12-29-2009, 11:53 AM
(12-28-2009, 12:05 PM)mikka link Wrote: [ -> ]I did ;Dgood job anyway!
All objectives ticked but there was no time and no a sense to run myself to extraction pointÂ
(12-28-2009, 12:05 PM)mikka link Wrote: [ -> ]I did ;Dgood job anyway!
All objectives ticked but there was no time and no a sense to run myself to extraction pointÂ
(12-29-2009, 02:29 AM)RKDmitriyev link Wrote: [ -> ]My computer crashed, as you probably figured out. It seems to have a knack for crashing whenever the mission gets too fun. Sorry guys. :-\ :-[
(12-29-2009, 12:41 PM)Osku link Wrote: [ -> ]The mission progress wasy slow, in my opinion. I thought this one would be a cool and fast paced assault action map, but not exactly... I wish others still can enjoy this gaming style, and this is the kind of realism you were after from the pre-planned missions. For me, it doesn't feel right... sorry.
Quote:The mission progress wasy slow, in my opinion. I thought this one would be a cool and fast paced assault action map, but not exactly... I wish others still can enjoy this gaming style, and this is the kind of realism you were after from the pre-planned missions. For me, it doesn't feel right... sorry.
(12-30-2009, 03:58 PM)Hawke link Wrote: [ -> ]I never wanna go back to the 'old style'´, where every player does what he wants when he wants where he wants, where actions wins over anything. Coop means team spirit.I can hardly remember a single situation in which 'anyone did anything he wants' in our coop nights for the past two or three years since I'm around. Teamplay always has been good here and the preplanned missions did not reinvent the wheel, only bring it to a different shapeÂ
(12-30-2009, 03:58 PM)Hawke link Wrote: [ -> ]I was never bored. . . Observing the surroundings keeps one busy. I also find it more than natural to wait several minutes in the same spot after last enemy contact. I choose completing a map over action anytime, and in 99% of the cases those two things don't work together. And I wonder, for anyone that absolutely disgarees here, if OFP is still the game for them (italics mine).
. . .leader's decision. . . It may suck (and be wrong), you have to carry orders out anyway, that's how these missions work. If you don't like that you shouldn't participate, or take the leader slot (emphasis mine).
I for one think these missions have an undeniable beauty: 20 players advancing in an organized way; you either cover a flank, thus the other players rely on you, or you know the flank is covered by another squad, and you know you can rely on them. I never wanna go back to the 'old style'´, where every player does what he wants when he wants where he wants, where actions wins over anything. Coop means team spirit. The pre-planned missions convey that perfectly.
(12-29-2009, 02:18 PM)Mjolnir link Wrote: [ -> ][quote author=Osku link=topic=2021.msg11150#msg11150 date=1262083298]
The mission progress wasy slow, in my opinion. I thought this one would be a cool and fast paced assault action map, but not exactly... I wish others still can enjoy this gaming style, and this is the kind of realism you were after from the pre-planned missions. For me, it doesn't feel right... sorry.
(12-28-2009, 01:56 PM)Simich link Wrote: [ -> ]Well, I want to thank everyone for this game, as first game on CiA server it was great, too bad BormaN have died too early, but gum did his job, as a fireteam(Javelin squad) leader very well, thanks.
I really enjoyed entourage you have created, I even felt like on a big airsoft game Â
Thanks everyone, I hope future missions will be only more realistic and more exiting.
(12-30-2009, 05:22 PM)Marto link Wrote: [ -> ]Seriously though, Lily I'm sure all the guys appreciate the great job you have been doing as medic, patching them up etc...
Quote:Zulu, how far did you's get playing that mission Rambo style?
Quote:I would like AI in missions to react more aggressively than what we've seen in a few of these missions (in the first engagement in 'Death Harbor', I thought the AI should have been a lot more active - they were alerted, but remained, for the most part, passive). I have seen a mission where a small group of AI flanked our position on the right - more of this and more aggression would be welcome, with or without GL3 (though GL3 would be great).
(12-31-2009, 12:40 AM)Pulverizer link Wrote: [ -> ]Way too many coop missions reward slow play IMO. Linoleum is a fine example of this. The AI just can't do effective counter-attacks, plan ambushes, do a proper static defense etc so it pays off to advance unrealistically carefully.
There's some things you can do in the mission to encourage or force faster action however, such as...
-have a hard time limit (mission ends), or soft (enemy gets crazy reinforcements after some time)
-reinforce the enemy constantly, little by little
-have a moving objective to protect
-have some friendly AI forces around that will help with the fight, but will fall quickly without the players' support (don't give them any AT for example)
-give the enemy some arty they will call on your position (see op melon on occasus for a simple trigger based example using CoC arty)
-have one player as the enemy general, coordinating AI groups on the map
-place dozens of AI groups on guard WPs