mac
This is a remarkable mission.
You have made my day/week/month/year. Thank you.
Bloody well done. Thanks. I guess I do have a good understanding of how you were feeling about it. I think up to clearing Chapoi you were enjoying it, after that it steadily became less fun and more a duty to complete. The fact that you continued I very much appreciate. In fact you and mikero are both bloody heroes. You both have done the mission twice, in deliberately different ways and have come up with a lot of issues and ideas that have really challenged me. The result will be a much better mission. What more could a mission maker ask for?
Indeed I do understand that playing it twice would reduce your appetite for playing it again. Testing the next version in the mission editor, or in some sort of cheat mode would probably be more help to me at that stage anyway, so if you would do that, that would be great.
one of the reasons the end was hard. It was the randomness
You understand the benefits and the difficulties here. By this stage there has been an unscripted war between two large armies that stared off with randomly located groups each with a random make up of loons, and while the armies are battling it out there is also the irritation of a tiny band of lunatics plugging away at them and pulling their forces in different directions. But then I think: wouldn't it really be like that towards the end, the complete chaos of war? On the balance of the units - I will certainly look again at the law/rpg/at numbers. I think the AA is about right - sometimes the choppers play a significant role, other times they don't.
I'm sorry mac the picture of the stuck tank is a bit dark, I put it in Photoshop and boosted the levels and couldn't make anything out. It's fine - if you are puzzled about what is happening there then the picture probably wouldn't help me anyway. I have had a scout round the tents at Dourdan and can find nothing obvious. - The ai wouldn't be squeamish about running over the corpses of dead civilians I suppose?
You are right I am aware of the need to improve the Intro and the final scene - there were just so many other changes from v1.00 that I did not want to wait until I had done all that as well. And now I know about camera.sqs I may re-look at all the scenes. Did the zoom out from the dead members of your squad work? I know you suggested to put them all together somewhere as if it were a few hours later, but I felt would be more poignant to see them where they fell, and as I have no idea where that will be any static shot could have a wall, tree, vehicle in fact anything in the way so could be crap. I make all the living ones CARELESS before they are seen - I guess after what they have been through they can't believe it is all over. They still seem AWARE for me.
I appreciate the offer to do some exploring to see what is where, but honestly I can't think of anything that is more than idle curiosity on my part - I have no preconceived ides about what should be anywhere. I have appreciated your screenshots. I am glad you captured what must be a very rare event southron POWs surrounded by armed northron soldiers. The shot of the two dead choppers was a puzzle, I take your word for it that they shot each other down, I hope so, the only other times I have seen two together like that is when they have collided and I thought I had stopped that happening by giving them different heights to fly at. But heh if in the height of battle they bumped into each other - so be it. I do know they can fly around for days if necessary without a collision.
Any comments on the previously hot issue of the av/ap mines? I will keep them in for the next version and see if they cut the mustard then, if not then they are out. Changes already made for the next version:
A nice full screen dialog page of instructions
The safety feature of an action at the top of the player's list that will give a hint telling the player how many of each type are left.
A voiceover explanation when they are found, and they are now only found inside the first hut the player enters.
AV mines can now be created out of any of: any anti-tank, anti-air missile/satchel charge/mortar/grenade. AP mines can still only be made from a Handgrenade
mikero
tanks
For me, it would have been a change of pace, theme, (which is done everywhere else in this mission), to clean out the airport using them.
I was trying to give the player exactly that option should they choose to use it. I certainly wanted to avoid forcing :
a repeat experience of crawling my poor battered body through just-another, heavily armed camp.
For me, what I actually thought during game play was the author was a cunning man. Everyone rushes to these beasts to play them as if they are the answer to the universe, it's traditional gameplay. I thought the author had deliberately introduced a crippler to discourage me from doing so.
Well as you now know - not so cunning I'm afraid. At no stage in this mission do I attempt to second guess the player. What I have tried to do is to create a realistic environment, have things behave realistically, give the player lots of options - and then just get out of the way and not interfere. (I adopt the same approach to my garden btw - though I now suspect my wife of paying people to come and work on it.)
There are a lot of scripts for this mission but take away the cutscenes, the fixes (keeping the convoys and patrols running, re-arming empty tanks etc.) and ensuring the loons behave sensibly towards the end - there is very little left. What I wanted was the randomness and chaos of war. There is a downside to this and that is, in a random world just about anything is possible, so the wonderful battle noises you had with choppers doing good stuff on your behalf - that may not happen for some other player and they might walk away from the mission with a very different view.
I have been thinking on the tank issue. I recall when doing mac's Un-Impossible mission that shortly after I had captured an Abrams the mission immediately became very difficult - to the extent that I joked in one of my posts that if mac wanted to make the mission truly impossible he could have given me an Abrams from the start. Not difficult because it wouldn't do what I wanted it to do (I was the only occupant most of the time so there would be no excuse for that), but difficult because of all the AT/AA loons about (as an aside it was here that I found out that OFP is sufficiently smart that it will use AA rockets against armour). Then I realised that the main advantage of the tank was its long range weapon and there was I getting killed in short range melees with infantry. Once I changed my tactics and kept my distance it then became much less painful. So at first I admit I wondered if the problems were down to tactics. I now see that they are not, but I don't know what I can do about it. I have taken tanks from Chapoi to attack the northern airbase and I have taken tanks down to attack Chapoi and not had any of the problems described here so the problem has a random element to it as well.
What would help me is knowing how serious this is. Mission killer/major re-think serious? or just pain in the backside serious? I can adopt mac's suggestion of removing AT ammo from the loons for the final battle - what I have no idea how to fix is the loony routefinding of the ai.
mac and mike
When ever I reply to either of you I usually fell it is not adequate and doesn't reflect the time and energy you have put in. All I can say is that I really do appreciate it all. Thanks you have both been fantastic.