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bullman

Need MP mission recommendation

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It has occurred to me that most MP PvP games are designed around having LARGE numbers of players (like Warfare) to work best.

I would like to know if there are any MP missions out there that are specifically designed for LOW number MP (1v1, 2v2 maybe 3v3) and give the players each control of a large number of AI units (maybe 10-30)?

The mission(s) should be fairly open ended allowing players a large degree of freedom to deploy and plan (in some ways similar to Warfare).

The mission might perhaps include limited on call support assets like arty or air strikes. The game typically would be infantry based but includes the use of vehicles/AFV etc. A medic/revive system would be great.

The idea is to place the player in the role of commander and rely mainly on his AI to recon, report back and engage the enemy, though the player could risk his own life. Should the player get killed, perhaps they might repawn somewhere after a considerable delay (or in some instances result in defeat).

The mission would not be one that would involve immediate fast action. It would require patience and planning.

Thanks

Bull

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Oden's Warfare. Be the commander if you just want to order people around. Has artillery.

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Hi thanks for the suggestions.

Unter AFB--Attack Full boat is online and is similar to what is described. NO arty but infantry based search to destroy.

Thread:

http://forums.bistudio.com/showthread.php?t=92749&highlight=Unter+AFB

Hi, That thread doesn't tell me anything unfortunately.

Oden's Warfare. Be the commander if you just want to order people around. Has artillery.

OK seems Oden has stopped supporting it after some patch came out. I will check it out but this isn't specifically made to be played with small number of players controlling lots of AI.

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The alternative is always to make your own? The editor isn't that hard.

Provided you do not need warfare style ability to purchase your own troops or extremely complicated mission objectives-- putting together something like you described would take 30 minutes for a rough and working baseline.

> This includes limited artillery, active civilian population and certain random dynamic combat. (all available with 3 mouse clicks in the editor)

In fact I believe you'd spend more time finding the 'perfect' spot on the map or tinkering with the briefing text than setting up the framework of the mission itself.

Once you had a polished and functional mission you could work with this as a template for future projects

-k

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Hey thanks for the encouragement! I have never made any missions or really tinkered with the mission editor. Seems so much to learn :/

Maybe if I make one and people try it, they may like the challenge. Again, I am surprised that such a type of mission that caters for PVP 1v1, 2v2 or 3v3 controlling lots of AI doesn't already exist.

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So am I.

It is my belief that there aren't really that many Arma2 players who enjoy commanding squads of AI troops-- even if this permits larger scale platoon++ tactics. Also I'm afraid many have grown frustrated due to odd AI behavior and cumbersome interface.

If there was a community of players (and some AI improvements) I would certainly enjoy playing missions like these!

-k

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Hey NkEnNy

I read some of you posts and I see you have made some very good suggestions about improving the AI behaviour. I am happy you seem interested in my suggestion.

The idea behind it is that there would be 1-3 players per side, commanding possibly up to a company worth of troops each. The player role, and ability to remain alive and active becomes very important, essentially critical role. The mission is meant to simulate more of a "real world" commander responsibility to each player. Each commander is responsible for the precise tactical deployment and management of his troops. The commander will essentially rely on his AI for a number of things, such as recon, patrols, assaults, defence etc and will probably need to regularly consult the map view to better deploy his troops and formulate a strategy.

The mission will also diminish the "ease" with which players can play solo "Rambo style" as they are essentially leaving the bulk of their force commander-less while they do it. Sure players can do this, perhaps taking a few AI with them, but the penalty for dying in combat as a result would need to be measured against the benefit of "fighting the battle single-handedly". The missions would be such that it would be very difficult for a player playing Rambo to win.

Anyways, maybe we can work together on this NkEnNy.

Cheers

Bull

Edited by Bullman

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OK seems Oden has stopped supporting it after some patch came out. I will check it out but this isn't specifically made to be played with small number of players controlling lots of AI.

One of the Arma2 patches did break Oden Warfare. but he fixed it. Look on his site for 1.05r.

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http://www.megaupload.com/?d=R6E91JC7

Here is a functional High Command mission. It follows the basic capture and hold template-- and I won't vouch for its stability on dedicated servers.

Its trivially easy to expand or adapt the mission to different settings/unit combinations. So feel free to mess around with it.

-k

README:

## BASICS

Here is a functioning high command mission intended for 5 vs 5 play.

## GAMEPLAY

Gameplay is a simple capture and hold scenario. There are three potential capture locations. Capturing one takes 60 seconds. Hold two of them for 15 minutes to win the game. Hold all of them for five minutes and again.. win the game.

Each team consists of: A commander, three infantry fireteams, and a sniper-spotter duo. The intention of the mission is for players to work together to perform squad-platoon scale tactics using their AI. The sniper team is intentionally not hooked up to the High-Command module for players whom do not particularly enjoy commanding AI squads. Even so the Sniper-Spotter can be a powerful force multiplier.

Beyond taking care of your AI troops-- there is no additional resource management involved. Respawn is enabled, but only for player controlled units.

## EXPANSION

I've included the build-files for the missions. I won't claim to be an expert, but its a pretty decent starting point for newer mission creators. Its trivially easy to add more units and attach them to the High command module as appropriate. Moving the mission to a different locale is equally simple.

As previously mentioned I'm hardly an expert and can therefore not vouch for the missions behavior on dedicated servers or in JIP (join in progress) situations. For most smaller games like 5v5 (typically between friends on a listen server) I felt this was good enough.

## FINAL WORDS

With a little effort this mission can be adapted to hardly any setting. As it stands right now it was the product of about 1-2hrs work. Though most of this was spent testing that the actual triggers work. For me it was a fun experiment, and I hope you guys can enjoy playing it. Feel free to rip it apart or modify it as you see fit.

Cheers,

nkenny

- contact on BIS forums.

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