From the description it sounds like there is no ending or final objective to this mission. Who would want to play an endless, pointless game, and when do you decide that you need to stop playing? when you get bored? <---In this case the objective of this mission is boredom.
Could be nice if you added an ending; Get to safety in X point, etc.
Total comments : 2, displayed on page: 2
Flashpoint: Chernarus & Utes - BAF
by
thomsonb
Description:
You are a lone soldier lost in a warzone.
Features:
Random location, time, weather
Random enemy and Random friendly forces.
Infantry, vehicles and aircraft spawn randomly as the player moves around, or other units are killed.
The mission plays completely differently every time.
This is an instant action mission, your objective is survival, the player is in a dynamic and ongoing warzone that is constantly changing.
Installation:
Extract the .pbo file(s) to your ArmA2\Missions folder.
Tweaked: All factions infantry groups checked and tweaked for balance and realism, e.g. Special Forces are a bit rarer now.
Changed: Vehicle "ammo cargo" system, better setup for each faction.
Added: British Army AA soldier with Stinger (woodland) (also added to player list).
Added: British Army Medic to player list (woodland).
Added: "Infantry Only" Preset mode.
Changed: Car Town markers index starts at 1 (easier to port to new map).
Changed: Layout of factions.sqf files more readable (easier to edit / make new factions).
v1.22
Changed: Preset Modes system now allows any number of Preset modes. (much easier to add new Preset Modes now)
New Preset Modes:
Low intensity and high intensity presets, change the intensity of the battle (low can also help users with slower CPU).
Presets with set time of day and weather, foggy morning and stormy evening.
Low and high support group presets, for users who like less or more vehicles, aircraft etc (again, low can also help users with slower CPU).
Changed: Factions system now allows any number of factions per side. (much easier to add more factions now).
Changed: Factions setup Dialog, now has a Random option.
Added: Ambient Civilians (still beta version)
Added: The ambient civilians are available in the respawn system (if you want to play as a civilian).
Fixed: Performance improved, less CPU used by scripts.
Added: Debug info can be turned on in Setup. Displays markers on map for player and all units, and shows unit count stats as the mission runs.
Changed: All map specific settings are stored in a single file named after the map, auto detected by init.sqf. (much easier to port new versions now)
Changed: Many Functions are combined in functionsInit.sqf reducing the mission filesize slightly.
Added: Units now sometimes have smoke grenades (if they have space left after being equipped).
Added: Gcam option now available in Commands list (only ArmA2 Combined Operations versions).
Changed: Aircraft AI improved again. Higher speeds, and less circling the area than before (still some BIS AI limitations).
Added: "Old Tractor" in parked cars module. I never new it existed before, thank you SixConfigBrowser!
Changed: Vehicles now stick to roads a bit more when possible.
Changed: Parked cars spawned more or less depending on size of town.
Changed: Infantry groups no longer stop and guard at their start position.
Fixed: Script error in waypoint system when near water (mainly noticed in Utes).
Added: Army of the Czech republic DLC units added to Czech faction. New Vehicles and Aircraft (weapons may come later)
Changed: Taliban Weapons Caches now shown on map with red X.
Fixed: RPK light machinegun was missing from Takistani and Taliban forces.
Added: Choose to play as a civilian man or woman, or a press reporter.
Fixed: Too many snipers in US SFOD-D Silenced teams.
v1.21
Added: GCam spectator camera by Gigan. Available in action menu after you are killed and come back as rabbit. Press the L key to show the GCam controls, and press Spacebar to exit GCam.
Performance Fixes, many tweaks to improve framerates:
* Lots of scripts are now precompiled and use the spawn feature.
* Reduced slightly the number of dead bodies before removal.
* Tweaked the default settings for slightly fewer groups.
Changed: Infantry Group Behavior:
*50% of groups stay at their spawn position and Guard or Patrol.
*50% of groups Move to a near town, then Guard or Patrol.
Changed: "Apply Field Dressing" action, text in the centre of screen removed (it was annoying when in combat).
Fixed: At mission start units will not spawn closer than 200M.
v1.19
Changed: At mission start, all units can spawn very close to the player. (This improves the gameplay at mission start, less need for running around looing for the acion!).
Changed: New Infantry behaviour, some groups now guard at the place they spawn, instead of moving around.
Changed: New Aircraft and Helicopter behavior, air units now use a "Search & Destroy" waypoint instead of "Guard", and now will leave the area if dammaged.
Changed: Spawn area increased, and number of infantry groups increased. (This is the result of me finally getting an up to date PC, being able to run long viewDistance, and having more CPU power... Please give me feedback if the new settings are too much for your PC, I have no idea what an average PC performance would be for players?).
Tweaked: Slightly Increased number of dead bodies before deletion.
Fixed: Chedaki RPK player had PK not RPK.
v1.18
Changed: Increased probability of 1v1 faction battles.
Added: New mission overview graphic.
v1.17
Removed: Artillery strikes, removed after feedback from players.
v1.16
Added: Artillery strikes;
All factions now call in Artillery strikes against known enemy units.
The type of strike is random, mortars or heavy guns.
The number of shells per strike is random.
The weight of fire is random.
The aiming error is random.
The strikes take time to arrive, so a moving target might move to safety.
The time between each strike of each faction is random.
The player is trated the same as AI units, no more or less likely to be the target.
All this results in a range of fire missions, from small slow atacks by a single mortar, all the way to a devastating rapid fire heavy barrage from multiple heavy guns.
The Artillery is a work in progress.
Features to be added later: Player designation of targets, Prioritisation of targets, Checking for friendly fire of each barage, Different levels of Arty for each Faction etc.
This Artillery system adds a bit more realistic danger to the battlefield. It was inspired in part by another of my favorite milsims, SteelBeasts. If you stay in the same place too long, you're toast!
Please feedback about the Artillery, let me know if it fits in with how you play the mission etc.
Fixed: Respawn list now shows the primary and secondary weapon of each unit, rather than its class type (class types are often not relevant anymore with the new custom unit spawning. This introduces the problem that Medics and Snipers are not easily identified on the list... to be fixed later).
Changed: Respawn list now shows units on the players original side first on the list, not always BLUFOR first.
Changed: "Who Got Me?" command now not added to rabbit in the cases of suicide, or death from unknown source, like artillery etc.
Fixed: On Utes, some parked cars spawning areas were broken by previous update.
v1.14
Added: Custom Ambient Animals and Herdsmen System. (some nice eye candy but very performance friendly)
Added: System for non-respawning infantry teams, such as when you leave your group. (waypoint management and out of range deletion for these groups)
Fixed: "Where Am I" marker bug, timestamp added, and icons are not overwritten. (maybe a full on-map tracking system in the future?)
Fixed: Duplicate Binoculars NVGoggles and ItemMap can no longer be added to units. (script error)
Changed: Rabbit now spawns just behind your body, facing your killer. (easier to orient yourself after death)
Changed: Suicide Bunny now lets you enjoy your full flight before respawn kicks in. (just for fun)
Performance: Sniper teams now processed by main tracker script not individual scripts. (reduces running script count a bit)
v1.13
Added: Sniper rifle and Machine gun ammo cargo in US vehicles.
Fixed: Total distance traveled no longer includes respawning distance.
Changed: Rabbit now faces your killer.
Changed: Suicide Rabbit now always large bomb.
Removed: Unused script files and variables.
Fixed: Max spawn range Default in Chernarus BAF corrected to 700m.
v1.12
Added: Team Management dialog, replaces teamswitch.
Added: Night Vision available on respawn dialog.
v1.11
Fixed: Bugs in the game setup dialog screens.
v1.10
Added: Respawn command, now available at any time, from command menu or radio.
Fixed: Players team members or vehicle can no longer be deleted just after a respawn.
Fixed: Teamswitch now enabled for group player respawned into.
Fixed: Bug when no units are found for respawn.
v1.07
- Fixed: Cars in towns now still spawn after you switch sides.
- Fixed: Limit on number of ambient cars, to avoid slowdowns.
- Fixed: Vehicle passengers now exit vehicles during combat.
- Added: Custom civilian cars module, replacing the BIS silvie module.
- Changed: Civilian cars now sometimes contain weapons and ammo.
- Added; Name of current music is shown in stats text.
- Fixed: Commands action removed from dead player.
- Fixed: Field Dressing delay reset after death.
- Changed: Increased number of dead bodies before removal from 50 to 80... feedback about performance please!
- Changed: Death camera effect now much faster, and with different random texts.
- Changed: Reduced time delay when becoming rabbit.
- Added: Sucide Bunny :P
v1.05
- Added: all features from my more recent "Flashpoint: Takistan" mission, bringing "Flashpoint: Chernarus" up to date.
- Changed: Version number to be in line with "Flashpoint: Takistan".
But the point is only about surviving? I think would be good to have some other objective because the main idea isn't bad.
From the description it sounds like there is no ending or final objective to this mission. Who would want to play an endless, pointless game, and when do you decide that you need to stop playing? when you get bored? <---In this case the objective of this mission is boredom.
Could be nice if you added an ending; Get to safety in X point, etc.
Total comments : 2, displayed on page: 2