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Discussion: ArmA - Development / ArmA - Mission Development - Fallout Mission Critiques - The switch to fuel/food/water/missiles was an excellent one and yields very active trade at Megaton,
  1. #46


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    Re: Fallout Mission Critiques

    The switch to fuel/food/water/missiles was an excellent one and yields very active trade at Megaton, to the point where Enclave was buying missiles off the traders that were given to them by the Regulator convoys. To be honest, the Regulator 'win' (3/5/3 with a tank convoy rolling on the 2/0/2 OPFOR) could not have happened without some four barrels traded from the merchants. It was excellent to see Megaton used for its intended purpose.

    However, there were some snipers up in the hill firing on Megaton. I was shot twice and patched myself up both times (never dying all round) but not once did I consider it 'unfair' to have people shooting on the merchants. It was actually quite fun darting around in cover while trying to manage a deal with the local leader. However ban threats were leveled against the parties involved. I really have to ask why. They were not random civilians firing on the town but Raiders, preparing to RAID the rather well fortified compound with all of its minefields and dozens of heavily armed guards (Megaton would offer MERCENARIES by endgame). Megaton had become Megatown, a well-fortified camp with very smart defenders, minefields, mutually respected ceasefire inside the perimeter and exactly the sort of conduct I would expect. Edgy nervousness during quiet periods while Enclave and Regulators bartered with their civilian mediator, and unified resistance against the snipers when they started firing down into us. All in all people were playing VERY WELL, and VERY DIPLOMATICLY, and it was not nessicary to enforce any artificial rules regarding Megaton to acheive this in this round. I dare say it will not be needed in the future. Civilians flock to Megaton to get a piece of the local wealth and the warring factions can't afford to be considered hostile to such a critical trade hub. However, the Raiders (or ANY FACTION) should still have the option to abandon diplomacy, attack the town, and expect to never be allowed in sight of it again and at war with the other two armed teams.

    Moving beyond this, there are just a few more things to discuss. The 'C-Can' cargo containers are excellent cover and security for valuable assets and personel and more should be on the map in the various bases. The faction base layout for Regulators was very good; my only complaint is a lack of tents, outhouses and so on back behind our inner wall of cargo containers. Megaton is fairly cluttered and needs to be given a suitable warehouse for storing all their trade goods, with the tents and soforth tucked away neatly so trucks won't clip the tentpegs. Ft. Banister should probably be moved from its current location to south of Fairfax, opposite of Enclave start, centering it between the factions and giving the smaller Enclave an edge to capture the weapons (as they should have). Enclave's transportation isn't sufficiently high-tec enough; I think a .50 MG Stryker or even a Bradley would be excellent for them. Being able to load multiple items, maybe two or three, into a truck would greatly speed up gameplay. And of course, earth ramparts, barricades, hesco barriers and sheet metal fencing all need to be placeable in a distant future release, perhaps tied to a 'scrap' resource. A final note is gas masks that would not only give Enclave troops protection from their own CS grenades, but also perhaps protect from some pools of radiation placed in valleys across the map.

    All in all the current version is VERY GOOD and VERY PLAYABLE with a few additional features to go and a need to lighten up admin regulation, particularly of Raider conduct. Last night was definately a 4/5 game, and the map itself can easily support a 5/5 if the playerbase matures about how the 'sandbox' style is meant for unlimited possibilities, not arbitrary rules.

    And just for clarification; lone wolf snipers firing on Megaton? Bad. Snipers firing under orders from their commanders? Dubious. Formally declaring "Raiders are attacking Megaton now, say your prayers!"? Exactly what we should see.

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  3. #47


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    Re: Fallout Mission Critiques

    As i said before there needs to be less objectives on map. it takes hours to get all the required things

    put the chem lights back in so that each faction has his own color, easier to tell if you have requited a civi

    i agree that megaton should just have giant walls, its quite hard explaining and enforcing the neutrality. If it had giant walls and maybe a sniper spot and mg nest it would be so much easier to simply force neutrality with factions or declare them hostile.

    An entire reorganization of megaton is in order i believe. needs dedicated areas for supply's and cars and such, it is very cramped and things tend to blow up

    packing stuff on cars is sometimes bugged

    can get glitched so that you cant drag sometimes

    can you make it so that the gas cans and fuel barrels cant explode

    the respawn time was way to short, just reminding you

    respawn on vehicles was way to long, suggest 5 min instead of 15

    don't pre-design factions to be evil/good. i liked it originally when any faction could do anything and it was up to you to figure out if the enclave was killing and stealing, or they were supplying a different faction with weapons and ammo for there cause

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  5. #48


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    Re: Fallout Mission Critiques

    Quote Originally Posted by fusionpoo View Post
    can you make it so that the gas cans and fuel barrels cant explode
    No. NOOOOOOOOOO. We figured out how to make a car bomb.

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  7. #49

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    Re: Fallout Mission Critiques

    The only problem with megaton being a neutral no fire zone, is when they have all the resources it makes it hard to trade anything for them, Why should the "raiders" be trading anyway, they should be killing and stealing, they are hated by everyone cause they do as they like.

    I'm all for making megaton easier to defend but having stupid rules like, no killing civs and no firing at megaton or you'll be banned, is stupid.

    My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
    So I'm a very skilled deep hole :D

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  9. #50

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    Re: Fallout Mission Critiques

    I agree almost universally with Nikov, despite him still owing my a truck in good condition: Megaton doesn't need an imaginary safety net over-top of it, simply because the risk of losing the ability to trade goods there negates any advantage of butchering the town itself. Of course, as a raider, you're not going to get anywhere by asking politely, so removing artificial parameters from Megaton also gives the raiders a serious edge.

    Additionally, I agree that the Enclave, as they so stand, are a little nerfed. Not only do they lack manpower, but firepower as well. The XM8 is hardly upgrade enough to justify a halved team, and continually I see the Enclave pushed to the sidelines as the raiders and regulators duke it out.

    I'd recommend, as I have before, introducing LTL instruments into the game, such as flashbangs, smoke grenades, and CN gas. Also, I'd recommend enabling fast-time in-game (1 minute game-time = 1 second real time), because a proper day/night cycle would be extremely interesting.

    I think each base needs to be more heavily guarded, with emphasis on Megaton. Give them the works: floodlights, bunkers, nests, H-walls, and dedicated, protected hangars.

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  11. #51

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    Re: Fallout Mission Critiques

    Not sure if this is an admin problem to address, but I thought I would chime in. Is there anyway certain squads on TS be set for specific groups.(i.e. TS Squad 1-raiders, TS squad 2- railroad civi). Then once you side with a specific force you move into that TS Squad. (i.e. Railroad civi would join raiders and log into squad 1.) If I join mid game it would keep me from annoying everyone by asking. I played this game for a few hours last night and really enjoyed it. Another good idea would be to have a sticky on this map explaining what the rule are, etc..... for this map. Lots of people complaining about getting shot for no reason as they were haphazardly driving a vehicle up to towns or running around in safe areas. Again good map. Once you get use to what you are suppose to do its really fun.

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  13. #52


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    Unhappy Re: Fallout Mission Critiques

    Quote Originally Posted by AdeptAbyss View Post
    The only problem with megaton being a neutral no fire zone, is when they have all the resources it makes it hard to trade anything for them, Why should the "raiders" be trading anyway, they should be killing and stealing, they are hated by everyone cause they do as they like.

    I'm all for making megaton easier to defend but having stupid rules like, no killing civs and no firing at megaton or you'll be banned, is stupid.
    I 100% agree!!! I was told the raiders would be banned from the sever by raiding the town that had all our resources really.

    Again was said at start of game raiders dont have rules. IF the your team attacks everyone everyone will attack your team.. The game will not need rules !! you will lose if you attack everyone.

    POOR admin at the time I guess.

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  15. #53

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    Re: Fallout Mission Critiques

    First off a great big THANK YOU to Mikee and Inq for creating such an awesome mission! I had a blast playing last night. The new victory items made for a dynamic and fun wasteland. And of course it looks great as always! A couple of minor suggestions:

    1. Still too many weapons I think and everyone knows where they are. I would seriously cut back on the caches available at Fort Bannister and I assume the Police HQ as well although I never made it there in the game last night. Also more random, small caches in cars, buildings and those great Conex boxes. Assault rifles should be rare, not the norm, and explosives even rarer. In my vision most people, even the organized teams should have to make due with mostly pistols and shotguns. That will help put balance back to the Enclave since they are gimped manpower wise.

    I would just get rid of all the sniper weapons all together. Although I think it would be great to have a few hunting rifles it seems like they just end up causing trouble. Taking them out wouldn't subtract from gameplay and will prevent the inevitable problems of people sniping Megaton or Home bases. Also the Tank needs to be more difficult to get up and running. Perhaps even a random chance at the beginning of the map to see if it will even spawn?

    2. Although I love to play the 4 hour marathon games personally, I think the general population would like to see a shorter game. Perhaps simply update the current Fallout v3 map to a Fallout-Lite v3 and have the victory conditions be 3/3/3 instead of 5/5/5?

    Other than that I think it is pretty much there. Once concern I have with the long-term playability is pretty soon everyone will know exactly where everything is. Maybe an occasional update (every couple of weeks) to simply switch around some ammo caches and location of victory items. I don't know how much work that is but with what you guys put out here in such a short time I assume you could do that pretty quickly.

    Again, kudos and thanks for this mission. I hope we will be playing it tonight again!
    The Don Abides...

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  17. #54

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    Re: Fallout Mission Critiques

    Fallout needs randomized spawns. Random vehicles, random ammo, random caches.

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  19. #55

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    Re: Fallout Mission Critiques

    Idea: what if the Enclave would have the objective to Capture Civies using the new ace arest thing


    Enforcement of prev idea: Blufor should totaly get A MV-22!!!!!!!!!!!!!

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  21. #56

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    Thumbs down Re: Fallout Mission Critiques

    Admins decided to take out Fallout off the server, because its just easier to do this, than deal (kick/ban) with bunch of idiots who can't behave and ruin the game.

    This mission was make for mature people, and it clearly shows that we have players in community who don't know how to play and it makes whole mission to look bad.
    Its very upsetting, because I put lots of work into the mission and so did Inq to make great scripts. We should start getting people kick and banned who can't act properly.

    I appreciate that admins will allow Fallout to be played once a week on testing setting on one of the servers, but start dealing with people who are ruining the game on servers first...
    This is not the mission problem, its small number of players who don't know how to act.

    I'm really sick of this and don't feel like make missions anymore. At least for now. What have happened is just disrespectful.

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  23. #57

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    Re: Fallout Mission Critiques

    Strange bug playing tonight.

    Witnesses: Kezei, Calcas.

    At the Regulators base when I first joined (JIP) 2 of 3 ammo boxes were visible, I could not see an ammo box the other people on my team were interacting with. I could see one that THEY could not see. When I died and respawned, I could no longer see the one they could not see, and could see the one I originally could not see. Also when Kezei and Calcas used the ammo box they could see the item counts were different - one saw 5 RPGs, another saw only one. One saw claymores, the other saw none.

    RE: Mike

    Don't worry man, Fallout will be on the server again, and was played on the 353rd's server for hours tonight. A good deal of SMs demand it, so it will be so. BTW amazing job on the missioN!

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  25. #58


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    Re: Fallout Mission Critiques

    Quote Originally Posted by Mikee View Post
    Admins decided to take out Fallout off the server, because its just easier to do this, than deal (kick/ban) with bunch of idiots who can't behave and ruin the game.

    This mission was make for mature people, and it clearly shows that we have players in community who don't know how to play and it makes whole mission to look bad.
    Its very upsetting, because I put lots of work into the mission and so did Inq to make great scripts. We should start getting people kick and banned who can't act properly.

    I appreciate that admins will allow Fallout to be played once a week on testing setting on one of the servers, but start dealing with people who are ruining the game on servers first...
    This is not the mission problem, its small number of players who don't know how to act.

    I'm really sick of this and don't feel like make missions anymore. At least for now. What have happened is just disrespectful.
    dont let the negative comments get to you, a vast majority of players love the mission its just the negative comments are much louder

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  27. #59
    Inq
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    Re: Fallout Mission Critiques

    Quote Originally Posted by tyrspawn View Post
    Strange bug playing tonight.

    Witnesses: Kezei, Calcas.

    At the Regulators base when I first joined (JIP) 2 of 3 ammo boxes were visible, I could not see an ammo box the other people on my team were interacting with. I could see one that THEY could not see. When I died and respawned, I could no longer see the one they could not see, and could see the one I originally could not see. Also when Kezei and Calcas used the ammo box they could see the item counts were different - one saw 5 RPGs, another saw only one. One saw claymores, the other saw none.
    It was just a bug with desync on server. Each faction ammo box is actually individual on pupose. Everyone on your team starts with the same amount of ammo and weapons in the crate.

    As for RPG's there are none at the Regulator base in the beginning so if you bring one back and put it in the ammo crate it is like putting it into your personal locker.

    If you do have issues with weapons and no ammo (at all) in the crate. (which is a rare bug) Just quit game and rejoin in the same spot.

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  29. #60

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    Re: Fallout Mission Critiques

    Quote Originally Posted by fusionpoo View Post
    dont let the negative comments get to you, a vast majority of players love the mission its just the negative comments are much louder
    Right on fusionpoo, the complainers have been very vocal about this mission to the admins. The silent majority who love this mission have been, well, silent. We changed that last night and made ourselves heard. I suggest those of you that support this mission keep on letting the admins know. If they only hear the whinning babies then all they can do is throw out the dirty diaper.

    So that this post is not completely off topic, Mikee any chance someone out there has modeled a Mole-Rat to put in game?!
    The Don Abides...

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