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Posts: 8
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Level: Member

Country: us
Location: OKlahoma
Occupation: fire arms instructor
Age:
In-game name: Oglesbee

 
#1 Posted at 2011-07-19 20:08        
     
BlueFalcon
by
Oglesbee


Description:
As part of a 5 man SF Team you must recon a convoy containing scud missiles, Then move to the scud launch site and direct air support to destroy the scuds. As always be prepared for Fragos during the mission.


Features:

•Custom Voice Acting
•Air Support
•Realistic Immersion.


Installation:
Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.


Notes:
Would appreciate any feedback and suggestions for future Missions.This is my first scenario and more to come.


Credits & thanks:
Thank you to the entire community for your help via posts in the wiki and your content that has been a learning tool in my endeavors.Special Credit to Draper for his Air Support Script



- Arma 2
Hello all I am new to mission making and I opened this page for feedback from my mission.
Would like to hear of any issues you may have had with this mission as well as potential suggestions. I am considering making a campaign with similiar missions. If you havent played this mission yet please do it is quite fun. I would suggest though following the waypoints to get the full experience.
Thank you.


Author Message

Pirin  



Posts: 1547
Rank:


Level: Member

Country: us
Location: Atlanta, GA
Occupation: IT
Age: 45
In-game name: kylania

 
#2 Posted at 2011-07-19 20:13        
     
Great mission until the radio chatter started up. That guy sounds like a serial killer. I've been having nightmares and waking up with night sweats after playing this mission. I can't get the voices out of my head. I must kill. They must be made to pay--- wait, where was I?

Yeah, great mission. Very immersive, wonderful voice acting (though subtitles would be useful, but difficult given all the dialog). Some marker positions didn't match where the waypoints were (that's really more of me not really paying attention to waypoints as a player).

A delay on the air support might be a nice feature too. Insta LGBs is cool, but I did abuse it. :)

Btw, Oglesbee this is kylania. ;)


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Author Message


Posts: 8
Rank:


Level: Member

Country: us
Location: OKlahoma
Occupation: fire arms instructor
Age:
In-game name: Oglesbee

 
#3 Posted at 2011-07-24 01:07        
     
# Pirin : wonderful voice acting (though subtitles would be useful, but difficult given all the dialog). Some marker positions didn't match where the waypoints were (that's really more of me not really paying attention to waypoints as a player).

A delay on the air support might be a nice feature too. Insta LGBs is cool, but I did abuse it. :)

Btw, Oglesbee this is kylania. ;)
Thanks for the input I am gonna work on subtitles for this. I have never done that is that done with a stringtable rather than hintsilent etc..
The map markers can be easily moved and i noticed that the player icon always has a hold fire stripe on.
? did you think that the enemy count was a decent number or to difficult.
Also I am sorry for your nightmares myself or plank can put you in a sleeper hold to ease night terrors. :P


Author Message

Pirin  



Posts: 1547
Rank:


Level: Member

Country: us
Location: Atlanta, GA
Occupation: IT
Age: 45
In-game name: kylania

 
#4 Posted at 2011-07-24 01:30        
     
To be honest in the two times I've tried it I was never successful, always got flanked after taking the first scud out and looking for the second. I think I wasn't using my AI properly though. I usually tend to just put them on hold fire and keep them somewhere rather than trying to use them tactically.


Author Message


Posts: 8
Rank:


Level: Member

Country: us
Location: OKlahoma
Occupation: fire arms instructor
Age:
In-game name: Oglesbee

 
#5 Posted at 2011-07-24 21:58        
     
I designed the mission to make use of the command mode in addition to getting in the fight it is a Squad leader mission. Specific tactical loopholes were left open for instance a clover leaf manuever is a staple of small unit tactics when a smaller unit engages a larger aggressive force. In explanation that would be a withdrawing from the current position and then moving in an almost looping pattern probing for weaknes and acquiring enemy flanks plus it gives you the option to withdraw if need be.
The flankers you speak of that move to the high ground on your left (East) are a pain in the ass but if you move down the hill to your west you have alot more cover and room to work with.
I am going to add some more audio cues to this happenening as far as the flankers to let the player know they should move.
Thanks Kylania you have been a great help. If you notice anything else let me know.


Author Message

Pirin  



Posts: 1547
Rank:


Level: Member

Country: us
Location: Atlanta, GA
Occupation: IT
Age: 45
In-game name: kylania

 
#6 Posted at 2011-07-24 22:34        
     
Yeah I kept trying to sneak around to the right and come up one of the roads, which was in a valley and got caught there.