Comrades in Arms Discussion Board

Full Version: Briefing/Roster for Sunday 27 Dec 09
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(12-31-2009, 10:55 AM)Variable link Wrote: [ -> ]Spot on Pulv.
Though I didn't play WGL much I have yet to play any WGL mission that gave any sense of urgency. But I bet we have such WGL missions that use these features on the server?
Might want to try 'Pilot Down' on Occasus. That's a fun one, replayable and it forces you to move fast. One or two (was it just one?) players play as pilots who've been shot down behind enemy lines and a small SF team must rescue them and escort them to a boat.
(12-31-2009, 02:46 AM)Zulu1 link Wrote: [ -> ]I just looked at the AI skill level for Death Harbor and while some are set at .5 (50%) & 1.0 (100%), quite a few were at .333 and .200. So there is room for improvement right there.
Oh yeah. That's a very common problem. When you place groups in the editor, the skill level is determined by rank. A private is skill 0.2 which is really, really low. You can change it of course but not many mission makers care to do that. On my FDF server I made a server-side modification that automatically enhances all AI to a certain level to fix that.
(12-30-2009, 04:27 PM)Zwobot link Wrote: [ -> ][quote author=Hawke link=topic=2021.msg11169#msg11169 date=1262181481]
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 shape  Wink
[...][/quote]


Right, I was talking about other servers/communities I've been playing on/with in the past. I've indeed never seen a real Rambo on the CiA server (on official coop nights). But I don't feel like there is much more action in the non-preplanned missions (no critics), so I have to ask myself what the players than are asking for more action, really want.


And like gum said, try leader slots, although I only became leader by accident, it kept me surprisingly busy throughout the mission.


(12-30-2009, 06:07 PM)mikka link Wrote: [ -> ][quote author=Marto link=topic=2021.msg11173#msg11173 date=1262186534]
Seriously though, Lily I'm sure all the guys appreciate the great job you have been doing as medic, patching them up etc...

Yea... i'm sure too, and i have even evidence for this!!  Big Grin

[Image: mmmmhx.th.jpg]

Here Osku is showing his great thankful to medic (for not stopped his bleeding before) by....
aiming into medic's head from personal gun  ;D
[/quote]



Now I know why he stayed there so long although we got orders to move out long ago  :o
(12-30-2009, 03:58 PM)Hawke link Wrote: [ -> ]While I agree with you about 'Death Harbor', I don't think that sunday's map was too slow.

Looks like we're all agreed that "Death Harbor" was too slow. 8) As for this one, I don't know because I only saw the first 15 minutes. But....

(12-30-2009, 03:58 PM)Hawke link Wrote: [ -> ]Considering your squad serving as cannon fodder: I understand that pisses you off, but it was the leader's decision. Later my squad was tasked with clearing a depression, and as soon as I got the order I knew that was the death sentence to my squad. But leader's decision once again. It may suck (and be wrong), you have to carry orders out anyway, that's how these missions work.

YOU GUYS SENT MY SQUAD ON A SUICIDE MISSION WHEN I WAS GONE??? I'LL KICK YOUR TEETH IN SO HARD IT'LL COME OUT YOUR BUTTS!!! >Sad

lol. Big Grin <3

(12-30-2009, 04:27 PM)Zwobot link Wrote: [ -> ]I want to encourage everyone to try the platoon commander slot yourself

(12-30-2009, 05:08 PM)Marto link Wrote: [ -> ]On that note, I suggest some of you guys step up and give squad  leader or PL commander slot a go....

Well done Hawke, did a great job takinig command, and Kurtz good work stepping up, too bad that you crashed.

I might try platoon commander someday. I used to be really self-conscious of my crashing problems, but I figure everyone crashes sometimes. Still no idea what's causing it. It's very erratic. Sometimes I can play 3 consecutive hours of WGL multiplayer co-op, and sometimes it crashes after 5 minutes in
the mission editor. ???

(12-31-2009, 12:40 AM)Pulverizer link Wrote: [ -> ]There's some things you can do in the mission to encourage or force faster action however, such as...

[....]

-have one player as the enemy general, coordinating AI groups on the map

Good ideas, I like missions that incorporate several of the features you mention. About one player as the enemy "general"...that's a very interesting idea, do you guys suppose it's feasible with CiA server? I might be interested in that role. Wink

Actually, I know it's a co-op server, but playing a plain old PvP every once in a while might be interesting. I looked at some old posts and it sounds like CiA used to fight against other squads occasionally. Playing against other squads or each other will definitely fix our problems with stupid enemies that show no initiative. Wink

(12-31-2009, 11:14 AM)Pulverizer link Wrote: [ -> ][quote author=Variable link=topic=2021.msg11190#msg11190 date=1262249728]
Spot on Pulv.
Though I didn't play WGL much I have yet to play any WGL mission that gave any sense of urgency. But I bet we have such WGL missions that use these features on the server?
Might want to try 'Pilot Down' on Occasus. That's a fun one, replayable and it forces you to move fast. One or two (was it just one?) players play as pilots who've been shot down behind enemy lines and a small SF team must rescue them and escort them to a boat.
[/quote]

I second Pilot Down. Also, I noticed that there were no complaints about slowness in Zwobot's The Shrine mission. I feel like there's more but I can't seem to name them. Once I get Village De-Pacification converted to MP, it should be an extremely in-your-face mission, at least once the first shots are fired. No time for extra-cautious dilly-dally after that.
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