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| Armed Assault - Tactics, Missions and Mod Discussions Discussion about Armed Assault tactics, maps, missions and mods. |
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#1 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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A Note About Persistent Servers in v1.05...
Suma (ArmA Lead Programmer) mentioned on the BIS Forums (original thread) this note about persistent servers:
Quote:
FYI, for those who are designing missions with persistence in mind. |
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#2 (permalink) |
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Join Date: Jul 2006
Location: California
Posts: 36
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Re: A Note About Persistent Servers in v1.05...
Can you imagine having a 24/7 campaign running in a theater the size of Sahrani with dynamic ai and controllable resources? Add a dedicated core of players on one side (dont know if adversarial would work too well because you wouldnt want a greifer sabotage the "stage" if you will) Then let it rip and see how long before the resources are exhausted or whatever criterio for victory/defeat are met. I can, in fact I think it will finally make RP a real part of the FPS MP genre.
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#3 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 35
Posts: 8,868
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Re: A Note About Persistent Servers in v1.05...
Quote:
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#4 (permalink) |
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Join Date: Jun 2005
Location: Bloomington, IL
Age: 26
Posts: 1,146
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Re: A Note About Persistent Servers in v1.05...
Apo, are you playing Armed Assault? I can't remember exactly, but I thought you used to play OpFlash, and I know you enjoyed your GR
![]() If you're not, I hope to see you there!
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#5 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,249
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Re: A Note About Persistent Servers in v1.05...
There are a group here that want to achieve a persistent gaming environment that would acheive that type of gameplay. Unfortunately, the existing mod members have limitted time to develop the concept. Anyone interested in helping should PM me and we can discuss.
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