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#4057367 - 12/29/14 08:22 PM DCG - Dynamic Combat Generator?  
Joined: Jul 2013
Posts: 71
zim2323 Offline
Junior Member
zim2323  Offline
Junior Member

Joined: Jul 2013
Posts: 71
Has anybody tried this yet?

http://www.armaholic.com/page.php?id=27675

Snakeyes?

I realize it takes a couple addons (CBA and CSE), but there fairly small downloads and it sounds really cool.

Thoughts?

Inline advert (2nd and 3rd post)

#4057391 - 12/29/14 09:12 PM Re: DCG - Dynamic Combat Generator? [Re: zim2323]  
Joined: Oct 1999
Posts: 3,095
Snakeyes Offline
XBL: sSnakeyes
Snakeyes  Offline
XBL: sSnakeyes
Senior Member

Joined: Oct 1999
Posts: 3,095
Arizona, USA
I have tried DUWS (it's very good and now with MP) and I'm currently looking at MCC Sandbox. I have not tried DCG though. A lot of these tools are pretty amazing.

#4057392 - 12/29/14 09:17 PM Re: DCG - Dynamic Combat Generator? [Re: zim2323]  
Joined: Jul 2013
Posts: 71
zim2323 Offline
Junior Member
zim2323  Offline
Junior Member

Joined: Jul 2013
Posts: 71
The thing that stood out to me about DCG was interaction with townspeople...both good and bad, along with the "story line" being driven by the specific intel held by the person you capture in the first/each city you take control of.


Dynamic Combat Generator (DCG) is a coop mission that uses locations (towns, cities and capitals) as the basis for its systems. At the start of the mission enemy forces occupy a number of locations; they properly fortify and patrol the area based on the type of settlement. One of the occupied locations contains an enemy officer with valuable intel. The first objective is to gather said intel. From this point, DCG will generate a number of tasks based on the officer's information. Alongside the main tasks are civilian tasks that influence the player's reputation with the local population.

Occupied locations with patrolling and garrisoned enemies
Enemy forces scale in strength based on occupied location
Enemy patrols and sniper teams throughout map
Enemy static emplacements
Enemy count scales based on player count
Civilian interaction
Civilian traffic
Civilian rebels and suicide bombers
FOB construction system
AI transportation system
Dynamic weather
Unit caching
Headless Client support
ACRE2 support
Easily portable to any map with locations (towns, cities, capitals)

#4058068 - 12/31/14 01:54 PM Re: DCG - Dynamic Combat Generator? [Re: zim2323]  
Joined: Oct 1999
Posts: 3,095
Snakeyes Offline
XBL: sSnakeyes
Snakeyes  Offline
XBL: sSnakeyes
Senior Member

Joined: Oct 1999
Posts: 3,095
Arizona, USA
That looks really interesting zim. I'll subscribe to it today and have a look.

thumbsup


Moderated by  Meatsheild, RacerGT 

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