Discussion: ArmA - Archives / Armed Assault 1 - General Discussion - ACEMod Patch 5 Released - A similar idea to make non-respawn missions more tolerable: when 50% of the players are
Even though I like the missions that don't have respawn, because it puts a value to ones life, as you said, I do not always want to wait one hour or more when I die (due to whatever reason) for the mission to be finished. Therefore, having a respawn that will put an extra burden on your buddies (they need to evac you) and penalizes your death with a long timeout (i.e. the time until you have been brought back to base), would be a good compromise between no respawn and instant (or delayed) respawn. Players who obviously played in a stupid way (running in front of the group) may not even be picked up and thus won't get a respawn. This may be a major learning element for people as well, if they are deliberately not picked up.
For short missions, no respawn may be acceptable though, but not for missions that are layed out to last one or more hours, imho.
An alternative to respwn is Norrin's Revive script. This makes the players incapacitated until another player comes along and "revives" them. There is a time limit you can set before the player dies outright (say 10 minutes) though this can be set to infinite time)
Options available are how many revives are available (realistically should be 0 - x amount - this way players can decide if they want to go hardcore or not). It can also be set so only a medic can revive fallen comrades (an option I like). I also think you can set it so players that don't get revived, respawn at a pre-determined place (so for this topic, players would RTB and would need to be picked up again). You can also set individual revives or a pool of revives.
I'm not a fan of respawn, imo it makes you a worse player. Having a revive option seems to be a good compromise though I'm not sure if it's compatible with ACE.
I agree it would be pretty cool. Though, I am a little worried it might kill the sense of urgency in an attack, players will be more concerned about reviving their buddy than completing the objective.
Another take on the whole respawn problem is to have a somewhat simpler solution that works kind of the same. Take Domination for instance, you are given a town to clear. Now, you have say 20 people. If you die, you do not "respawn", you wait in spectate mode until one of two things; 1, 80% of the players who were there when the objective started (to avoid JIP problems) are dead, or 2, the objective is completed. When one of those happens, anyone who is dead or JIP'd will respawn back at main base.
Put that into a different mission for similar results, perhaps even moving the "respawn" point to the objective that was just completed to allow for faster turn over time between objectives. This would allow for a strong "campaign" feeling while not being overly boring for those who have to wait, and it solves the JIP problem.
This is probably the method I would use because it would be simpler than the medevac route and has less room for failure on the player's part. For example, what if the Chinook crashes? The mission is now FUBAR as your medevac pilot is dead and the medevac vehicle is dead, redundancy would be pointless because the redundant players would be bored out of their minds.
If there is some interest in this "campaign" style of mission, it could probably been done. Would be a good chunk of work, but I think it could end up being a good experience.
I think the respawn vehichle would have to respawn, and same with the med-evac crew..say after 5 minutes the med-evac crew and the med-evac vehichles..long enough to discourage risky use of them but not long to totally fubar the mission
In domination for TG, i think the gameplay would improve if the mobile respawn was removed from the game and ammo crates from vehicles. We should be loading equipment onto vehicles rather than a magical crate that appears. It would also be great if we could get a limited number of weapons but get a resupply (perhaps side missions could add weapons the the ammo crate - we start with a basic crate and basic AT and as the side mission get done, we get an extra rifle or better AT). Then things like AT rounds, sniper ammo, etc would be limited until resupplied (same for ammo for aircraft/tanks/etc). I like the idea of the 80% rule with a spectate script too.
In domination for TG, i think the gameplay would improve if the mobile respawn was removed from the game and ammo crates from vehicles. We should be loading equipment onto vehicles rather than a magical crate that appears. It would also be great if we could get a limited number of weapons but get a resupply (perhaps side missions could add weapons the the ammo crate - we start with a basic crate and basic AT and as the side mission get done, we get an extra rifle or better AT). Then things like AT rounds, sniper ammo, etc would be limited until resupplied (same for ammo for aircraft/tanks/etc).
With that, I agree. Today's wars are mostly about logistics, then anything else.
That's something that doesn't exist in ArmA, and I would love to see introduced somehow (the potential is there).
Exadus, if you don't have ACE at all you have to download Patch 5 Release 1.05 Full Install on this page. Then you have to download the 1.06 hotfix above that.
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