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06-12-2007, 12:07 AM #16
Re: Coop 16 Patrol Asharah by Strag
Thanks for the second round of feedback tonight. I've corrected all the problems I saw:
- Added M16A4s with M203s to all riflemen loadouts.
- Added some M16A4s with M203s to the RHIB cargo holds.
- Added NVGs to the RHIB cargo holds.
- Added plenty of extra ammo and flares to the RHIB cargo holds.
- Added NVGs to all enemy infantry.
This should take care of anyone losing a rifle, running out of flares, running out of grenades, or running out of ammo.
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06-12-2007, 06:59 AM #17
Re: Coop 16 Patrol Asharah by Strag
I think there should be a Rule: NO Swimming when enemy boats are approaching!...
|TG|ARMA Pathfinder
..now where did I put my keys?


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06-12-2007, 01:26 PM #18
Re: Coop 16 Patrol Asharah by Strag
I've done some research and brushed up on my Navy boat crew knowledge. The new layout for the mission will be:
RHIB-1 Patrol Leader
RHIB-1 Coxswain
RHIB-1 Gunner
RHIB-1 Gunner
RHIB-2 Coxswain
RHIB-2 Gunner
RHIB-2 Gunner
Assault Team 1 Leader, Ground Operations Leader
Assault Team 1 Rifleman
Assault Team 1 Medic
Assault Team 1 Automatic Rifleman
Assault Team 1 Assistant Automatic Rifleman
Assault Team 2 Leader
Assault Team 2 Rifleman
Assault Team 2 Medic
Assault Team 2 Automatic Rifleman
Assault Team 2 Assistant Automatic Rifleman
For you Navy guys out there, does this layout look correct regarding the boat crews? Each coxswain is the boat driver and is in charge of his crew.
The Patrol Leader will be in overall charge of the boats, while the Ground Operations Leader will be in overall charge of the assault teams; the two will coordinate transportation and supporting fires. I've also beefed up each assault team by adding an additional rifleman.
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06-12-2007, 02:05 PM #19
Re: Coop 16 Patrol Asharah by Strag
Can't wait to try this one out again, my last boat ride was way too short.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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06-12-2007, 03:50 PM #20
Re: Coop 16 Patrol Asharah by Strag
I would love to get the chance to play this mission again. My last attempt lasted about four seconds after our contact with the first fishing vessel, but I spent some time as a spectator and really enjoyed the concept. Playing both of Strag's mission with a full compliment of soldiers sounds like a great way to pass an upcoming Saturday or Sunday.
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06-12-2007, 08:11 PM #21
Re: Coop 17 Patrol Asharah by Strag
Thanks for the continued feedback. I've made updates and put the new version on Server #1.
This is now a 17-player coop mission.
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06-13-2007, 10:20 AM #22
Re: Coop 17 Patrol Asharah by Strag
Last night's run-through was a bit of a shambles, but the thing I'm hearing mainly is that night vision doesn't work all that well on the boats and therefore makes this mission overly tough. I agree. I don't know why BIS made the dashboard lights on the RHIBs so bright, but they almost totally darken the NVGs and they can't be turned off. Hopefully this will be rectified in a future patch.
So, in the meantime, I'm going to change the mission time to about 0415 hours and see if things improve. This means the mission will start when it's just starting to get light outside, and as the mission progresses it will get easier and easier to see. I'll also remove the flares from the grenade loadouts as appropriate, since they won't be needed.
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06-14-2007, 01:40 AM #23
Re: Coop 17 Patrol Asharah by Strag
I enjoy this particular mission a lot, but have to agree that the nighttime setting seems to make it overly difficult. An early morning insertion of ground troops does sounds much better.
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06-14-2007, 02:21 PM #24
Re: Coop 17 Patrol Asharah by Strag
Okay, in addition to the new mission start time, I'm going to need to alter how the objectives work. The primary objective will now be the clearing of the three islands; either or both teams (boat or/and ground) can accomplish this, so it makes sense for it to be the primary. The secondary objective will then be the capture and/or destruction of the stolen RHIBs, which is really something only the boat crews can/should do.
The only losing condition will be the loss of all team members (both boat and ground).
To account for the possibility of losing both of the friendly RHIBs, I'm also going to add some CRRCs at Geraldo, as well as several PBXs on each of the three enemy islands. Hopefully this will prevent anyone from being stranded, so that the mission could continue (although it would be much tougher and slower) if the friendly RHIBs were lost.
I think these changes will make the mission more fun, as well as accomodating for the various possible outcomes.
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06-14-2007, 11:00 PM #25
Re: Coop 16 Patrol Asharah by Strag
Mission updated on Server #1. It's back to 16 players.
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