07-21-2014, 06:19 PM
Alwarren-
The Valley: Yes, apologies for the team kills. I will not be making that error in aiming in the future. Please put this mission back on the "To replay" list.
Mayor of Pyrgos: immersion: I agree Alwarren. The leaders of CIA set the tone for good immersion and it's why I look forward to playing with the group each week.
The Box: While I also hate enemies spawning "on top of us", I have to say it kept me on my toes and made the mission exciting nonetheless. When enemies always spawn 300-600m away behind a hill (which is admittedly more realistic), it doesn't provide the same kind of excitement. As a mission maker, how can we create the excitement without the feeling of unfairness? A declaration of potential foxholes, ambushes, etc. might help the leaders prepare.
Variable: Yeah, sorry for the wild goose chase with Snake/sneak 2 at the pier. I was certain the HVT would end up there, but McGregor was in place to intercept.
Persian: Since we use TFR and teamspeak, A3 doesn't know about our audio levels. I might suggest a probability of detection based on proximity to the enemy and other input such as cat sound trigger. I personally don't think that you need to change anything with regard to detection of the players in your mission.
The Valley: Yes, apologies for the team kills. I will not be making that error in aiming in the future. Please put this mission back on the "To replay" list.
Mayor of Pyrgos: immersion: I agree Alwarren. The leaders of CIA set the tone for good immersion and it's why I look forward to playing with the group each week.
The Box: While I also hate enemies spawning "on top of us", I have to say it kept me on my toes and made the mission exciting nonetheless. When enemies always spawn 300-600m away behind a hill (which is admittedly more realistic), it doesn't provide the same kind of excitement. As a mission maker, how can we create the excitement without the feeling of unfairness? A declaration of potential foxholes, ambushes, etc. might help the leaders prepare.
Variable: Yeah, sorry for the wild goose chase with Snake/sneak 2 at the pier. I was certain the HVT would end up there, but McGregor was in place to intercept.
Persian: Since we use TFR and teamspeak, A3 doesn't know about our audio levels. I might suggest a probability of detection based on proximity to the enemy and other input such as cat sound trigger. I personally don't think that you need to change anything with regard to detection of the players in your mission.