02-28-2014, 08:44 PM
Hey Phantom,
I'd be interested if you could try this mod and see if it makes any difference to being able to quickly kill enemies in less shots without raising the alarm.
http://forums.bistudio.com/showthread.ph...lencer-Fix
The idea is that it in real-life, suppressed weapons don't actually affect the velocity and damage of the ammo but in ArmA they do, so this mod corrects that by removing the damage penalty from these weapons, so it might make it practical to have stealth missions where we can actually shoot people.
If it doesn't though, I like your other ideas. I guess you have to think about what purpose people serve in the mission, as if it's just a matter of sneaking to somewhere undetected and no shooting, then it's great for SP or 2-player co-op missions but for multiple player co-op the extra people aren't really helping at all by being there but maybe you could find ways to make them essential, such as needing them to watch for patrols from a rooftop and radioing the guys on the ground when it's safe to proceed, stuff like that. If you're trying to accommodate say 5-6 extra people besides those on the ground, then maybe you could have 2 people on each rooftop covering different areas to guide the guys on the ground as they entered that section of town. You'd probably want to have it so the guys have to get back out after retrieving the PoW/package, otherwise the guys on the roofs would only be doing something for a short part of the mission but having them have to guide the ground guys out again would double the amount of time they're involved and maybe you could have it so that the entry route becomes unusable as the exit route, so that the roof guys have to reposition to guide the ground guys out via a different route.
You could even not give the guys on the ground nightvision so that they have to really rely on instructions from the rooftop guys if you wanted to really test our teamwork!
I'd be interested if you could try this mod and see if it makes any difference to being able to quickly kill enemies in less shots without raising the alarm.
http://forums.bistudio.com/showthread.ph...lencer-Fix
The idea is that it in real-life, suppressed weapons don't actually affect the velocity and damage of the ammo but in ArmA they do, so this mod corrects that by removing the damage penalty from these weapons, so it might make it practical to have stealth missions where we can actually shoot people.
If it doesn't though, I like your other ideas. I guess you have to think about what purpose people serve in the mission, as if it's just a matter of sneaking to somewhere undetected and no shooting, then it's great for SP or 2-player co-op missions but for multiple player co-op the extra people aren't really helping at all by being there but maybe you could find ways to make them essential, such as needing them to watch for patrols from a rooftop and radioing the guys on the ground when it's safe to proceed, stuff like that. If you're trying to accommodate say 5-6 extra people besides those on the ground, then maybe you could have 2 people on each rooftop covering different areas to guide the guys on the ground as they entered that section of town. You'd probably want to have it so the guys have to get back out after retrieving the PoW/package, otherwise the guys on the roofs would only be doing something for a short part of the mission but having them have to guide the ground guys out again would double the amount of time they're involved and maybe you could have it so that the entry route becomes unusable as the exit route, so that the roof guys have to reposition to guide the ground guys out via a different route.
You could even not give the guys on the ground nightvision so that they have to really rely on instructions from the rooftop guys if you wanted to really test our teamwork!