Hi rasputin,
thanks for the detailed feedback.
I'll try to reply to all the issues you brought up...
HQ allows you to choose whether to exectute the mission at night, but wont allow you choice of weapons?? Seems a little harsh And Why have some your men got binoculars, but not all of them?
Since the weapons issued cover pretty much anything you'd want, you'd have to switch them around between your troop if you personally want a different one.
I didn't give you a big stockpile of weapons, because just equipping everyone with a sniper rifle for example would make it a bit too easy. (Is there any particular weapon you're looking for?)
But asides from that - the breifing, though a little brief (Sorry) was ok - could've been MUCH more detailed though (ie. "You will dropped close" to the camp - how close? What direction?)
I
could give you those instructions, but since the drop-off is happening unexpectedly early (because of the Shilka fire), it would only be misleading. I
am trying to simulate the chaos of unexpected fire and an emergency drop-off in the entry phase.
I think you should explain the "Crew disembarkation code" in the breifing - it's not clear how to go about getting the crew to disembark, etc.
You shouldn't have to issue a disembarkation order for the crew. They bail themselves. If you do want to eject earlier, it's the standard OFP order via the command menu.
I notice there is a wierd mix of special forces and regular GIs in the group - I think it would be better if you chose all the group from either regulars or special units and armed them accordingly.
The reason for that is on one hand to
force you to use different tactics, depending who's left standing, and, on the other hand, to give you the opportunity to try different methods of attack (stealthy silent, from a distance via snipers, brute force via RPGs, etd.).
As soon as we ejected one of my group immediately called in "wounded"... But I couldn't heal ANYONE throughout the WHOLE mission... Either myself or other group members - either by using the medic or MASH tents or anything...
That, unfortunately, is an issue I haven't been able to solve so far. The men are ok actually, even if they claim at one point they're injured. In the entry scene (helicopter drop), they used to get injured too often during the ejection, so I kept resetting their health. But, for some reason, the visible status of them is never updated. If you ask them all to report their status, it'll show up ok. But if you (or someone else) knows how to do this via a script I might be able to circumvent this problem somehow.
Sometimes the enemy patrols I came across on the way to the PoW camp were completely unresponsive - I would snipe a nearby colleague and they would just saunter past... La dee da dee da... Tum tee tum...! Maybe a few more switch triggers or guard waypoints called for...?
I leave that kind of behaviour to the OFP engine.
Yes, sometimes, if you're very stealthy neighboring troops aren't alerted if someone next to them gets killed. But that can happen in any mission, and is part of OFP.
There seems to little to NO cover on the western side of the PoW camp in the forest or it's borders... Unfortunately - this is a handy sniping area - having a PERFECT view of the camp below. From here I was able to pick off almost ALL enemy forces - including those at the castle and church...
Well, I gotta give you
some chance of winning, no?
And don't forget, this is just the first phase of the mission. You'll still need plenty of troops to finish the next objective...
I liked the positioning of your snipers - but they seemed to out in the open - once you'd spotted them they were dead But the best sniper (killed me a coupla times) was on the Northern side of the camp ina spot of bushes and trees... I know you're trying for re-playability by placing your patrols somewhat randomly - but you could tell your snipers to seek out the nearest cover to hide behind
I could hide them better, but do you really think the first objective is too easy the way it is? Even I, knowing all the possible positions, get killed on a regular basis playing it. (But then again, perhaps I just suck...)
There also seems to be a bug where the player is killed; He stays standing at you can keep firing and looking around until the (You are dead) screen - where it shows the player standing upright
That problem seemed to have gone for a while, and now it pops up again occasionally. Do you remember, when and where this happened? (Which objectives were completed, and in which area did you get killed?)
I was pleased to see some of the enemy using the buildings - but most of them seemed to facing away from the windows - so I could walk up to them and kill 'em
If they'd face the window,you could just enter the house, and
then shoot'em in the back...
But that goes back to my previous question - do you think OBJ1 is too easy?
I liked the rescuing of the PoWs cutscene - but the voice seemed extremely echoey - maybe something to do with EAX...? But good - I liked it - not too long or short - to the point
It sounds ok on my machine. Anybody else have this problem?
I thought any remaining units in the convoy might start firing on the escaping prisoners...? I mean they were killing unarmed civilians in the intro
Yes, that would've been more realistic; but I had to find a balance between realism and playability here.
I
didn't want to make to hunt for the very last soldier in order to complete the objective (I
hate that in a lot of other missions), but, on the other hand, if there are still remaining soldiers, they might still shoot the POWS. (But then again, they might not, as at that point there will only be a couple of guys left on their side, and their main concern would be their own survival). But perhaps I'll just make'em run away (or surrender) when you reached this point. That would make the whole situation a bit more realistic.
Shame there was no ending outro yet
I doubt there ever will be one...
To make it continuous with the mission, I'd need so many different ones (as there can be a lot of different endings) that I'd spend as much time on the outro as on the whole mission.
And if I'd just take some standard outro (chopper comes in, picks'em up, flies away, blah, blah, blah) I don't really see the added value in that...
I will continue playing and will gladly volunteer any help you want with it
The two things I have a problem with are the troops' health status and you're own 'living death' scenes. If you have any ideas regarding that, that would be great. (If you want the source code to the mission, just let me know, and I'll email it to you.)
Thanks again for the feedback!