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#3558925 - 04/19/12 08:51 AM Input on Mando Missile in Evo/COIN/ etc.
Taosenai Offline
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Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
Hey guys,
I'm working on a new version of COIN, which I'm tentatively calling Invasion, that is intended to 'replace' (though it is not identical) Evo. More details on that later, but what I want to know is:

Do you guys like the Mando Missile script for these types of mission? I think most have played with it by now on my big COIN mission.

Advantages:
Weapon cameras/TGP allowing ground lock with Hellfires/LGBs/etc.
Improved SAM system/AA missile logic
More sophisticated aircraft HUDs, including CCIP-type features, ILS nav system, etc.

Disadvantages:
Adds about 5 MB to the mission
Changes the aircraft weapons control scheme and adds unfamiliar elements (since we don't play with it all the time)
Makes rearming more complex
Resource demanding, which means that missile flight paths and stuff can get wonky under load (though I am working on optimization)

As a mission designer, in this case I don't really have any preference. It makes certain scenarios like 'SEAD' or 'Radar operator' more feasible as mission types, but in the case of an Evo/COIN type mission, what matters is whether players like to play with it.

Input?
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"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei


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#3558969 - 04/19/12 10:05 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Punisher5555 Offline
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Registered: 04/02/07
Posts: 677
Loc: Cleveland, Ohio
I like it.

Currently, you can just pull to a super-high hover and lay waste to everything with tab-lock.
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#3558998 - 04/19/12 10:49 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Meatsheild Offline
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Registered: 03/31/08
Posts: 1143
Loc: Peoples Republic of Yorkshire
not really used it, as all the a10s, harriers, apaches and what not are locked in COIN wink

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#3559146 - 04/19/12 02:05 PM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
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Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
Kch, that's not true. You guys did something weird that time which stopped it from unlocking the airport, or something. It worked just fine when Beans, Tanker, and I were playing late on Monday.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3559392 - 04/19/12 08:39 PM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
USMC BEANS Offline
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Registered: 01/31/08
Posts: 1115
Loc: Seattle, Washington
I like it and I also like your artillery computer you have at the air base. Calling multiple rounds on target and different load outs. Is it possible to make that arty computer portable?

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#3559427 - 04/19/12 10:01 PM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
It is portable, actually -- it's part of the R3F system. The first one is permanent, but the rest can move. You just have to use the action to 'pack it up' or whatever, then you can load the little satellite phone into a car using the R3F system. Then you pull it out, unpack, and boom.

In Invasion, it will be possible to construct an arty control computer anywhere, and use it to direct the batteries at base. I have majorly expanded the amount of stuff that the base builder can make -- basically it can fully reassemble the original base in every aspect (AI tent, vehicle repair, tanks, HMMWVs, etc.) save building aircraft other than the Little Bird and Blackhawk. Everything is more affordable now too. It will be entirely feasible to conduct operations in a region of the map entirely from a base built by the Mobile Constructor.


Edited by Taosenai (04/19/12 10:17 PM)
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3559532 - 04/20/12 02:39 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Meatsheild Offline
Member

Registered: 03/31/08
Posts: 1143
Loc: Peoples Republic of Yorkshire
i was thinking ..... it would be intresting to have an opfor version biggrin

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#3559606 - 04/20/12 08:47 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
As part of the conversion I've been making a lot of the scripts more side-independent by using global variables like 'invasion_enemy' and 'invasion_friendly' instead of 'east' and 'west.' So the possibility is there. A lot of work though.

On another note, the AI is sometimes too clever. I had to to buff up the defenses in the main base after I went to get into a tank and noticed that it was locked... then the turret swung over and blasted me against the closest wall. Turns out a section of enemy infantry running UPSMON, having decided that their next patrol destination was too far to walk, instead wandered right into the base and settled down in the Abrams...

Plus, the AI will now shell the heck out of the base if they have a mortar or artillery camp up within range (3-5km) and know that you're in there. Had to take them down with some counter-battery fire using the new arty system and the sniper's satellite view to adjust.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3559626 - 04/20/12 09:16 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
TankerWade Offline
Member

Registered: 06/14/11
Posts: 301
Loc: Portsmouth, NH
Keep the Mando. I'll figure it out just like I have figured out how to use everything else. And then I'll like it.
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Everybody gets everything they want. I wanted a mission. And for my sins..they gave me one.

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#3559700 - 04/20/12 10:53 AM Re: Input on Mando Missile in Evo/COIN/ etc. [Re: Taosenai]
Taosenai Offline
ArmA 2 Stuff Maker
Member

Registered: 03/29/11
Posts: 1077
Loc: U.S.A.
Actually looks like we'll be getting the best of both worlds.

It will be toggleable (lol) as a mission parameter at start time.

Also looking for any other wishlist features. Keep in mind that invasion is a big battlefield against a regular army, not just against insurgents with technicals like COIN.

Things I've added so far that I've heard mentioned:

- various selectable loadouts for aircraft (A-10, F-16, F-35, (might add the F-22)). Stuff like 'air dominance,' 'CAS,' 'JDAM strike,' 'Laser strike,' 'Cruise missile strike,' etc. With Mando turned on, you will also get a SEAD loadout for engaging enemy radars and radar SAM sites (yet to be implemented)
- TOW loadout for the Viper, although I haven't made the USMC base on the map yet
- combat engineer can now repair vehicles
- return of the JTAC class, though a bit different now
- return of the AC-130 at full strength, though it will REQUIRE an air dominance escort as enemy fighter aircraft will be spawned SPECIFICALLY to attack it while it's alive. Also probably will be co-op only, i.e., human pilot and human gunner. Makes things more interesting!
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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