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Operation Kolibri Phase I interlude version 1-0-0
betatest version

This is the sequel to my mission "Kolibri Phase I".

Basically it is an escort mission with quite a lot of driving. There are some events along the route the players have to take which are randomized to some degree.

I want to get some feedback from the people who already played it, especially the ones who did not like it.
I myself think that the biggest problem of the mission is the driving (which can become boring soon particularly on the way back as there are no more events at the current version of the mission) and interaction with civilians.
Hola,

maybe there should be one more town with an surprise. A second ambush could be a bit lame and not realistic... maybe there is a better idea for sme action? Some sort of Quest the players should finish... Maybe some Civilians ask for help with a special problem?

and the end was a bit confusing. Maybe you can give some hint or a textline when the bomb is exploding? Im not sure what happened there. Was it a terrorist attack? What did he  attack? the truck? Or some of our guy... A short textline or a cutscene could help the player to get the story.

BTW, what would be the task of the resistance group? Escorting the truck i guess, right? Or is there any other point? Maybe thats one more reason for a "special Quest" as mentioned above. If there are more Players, Teams could split up (even when it is no big Objective). That could be cool.

the rest was quite ok. A nice little mission, although not the "hottest, actionblasting mission ever" ;-). But its part of a campaign and schould tell a story (i guess) and for this reason its ok.

Greets

  Tony

Thanks for the suggestions Tony.

Quote:and the end was a bit confusing. Maybe you can give some hint or a textline when the bomb is exploding? Im not sure what happened there
True.
There is a hint somewhere in the briefing that might tell the player what is going on there. I am unhappy with that part of the mission, too. These attackers should at least shout something that makes their intention as attackers clear and alarms the players; have to try some things out there.

The resistance group originally has the same task as the west group (joint patrol).
I have to think of some surprise or planned action/event at one of the checkpoints that is already under friendly control. Or maybe a help task for some island population like you suggested.

By now I tend to let the mission end once the meeting is complete, because another event on the way back to base would be a bit too unrealistic in my opinion and I want to keep some of my ideas for the next mission(s) of the mini campaign  Wink
I think there should be some playable slots on the enemy side as well. Not with sniper rifles and rocket launchers of course. But with axes and batons, maybe handguns and some vehicles that they could use to ram the convoy from the least expected places  8)
(03-02-2008, 05:54 PM)lenin link Wrote:I think there should be some playable slots on the enemy side as well. Not with sniper rifles and rocket launchers of course. But with axes and batons, maybe handguns and some vehicles that they could use to ram the convoy from the least expected places  8)
Thanks for your answer lenin.
So, this would make it a PvP (player vs player) mission. I think the general CiA attitude towards PvP missions is rather negative.
But it's worth a few thoughts from my point of view.

Last weekend I began to add a further event the players have to solve during their way to Lipany.
It will be enough to have more action in the mission, and I am going to cut the drive back to base after the meeting because more (combat) events on the way back seem a bit too much for this mission and plain driving back to base is too boring for the players.
(03-04-2008, 04:18 PM)Zwobot link Wrote:So, this would make it a PvP (player vs player) mission. I think the general CiA attitude towards PvP missions is rather negative.
But it's worth a few thoughts from my point of view.
What's up with that anyway? A&D is by far the best mode ever... Basically a Coop with human opponents. For example the mission praised by Variable "Covertop" would be 100x better if there were human controlled units guarding the hostages, or don't you think? You would have to have a different plan each time and you never know the plan of the opposing force, unlike with AI whom with you know exactly what they're gonna do the next time you play the mission. IMHO completing a mission just doesn't seem right when you have learned exactly how strong/where the enemy is and how they're going to act.

The reason I suggested a PvP kinda approach was because I think that's the only way to make a "Escort Convoy" mission exciting enough (unless it's one go and straight to the bin Tongue). At least without some heavy randomization done to the AI and the mission itself, which is much harder work. Random stuff like a spike mat(?), destroyed bridge, airstrike etc. I'm not familiar with DAC so i don't know how it fits here.

Anyway hope you found a solution. Keep up the good work Wink
I totally share your opinion lenin (remember how often the "La Resistance" mission had been played like that  Wink). I only remembered a bit of a conversation I used to have with some CiA members a while back during a coop night about PvP coop. As I remember it there was not much excitement about PvP coop, but maybe there was a misconception in what "PvP coop" means (A&D how you said it). Perhaps the opinions only regarded CTF, deathmatch and such things.

I really like the idea of turning the mission into a PvP but it would take me more time and some new ideas to edit the mission as a small A&D (only "kill the convoy. that's all" as the East objective is a bit weak).
And still there is the problem with the number of players in the coop nights which is always a bit suboptimal for A&D.
I'd love to play some A&Ds for a change 8) I've got quite a few on my server. Not all require a great amount of players either, we could try it on some non co-op night there, perhaps with some random public filling in a couple extra slots for added unpredictability Tongue

Too often though, invidual skill is way more important than team effort in an A&D. Even more so because the side trying to act as a team could be at a disadvantage, slowed down by coordinating movement and distracted by the map, comms traffic etc instead of focusing 110% on what's going on around them at all times. Unless, said team work would be extremely fluid (compared to co-op pace) or if the mission for some reason allows for an inefficient command you get in a computer game, with various people that don't train maneuvering together, have trouble communicating with eachother in a foreign language and whatnot.
(03-04-2008, 10:35 PM)Zwobot link Wrote:And still there is the problem with the number of players in the coop nights which is always a bit suboptimal for A&D.

Surely someone could come up with some small A&D missions if there was demand for it. I'm really getting fed up
with trying the same mission over and over to the point that it's just impossible to fail it...
We could try it sometimes for starters, let's just see how much we all like it. You could at least create the slots, then we can decide per try whether we make it PvP or Coop.
I've finally worked on this mission again and uploaded version 2-0 to the server. It's still a lot of driving but there is some more action in the mission now.
Hopefully everything works on the server  :Smile

Because the briefing might be a bit long for everybody to read during the actual ingame briefing, here are the most important parts of it:

Quote:SITUATION:
Overall Situation:
The main part of TF Lion is inserted on the airport and the staging areas are occupied by finnish paratroopers of the 2nd company.
The attitude of the Sealand population towards our troops and Operation Kolibri is unknown at the moment. Therefore we are going to meet the prime minister of Sealand to get a better picture of the situation.

Enemy Situation:
Regular enemy forces have retreated into the mountainous region in the north of Sealand. Presence of unconventional fighters can not be ruled out though.

Friendly forces:
The finnish 2nd airborne company is securing the base while the 1st finnish company is securing the staging areas at Davle and Lany.
The 2nd US ranger company is preparing for Kolibri phase II (pickup the citizens at the staging areas).

Squads from the 1st ranger company and 3rd finnish paratrooper company will go on a joint recon patrol today.

The leading officers of Operation Kolibri Col. Miller from the rangers and Col. Koskinen from the finnish paratroopers will join today's road patrol.

MISSION:
Take the 2 officers to Lipany for their meeting with the prime minister and conduct reconnaissance on your way there. We want to gain a clearer picture of the terrain and the population.
Return to base with the officers after the meeting.

EXECUTION:
Take the road along Petrovice, Davle, Velka ves and Lany to Lipany.
Escort the officers back to base along the same route as before after they have met the prime minister.

Rules of engagement:
Don't let anybody come too close to the officers, you are allowed to engage suspects that approach you or the officers with a clearly hostile attitude (e.g. running fast towards you).

SERVICE SUPPORT:
Addtitional ammunition and weapons are stored in the Masi trucks:
1st truck (with MG): RK62 magazines, LMG magazines
2nd truck: M4 magazines, M249 magazines, 2 AT-4 rockets and  1 AT-4 tube

The overall story for the campaign is written down on the project page I added to the homepage for this campaign: http://www.ciahome.net/project/OperationKolibri

I'm also having ideas for the next 2 or 3 missions of the campaign but real life often sucks up the motivation for mission editing...