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01-31-2007, 01:01 AM #16
Re: just a CTI idea...
Nice feedback champ.
I hear you.
I have been thinking about making CTI a great place for great gameplay, but a player is just dropped down in the game and is a instant lone wolf without a command structure.
Surley there will be some sort of "patch" or what ever?
If not, CTI will be frustrating for those who dislike John Rambo.Last edited by Rick_the_new_guy; 01-31-2007 at 01:18 AM.
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
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01-31-2007, 01:26 AM #17
Re: just a CTI idea...
I noticed that when you join the game there is table to look at when you join.
1-1-A
1-1-B
1-1-C
and so on until the letter M.
After that
1-2-A
1-2-B
and so on until the letter M.
After that
1-3-A
1-3-B
and so until the letter M.
I was wondering what the purpose of that is, seeing how there is no unit structure.
Would it be possible for the Adimins to write down something down beside these letters or custom make them.
For example, change 1-1-A to Commander
1-1-B to infantry Platoon Leader
1-1G to Platoon medic
This way players can see the command structure when they join game.
Plus there are no medics, why no medics.
I doubt it would be possilbe to "patch" the game with what I am talking about, or for the admins to do this, so carry on.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
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01-31-2007, 08:49 AM #18
Re: just a CTI idea...
I hope the makers of the various OFP CTI mods will port them over to ArmA. Judging from Fanatik's comments on the scripting, a lot of stuff should be compatible and we'll get a true CTI.
Now, that you mention the medics... I realize that there are none. How odd.
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01-31-2007, 09:02 AM #19
Re: just a CTI idea...
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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01-31-2007, 09:08 AM #20
Re: just a CTI idea...
Oh Dear

For anyone not familiar with OFP CTI here's a quick rundown...
So a typical game would leave the Commander back building the base (almost like C&C type game but you're on the ground) whilst the rest of the team go out to capture bases.
- 1 Commander and all other Players are Officers controlling a platoon.
- The commander is responsible for setting up the base. You spawn randomly on the map so sometimes you set up where you are or other times, you find a better spot. Base building needs careful consideration on location and layout.
- Basically as Commander you walk to a spot, choose what type of structure you want, and then it appears in front of you. You need workers to actually build the structure before it becomes operational (workers can be killed off).
- Structure types include - Barracks for different troop types, armour making structures, vehcile making, aircraft, etc
- On top of this the base needs to be defended so you have units for this to.
- Whilst the Commander is building the base, the officers are off capturing towns. We usually assigned an OIC (Officer In Charge) to plan the overall strategy of taking towns. Each town captured (in any order), would give you an income. That income would be increased if you left soldiers guarding it.
- The more towns you hold, the more income you have and the more structures you can build, more vehicles and soldiers.
- Each town has rebels in in defending it. They may be just foot troops or have APC's or even tanks at their disposal.
- The game ends when the opposing teams base has been destroyed.
The commander would support the team by sending ammo and repair trucks out and pick up people who were stranded by either going themselves or sending an AI guy.
Attacks on towns would be co-ordinated as a group effort either by just human players or full platoons of human CO's and their AI teammembers.
The officers would also need a repair truck sent to the front so they could fortify towns (with some cool defences such like a TOW launcher - depending on the version of CTI).
Once you were established you could always relocate your base.
After a while you would need to start searching for the enemy base and would send out a scouting party. After that you would gather up your forces for the assault...Jex.

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01-31-2007, 09:20 AM #21
Re: just a CTI idea...
Wow, great info.
I have some issues with it, but am comfortable with it if the gameplay is there.
Armed Assault's CTI is is set-up differntly but has similar charcteristics.
The Hire the soilders is the same, but no money.... mmmmm.
I hope that they will suprise us with a super awsome CTI mode next month on the U.S. release. They just got to, just got to.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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01-31-2007, 09:31 AM #22
Re: just a CTI idea...
What concerns do you have? I haven't written this as an exact overview so any questions, please ask.
Jex.

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01-31-2007, 09:55 AM #23
Re: just a CTI idea...
The money concept.
I guess it is not an invasion where two stand up armies are going at it. It is more of politics/reconstruction/and conquest.
I like the logistics issues.
I like that there is a CO who has a lot of responsibility and options.
__
Seems like money and hiring troops is not something you train for. Hiring troops seems like a C.I.A. thing. Maybe I am over thinking it. Small, but minute issue, every thing else besides the money factor is sound.
I also assumed that there would be gunships and jets. Looks like it is all infantry.
___
Well I would gladly take this easy, than what we have now with CTI.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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01-31-2007, 10:03 AM #24
Re: just a CTI idea...
Yes that's right. There is no starting off force. You have 1 APC that is the command vehicle and one of the objectives (i.e. it must be destroyed by the OPFOR).
I like it because eveything costs money and it limits what you can have if you don't plan effectively. It also puts more value to your vehicles because tanks and aircraft costs a lot. If you have enough for 1 helo do you buy the helo or do you buy tanks. Also if you loose those tanks how long will it be before you can get some more? Vehicles don't just respawn and you can only have so many. The money aspect gives them more value than an always respawning vehicle that you know if you wait so long, another will come regardless.Jex.

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01-31-2007, 03:11 PM #25
Re: just a CTI idea...
Now that I think about it, CTI is kind of like Company of Heroes but you play the soldiers. You have to take control points in order to get resources to build units and structures. There's no need to worry about the collection of resources.
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02-10-2007, 01:59 PM #26
Re: just a CTI idea...
Sounds more than a bit like Savage. I wonder if the guys who originally came up with CTI were inspired by that game?
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02-13-2007, 07:50 AM #27
Re: just a CTI idea...
More like the other way around. Savage was created after the CTI mod for OFP. Although, one could say that Savage was inspired by HL mod, Natural Selection.
The commander in CTI doesn't have a RTS type view of the battlefield. It's all first person placement of buildings, which can lead to some troublesome placements!
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02-14-2007, 08:30 AM #28
Re: just a CTI idea...
Hey Sarc do you still have that User Guide I did for CTI? I think I lost my copy.
Jex.

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02-14-2007, 08:06 PM #29
Re: just a CTI idea...
Nope. I don't have it. I'm not sure if I had that saved anywhere. I even checked my email.
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