move to it. Then you have another key to get out of cover. It is very hard or even impossible to get out of cover by simply pressing/holding move back key like you can in most other games. Dedicated key to get out of cover is usually bad news.

    All in all, you get stuck in cover a lot and get killed for it.

    Auto sneaking is very annoying as well. You cannot crouch or sneak on your own, only when game thinks its appropriate for you to do so. Only game when that really worked is Tomb Raider but that was a narrow and very scripted game for the most part.

    Switching weapons and gadgets beyond hotkeys on PC is extremely clunky and awkward. That wheel is not working well for mouse and keyboard at all.

    Agreed with the above.

    It seems odd that a game so centered around driving would have such terrible vehicle mechanics. One of the things I really enjoyed about GTA4 was the driving because you actually felt as if your were behind the wheel, not the case with WD. If we know Ubisoft, this will quickly become a franchise, which isn't really a bad thing. The AC games only got better with every iteration. The main issue I have is that there is little to no innovation in the game or games set in open-worlds. It's just more of the same.

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