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12-29-2009, 06:04 PM #31
Re: Fallout Mission Critiques
Great work Mikee! I must say that I think about this mission daily, hoping that I will get a chance to play it when I get on at night. I think most of these have been mentioned and you are addressing but my 2 cents:
Alot less sniper rifles, like maybe 1 or 2 hunting rifles available mission-wide. In fact alot less weapons and ammo except for the Enclave (although even they had too much last night in our ammo box.) I'd like to see mostly pistols and SMGs actually (except of course Enclave), that would encourage people to have to move within talking range before shooting, adding to the interaction all around.
Let's face it, with respawn, life is cheap and no one really worries about their character dying. But if that character had somehow gotten hold of a rare and precious assault rifle (and it was gone on respawn) they would hold that current life precious. Limited respawn is also a possibility although there would definitely have to be a time limit for the game as well or people would get mega-bored.
Civilians of each 'tribe' all the same model or very similar models.
Keep up the good work!The Don Abides...
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12-29-2009, 09:43 PM #32
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12-29-2009, 09:59 PM #33
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12-30-2009, 11:09 AM #34
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12-30-2009, 02:54 PM #35
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12-30-2009, 04:21 PM #36
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- Jan 2008
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Re: Fallout Mission Critiques
AFAIK, finishMissionInit can cause problems if any of the scripts you are running have a sleep or other form of delay. Problems as in, the mission will never load, because it is waiting to finish the init, which is sleeping.
Have to be careful when using it ..Last edited by beita; 12-30-2009 at 10:14 PM. Reason: Speeling
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12-30-2009, 06:09 PM #37
Re: Fallout Mission Critiques
Ok that sounds reasonable. In my case I've been using it as the first command in init.sqf and only there, so what you described shouldn't be a problem.
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01-01-2010, 02:25 AM #38
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01-01-2010, 03:22 AM #39
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- George street, Bouctouche, New Brunswick, Canada, planet earth, Solar System, I dont remember what comes next
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Re: Fallout Mission Critiques
Ok here is a list of a few thing that would be nice to change
-No more snipers! today while playing this map a civie got a sniper and apparently he was very pissed so........... he went near blufor base and started shooting end results about 20 blufor deaths and we never found the sniper.
- Better base defence! is really hard to defend bases, seriously im not kiding. id be good if you can you add like Mg nests here an there a bit more walls more sandbags it would also help.
(Defenatley have to improve blufor base because defending a base with 5 guys even with good weapons is extreamly hard.)
-Base restrictions! you should split all bases into 2, the respawn place with the ammo, faction vehicle (technicals ETC...) and also make this zone un enterable by any other factions (this is to prevent other factions to sneak in the base and steal vehicles weapons and such) . and then the fuel depot (about 150-100m away from the respawn place) this would be where the fuel trucks would be stored for the obj, would have Medium defenses and would be fully legal to be attacked by another faction.
-Blufor need a MV-22!!!!!!!!!!!!!!!!!!!! (To simulate a Verti Bird. you know that wired looking Fallout 3 thing)
oh and it also gives them faster transport which is greatly needed since they only have 5 guys
- Add a pilot slot for the MV-22, cuz you need a pilot duhhhhhh which would make it that blufor has 6 guys
- Revove snipers Cuz its un fair!!!!
and overpowerd
- POSSIBLY add a few AI on each MAIN base to help reinforce while most of some team is hunting for stuff
- possibly expand the map a litle bit and not make locations like 5 min walk from each other?
- REMOVE SNIPERS!!!!!!!
- you know when i said to add a MV-22 well dont give hostile factions stingers because that would unbalance because they would just shoot it down to easily. im sure the other factions can figure out a way to kill the thing with HMG's, Tanks, Arrrr Peeee Geeeesss (RPG lol) especialy when its landing because... well its verry un manoverable when its doing sooo......
-and finaly REMOVE SNIPERS!!!!!!!!!!!! Its incredibly Unbalenced im telling you!
And thats it.
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01-01-2010, 03:53 AM #40
Re: Fallout Mission Critiques
^^
Im suprised he didnt mention anything about the snipers






Bastion: "I always enjoy it when the mentally questionable are given control of flying the aircraft"
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01-01-2010, 09:53 AM #41
Re: Fallout Mission Critiques
Ths is not going to happen in new version
.
Just want to let you know guys, that big changes were made in the mission. Very limited weapons (now, people will fight to get a weapon), no snipers, changed objectives, no more spawn killing, expended map, etc... I will post whole list of updates when its released. I can promise you that now you will love the mission.
New objective OPFOR/INDEPENDENT is to collect water barrels, fuels boxes and food crates. All items are drag able and you can load them up into any vehicle.
BLUFOR: Collect tactical missiles, also drag able and can be loaded on vehicles.
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01-01-2010, 05:08 PM #42
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Re: Fallout Mission Critiques
Yay removed the Snipers!!!!!

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01-02-2010, 05:11 AM #43
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Re: Fallout Mission Critiques
New Fallout Map
Really great stuff here but
You cant raid the Civilains home as a " raider " Give me a break !
????
1) I was told at the start of the game no one should be bitching if your killed by a raider
2)I open fire on the civilians home with my buddies to try to steal "RAID" what they have as
a raider.
3)I get told people would be baned for doing so ... I walk away after talks at the front door of the civilians side of the green zone (that is not marked or even listed in the notes) and shot in the back. Phhh!
To the guys that made the map awesome work!!!
but as for the raiders being told they would be banned for raiding the civilians
THUMBS DOWN!
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01-02-2010, 05:26 AM #44
Re: Fallout Mission Critiques
Much fun I thank you so much for all your work on it ! Things i would suggest , though some may be silly:
The short revive time is much better thank you !
Remove all high power scoped guns like the CZ , even 3 was causing problems or severly limit ammo for it , the fort has some 90 magazines for it .
if megaton is the neutral city , then add very high walls around it . The rules of megaton should be explained during the intro maybe. maybe a outer ring of high walls about 100 meter from megaton then an inner ring .Actually the fort design would make for a better megaton location.
controllable gates that can be opened and closed at bases , though that may cause an issue with raiding. maybe a few buses to use as gates spawned nearby as this is the way most were using them.
some motorcycles or atv maybe , but may not match the fallout theme.
Maybe fewer resources needed to win or more spawned around , it took almost 4 hours to get a 3 or 4 of each and we were very organized . this would help keep the mission time lower and not hog server time.
everyone runs for the fort and its chaos and much angry shooting free for all . remove the tank maybe. maybe more resources at fort and less weapons and ammo. maybe ammo crates like a resource that can be traded.
Still needs far less weapons and ammo in the game , remove some 50 to 75% of existing to encourage more trading .
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01-02-2010, 05:30 AM #45
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Re: Fallout Mission Critiques
First off i have to say that being the mayor/leader of megaton is hard work but fun. i had to manage my citizens and there jobs, a civilian security team we befriended and beautify
lead by dredge, and trying to make trades and deals with other factions while being fired on. hard work i tell you
Megaton is a neutral area, it is simply meant for trade. at the moment it is against the rules to attack megaton. I think megaton should be easier to defend with high walls and at the start of mission declare rules on megaton. beyond megaton you are free to do as you wish with your chosen factionLast edited by fusionpoo; 01-02-2010 at 05:48 AM.
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