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Author Topic: SEB Nam Pack 2.0  (Read 185276 times)

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Strangelove

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Re:SEB Nam Pack 2.0
« Reply #1065 on: 17 Nov 2002, 19:18:50 »
Managed to read through the second half of this thread and, well, I've got the half-hard.  :o

Particularly like the idea of increasing firearm dispersal fields to provoke longer fire-fights, more injuries and less fatalities. This does, however, provoke a couple of questions.

Firstly, will you be including ammo-bags? Ideally, which take a significant time to access yet do at least allow the soldier to fully rearm during a fire-fight. Only being able to carry ten mags is daft.  

While this need not be part of the pack, I'd also really like to see some optional scripts that would make the whole injury/healing thing more realistic, particularly now that Resistance allows mission makers to create campaigns with a finite pool of soldiers carried over between missions.  

I assume most of us like flashpoint because it is a simulation, rather than a shooter. Why then, do we have medics that can fully heal any injured soldier in a few moments? Would it not be more realistic if any but the smallest injury provoked bleeding (and gradual health loss) until bandaged by a medic (or perhaps by the soldier himself if the wound is light, using the action menu). Also, that medics could only heal a soldier on, say, 60-100% health. A more seriously wounded soldier could only be bandaged/stabalised and evacuated to a field hospital, that he might return in a later mission. I feel this would not only be more realistic, but would add new elements to the game.  

Sorry about the long post... bit of a hobby horse, this.  ;)

Cloney

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Re:SEB Nam Pack 2.0
« Reply #1066 on: 17 Nov 2002, 19:27:12 »
I agree completely!

Many soldiers carried two bandoliers of ammunition. Each bandolier had 7 pouches. So thats 14 Clips for just two bandoliers. 14 clips of 20 rounds each is 280 rounds. Plus the 6 20 round magazines they had in their ammo pouches on their web belts is about 400 rounds of ammunition. This isn't mentioning the extra ammo cans they had in their rucksacks, which was probably another 260 rounds in stripper clips.



Offline Nixer6

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Re:SEB Nam Pack 2.0
« Reply #1067 on: 17 Nov 2002, 19:41:55 »
Two Good Points there Stangelove

  With 20 round mags, that ammo sure doesn't last long. I would sure rather have another 100+ rounds for a rifle than a handgun.

  It certainly isn't realistic having a wounded soldier, unable to walk one moment, then he is miraculously healed and walking again!

  I would guess that both of these are game design issues, rather than something within the scope of this addon.

  STT would most likely be the "one in the know" on these issues.
Why do I have to be a Rocket Scientist to make a good mission?

viper172

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Re:SEB Nam Pack 2.0
« Reply #1068 on: 17 Nov 2002, 21:36:19 »
well i would think that iit's due to the engine limitations  ???
but i agree whith that it would be cool that would bring some spice in med evac missions landing under heavy fire to extract the wounded on a hot lz

contraz0rz

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Re:SEB Nam Pack 2.0
« Reply #1069 on: 17 Nov 2002, 21:40:09 »
great ideas strangelove!

Vyper

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Re:SEB Nam Pack 2.0
« Reply #1070 on: 18 Nov 2002, 00:03:07 »
So i saw 5 days.....but i don't know when that was posted......so we got a release date yet per chance?

Vyper

FatJoe

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Re:SEB Nam Pack 2.0
« Reply #1071 on: 18 Nov 2002, 02:55:37 »
yeah.. you got release date loong time ago.. 'When its done' ;D

We're still beta testing.. sniffing up and fixing bugs.. guess you dont want to download 40 megs to find out its rigged with bugs and might not work at all eh? ;)

give us some time to work things up and both parties will be happy :)

if ya want a release date, then I'll get ya a release date..
Befor Christmas.. theres ya release date :D

Cheers
Joe

P.s. daaamn the pack is hot.. some of you will be laughing when you test it.. its that darn cool.  ;D

EvilMadcat

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Re:SEB Nam Pack 2.0
« Reply #1072 on: 18 Nov 2002, 07:02:40 »
AWESOME! for Germany Ofp Players. If this is true, released on the 22nd of november?

EvilMadcat
 ;D ;D ;D ;D
http://www.operation-nam.de  :P

Aeon

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Re:SEB Nam Pack 2.0
« Reply #1073 on: 18 Nov 2002, 14:23:51 »
Quote
Firstly, will you be including ammo-bags? Ideally, which take a significant time to access yet do at least allow the soldier to fully rearm during a fire-fight. Only being able to carry ten mags is daft.
I disagree, because it's involve total re-coded units and will delay release date  :(
Don't forget we have ammo box, make mission more interesting and less linear instead FULLammo->objective1->objective2...
ammo low? save and share ammo with your squad. Ammo really low? call for a rearm support or deviate to hidden ammo supply

Quote
Why then, do we have medics that can fully heal any injured soldier in a few moments? Would it not be more realistic if any but the smallest injury provoked bleeding (and gradual health loss) until bandaged by a medic
True! and be happy I've done a script for that ;D medic can only maintain in live heavy injured unit -waiting for medevac- (need to beta testing in multi before release it, unfortunely my confidence beta-tester is away  :( )

Strangelove

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Re:SEB Nam Pack 2.0
« Reply #1074 on: 18 Nov 2002, 16:20:09 »
Interested to hear about your script Aeon. Post it here and I'll give it a go over my lan.  :thumbsup:

Total recoding of units... Surely not.  ;) This team has already created ammo bags for use with the m79. Ammo sharing is fine in multiplayer, but it takes FFFing ages using the squad action menu. As Cloney has pointed out however, the main argument for more ammo is that it would actually be more realistic. Having said this, if this would in any way delay the pack, forget I ever said anything and boil my head in marmalade.  :-X

Offline ebud

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Re:SEB Nam Pack 2.0
« Reply #1075 on: 18 Nov 2002, 17:42:11 »
The thing with the M79 was that each shot in itself was a magazine... normally. Then if you wanted, with the ammo pouch, you could create basically a semi automatic grenade launcher with "clips". I really don't think this could be done for rifles. Not sure really, but if it could have been done, it would have by now. Why do you think it wasn't done before when the m79 was made? God knows it was looked at and researched to see if it could be done. Seriously, I think if there was a way to make it work, ST would have found out by now :)
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

Strangelove

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Re:SEB Nam Pack 2.0
« Reply #1076 on: 18 Nov 2002, 18:45:00 »
Ah, I see. Pity. But thanks for the clarification.  ::)

imemyself

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Re:SEB Nam Pack 2.0
« Reply #1077 on: 19 Nov 2002, 00:06:40 »
Quote
guess you dont want to download 40 megs to find out its rigged with bugs and might not work at all eh?
I'd take today it even if most of it didn't work. ;D

Offline SelectThis

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Re:SEB Nam Pack 2.0
« Reply #1078 on: 19 Nov 2002, 04:41:42 »
There's always more that can be done to an addon, but I guess we have to draw the line at soe point and just release the bugger...so while we're spending a few days to iron out some more bugs, I think we're still on track for a release within a week.

Gunship, with my permission, has posted some more screenshots from the beta at the new Operation-Nam site.

http://www.operation-nam.de/

note: this site isn't optimised for nonbroadband users, the pics are quite large.

SelectThis

Cloney

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Re:SEB Nam Pack 2.0
« Reply #1079 on: 19 Nov 2002, 05:17:49 »
Yay! I can't wait to hit that VC Machinegun nest with a LAW!

 ;D