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Author Topic: (Review Completed) [SP] Ghost Drop  (Read 7476 times)

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Merc

  • Guest
(Review Completed) [SP] Ghost Drop
« on: 05 Mar 2005, 01:20:21 »
First: I am NOT done with the mission yet and was wondering what people thought of it (so don't remind me that i have no overview or objectives)

Ok...

You are part of a special forces team that is being para droped behind enemy lines to take out some stuff. This mission will self-destruct in 30 sec.

Since the objectives are not in the mission this is what they are:

Objective 1: Destroy some T72's

Objective 2: Destroy some Shilka's

Objective 3: Survive

Warning: Some stuff will not be there the 2nd time though.

The green dot is where you are. The rest you can figure out yourself.

All comments are welcome.

Edit: Forget the above. There are objectives in the mission. The 6th version is out and since Mikero does not like to look for stuff, here is the 6th version

Edit: This mission has been reviewed and is available from the Missions Depot.
« Last Edit: 10 May 2009, 00:12:24 by Walter_E_Kurtz »

scooter24

  • Guest
Re:Ghost Drop
« Reply #1 on: 06 Mar 2005, 12:35:11 »
Hey Merc!
First of all, I loved the 'sky-dive' feature. The altimeter is also extremely handy. This is A-Grade work to begin with. When I reached both towns however, I simply laid down a barrage of surpressing fire on the guards and they ran like an elephant from a mouse. You'll want to use the '"_x allowFleeing 0" forEach units  myGrp' command. Also, consider using a 'switch' trigger to cancel the 'CYCLE' waypoint and set it to 'SEEK AND DESTROY'.
     This mission just goes to show how important briefings and objectives really are. Try it and you'll know what I mean.
     This is a very interesting mission and i'll be lookinng forward to it's release. Good luck!
scooter24.

Tarados Qeng

  • Guest
Re:Ghost Drop
« Reply #2 on: 06 Mar 2005, 13:16:28 »
Even if it's a beta, it should have even some sort of a overview and briefing. It makes it difficult to test if you don't know what you should do and you have to alt-tab to windows to see what were the objectives. I started this not looking at your post and was really surprised by the beginning. Always include overview and briefing to your beta missions.

No intro. Why can't I select my weapons? I would have wanted a LAW for some of my loons. Add a gear selection, when you do the briefing. Well, well. The mission. I moved on and get to the T72s. A large bunch of crew guys are walking around, not very realistically. There's another bunch of soldiers a bit farther. Me and boys killed the crew soldiers, lost three of my own in the firefight. Why didn't the crew try to board the tanks? They just ran around and shot every once in a while. Got into one of the T72s. Killed the another bunch of bad guys from it, and ordered 5 to board my tank, too. Shot other three T72s with sabots.

Moved on and came to Lipany. First time I killed most of the soldiers and the Shilkas, but got nailed by AT guys. I have to say that the defense isn't well organized - there's just squads running around the town.

Second try. I shot the Shilkas from distance and drove away. Okay, guess I'll have to destroy my transport, too. I took a look on the map and decided to first drive to the evac point. I got near to it, and disembarked. I was just about to plant satchels, but a weird, editor-driven cutscene interrupted me. Didn't get the idea on that.

Well, I thought it was the mission end, but it wasn't. I planted two satchels and blew the tank up. A radio message - get to the evac chopper. Was the chopper waiting there from the beginning? How did it get there - there were Shilkas nearby, if I remember correct? I think it should arrive after I've completed  the objectives.

Well, boarded the chopper and got another editor-driven cutscene. Mission end. No outro or debriefing.

Feedback, suggestions etc.

Make the T72 base more realistic. Make the unit behaviour more realistic. Make it harder. Lipany's defense should be started from the scratch again - it's very unrealistic just having squads walking and running around. And the briefing should give me very much information, considering what kind of mission this is. Give me gear selection (binoculars, LAWs...) The chopper shouldn't be there from the beginning. The idea of the mission is quite good, but there's a lot to improve in the mission.   ;)

Edit; Just forgot something: The altitude meter was nice.  :)
« Last Edit: 06 Mar 2005, 13:17:33 by Tarados Qeng »

Offline 456820

  • Contributing Member
  • **
Re:Ghost Drop
« Reply #3 on: 06 Mar 2005, 15:26:14 »
hey i played your mission and it was good

overview and breifing
didnt have as you said

intro
none but with how you start a good idea is have the plane you start in show the black op's then look out the end of a chinkook or something anyway

mission
now the begining was very good loved the idea of sky diving and the pull chord action.
so when i landed i thought i was alittle close to the town but they didnt notice i then creaped up close and started killing half the population. then got to the t72's put 2 satchel charges and ran then yay objective 1 done atleast i thought. you could atlest have a hint saying youve complete that objective since you dont have a breifing yet but its no biggie. i then killed the rest and set of to the ammo dump there could atlest be 1 or 2 men patrolling here so i took some more charges and again i creapt up to the shilka's killing all the men. (try raising there skill meter they were just loking at me without shooting)but i did get shot eventurley as i was placing a charge next to a shilks.

outro
didnt get that far

overall
great mission lots of potential here its just alittle to easy make it harder and it will be a great mission good scripting like the sky diving.
 keep up the good work

Merc

  • Guest
Re:Ghost Drop
« Reply #4 on: 06 Mar 2005, 17:05:52 »
@everyone
Thank you for testing my mission. I will fix almost everything suggested to the mission later today.

Merc

  • Guest
Re:Ghost Drop
« Reply #5 on: 06 Mar 2005, 20:35:16 »
I have a briefing problem. The briefing won't load into the game. The mission still works, but no briefing. Why would the briefing not load?

Offline 456820

  • Contributing Member
  • **
Re:Ghost Drop
« Reply #6 on: 06 Mar 2005, 20:40:51 »
it could have a problem in the breifing but im not very good with breifings myself but thats just a guess aslong its as .html and is in your missions folder there should be no reason why it doesnt work

Dubieman

  • Guest
Re:Ghost Drop
« Reply #7 on: 06 Mar 2005, 21:50:36 »
Get CHOFPSE, Chris Henderson's ofp scripting editor to make some quick briefings and overviews. Plus it helps with other editing needs too. ;)


Merc

  • Guest
Re:Ghost Drop
« Reply #8 on: 10 Mar 2005, 23:05:34 »
@GuiltyRoachKillar
Thanks for telling me about that scripting editer. It really helped.

@everyone
Here is the updated version of my mission. It has one MAJOR difference...

A BRIEFING!!!!!
 ;D

So download it and tell me what you think.

Merc

  • Guest
Re:Ghost Drop
« Reply #9 on: 11 Mar 2005, 21:58:26 »
This version has an overview and some more minor changes.

Offline THobson

  • OFPEC Patron
  • Former Staff
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Re:Ghost Drop
« Reply #10 on: 12 Mar 2005, 14:24:29 »
Ghost Drop 3

Overview:
No picture.

‘You mission…' should be ‘Your mission…'  The mission is to get in destroy and then get out.  Is there space to give us a clue about what we are trying to get in to?

Into: None

Briefing:
Again:  â€˜You job' should be ‘Your job'

You could usefully add some blank lines to give it a less cramped appearance.

There is a lot of information on the map.  How would we know all this and how did the ammo dumps get there?  It might help to set the atmosphere if you could expand the story a bit to explain these.

I got some binoculars for me but left all the other weapons unchanged.

Mission:

I loved the freefall start.  I am playing it during the day with the curtains closed - not the best way to play a night mission.  It took me a few goes before I landed safely.

I leave my guys at the first ammo dump and go and explore.  I see 4 tanks well illuminated in the town with their crew standing around, I also see a couple guys patrolling the outskirts of the town, actually no they are walking up and down the road.

This is definitely my sort of mission.

I try several times to creep close to the town, but each time an alarm goes off.  Now I like to think I am pretty good at this stealth stuff and I was surprised at how far away they detected me.  If the trigger is a West detected by East trigger then I must be getting rusty.  If it is a West present trigger then I think that is a bit unfair and it will take away from the fun.  I will try again.  I seem to be detected at about the same place each time.  Either there is a guard I am not seeing or it is an unfair trigger.

New plan.  Scatter mines and satchel charges.  Wake them up and let them come to me.

All my men now have LAWs and no one can get near the ammo dump for mines and Satchel charges.  Time to wake them up.  I start hitting the tank crew with HK rounds at long range.  They run around a lot, die quite a bit but don't get in the tanks.  Even after all this I see the two soldiers still walking up and down the road in safe mode.  No alarm yet, I am keeping out side your trigger.  It looks like the order to the crew to get in the tanks is linked to a West present trigger.  I shoot one of the guys walking up and down the road and the alarm goes off.  One tank now comes to life and heads off to somewhere I can't see.  Some infantry appear and I notice some guards still walking up and down in safe mode!

Eventually the lone tank wanders by and I give it the good news with my LAW.  Some infantry chase me so I head back to where I have my men (on the hill over looking the ammo dump).  I am now short of ammo.  Go to the creates and… there are no HK mags in the crates, so I take an UZI.  I keep hearing explosions of grenades.  Could the loons be walking into their own booby traps?

I get my men together and go round to the hill over looking the town at the NE and come in from there.  My guys start taking pot shots at the stationary tanks with LAWs so there must be some one in at least one of them.

I see a couple of infantry running away and the town is then quiet.  I go into the town and find a slightly damaged tank, a lightly damaged tank and an un-damaged tank.  Now something really strange happens.  If I kill any of the tanks my own team mates kill me!!  Could it be that empty vehicles are seen a civilians and so by killing a tank my rating is being reduced below zero?  I don't know but it is a pain.

So there is no alternative.  I line my men up and shoot them all.  Then I get into the good tank and kill the other two.  I go to the other ammo dump and get some satchel charges.  I then drive to the top of the hill to the west of Lipany and rain HEAT and MG fire on the loons in the town.  I drive into town sabot the shilkas there (I only needed two shots.  Each exploding shilka killed the one next to it). Headed for the pick up point.  On the way a cutscene kicked in and I had an impressive overhead view of my tank speeding along, but unfortunately I could not see where I was going and ran into a house.  Got near to the pick up point, got out of the tank and put a satchel charge next to it.  As I was approaching the chopper I detonated the charge.  I now have three green ticks.  

I got in the chopper and nothing happened.  It didn't take off and the mission did not end.  After a while I get out shoot the pilot and get in as pilot myself.  I now see the problem.  The chopper has no fuel.

At this point I kill the mission.

What can I say.  I really like missions like this and this one has a lot of potential.  Lipany would have been very difficult without the T72.  There are a few things that need to be fixed as you can see from my account above (key points below).

I don't like the green dot showing where I am.  I know where I am and when I don't it is fun figuring it out.  The trucks should not be marked on the map - I can find them.  The bobby traps are a puzzle.  How do I know about them and why do the loons keep blundering into them?  I should not have to kill my whole team to complete an objective.  The mission should end cleanly.  The alarm trigger should be more realistic.  West detected by East, plus the death of any one of the loons (after an appropriate time delay) should send the base on to alert.

Best of luck

I will post again if I think of anything else.
« Last Edit: 12 Mar 2005, 14:25:54 by THobson »

Dubieman

  • Guest
Re:Ghost Drop
« Reply #11 on: 12 Mar 2005, 17:46:45 »
Test soonish...

Offline .pablo.

  • Former Staff
  • ****
  • When in doubt, empty the magazine.
Re:Ghost Drop
« Reply #12 on: 12 Mar 2005, 20:46:44 »
here are some quick thoughts, i only tried it once and didnt get past the t72s...

why aren't there more hk mags in the equipment select screen?

in the briefing, i was asking myself, "how many t72s/shilkas are there?  what is their status?" (are they patrolling, are they just sitting there, etc)

i died the first time we parachuted it, i didn't know i was supposed to deploy the chute manually

i landed on the ground and realized i didn't have any binocs, but i wasnt sure if i had accidently deselected them or not; binocs by default would be appropriate for this kind of mission

i didn't know what i was up against, so i outfitted myself and my squad to be able to take on 3 patrolling t72s and patrolling shilkas; in other words:

me: hk, law launcher, 3 laws
2: hk, 3 laws (no launcher, i didnt want him wasting them)
3: hk, carl gustav launcher, carl gustav
4: hk, carl gustav launcher, carl gustav
5: hk, carl gustav launcher, carl gustav

when i saw the 4 parked t72s with crew running around, i thought "damn, now what..."  i told my ai to hold position and i ran closer, but got spotted.  i managed to take out about half the crew members before they could get in their t72s, but 2 still became operational and managed to kill off me and my squad (my ai missed the t72s with their carl gustavs)

i forgot to check my score; sorry!

Tarados Qeng

  • Guest
Re:Ghost Drop
« Reply #13 on: 12 Mar 2005, 20:49:46 »
I didn't actually test this mission again (yet) but I took a look on the overview and briefing.

Overview should include a bit more text, perhaps, and a picture. Briefing should tell you how many T72s and how many Shilkas there are, are there much enemy forces in the area, stuff like that. Remember that specialists have always more information about the mission than regular soldiers.

Ade

  • Guest
Re:Ghost Drop
« Reply #14 on: 12 Mar 2005, 23:33:38 »
Bear with me because I'm rubbish at black-op type missions (I like my Minimi  :gunman: ). The overview needs a pic, but you can always add that in later. More importantly, the briefing is fine as it goes - very clear and straightforward, but maybe expand the notes section a bit to give more of an atmosphere. Storyline's no big deal with a mission like this, but something that gives more of an impression of being part of a big operation really helps.

Decide to play on FlashFX version 3. No glitches noted.

First try - parachute script is excellent, a really good, fun way to start. Land quite close to the first objective, get my squad together and find the ammo dump.  Having already equipped a couple of LAW's at the briefing, I decide to come back for a refill later.  Approach the base from the west. Siren goes off, Russian troops run about reasonably convincingly and then I die in a hail of machine gun fire. Oops  :-X

Restart and decide to approach from the East, round the back of the church.  100 metres or so from the church, we spot a few Russians (3 or 4) and shoot them.  This stirs up the rest of the guards.  Advance on the church and sneak past the MASH tent. Engage another 6 or so guards and then hear diesels firing up. Sure enough, no. 2 spots a T-72 rumble down the road. Despatch a LAW loon to sort it out.  Spot crews piling into further T-72's behind shed and decide to sort them out myself. Run for shed, unstrap LAW and blast one tank. Reload while other crewed-up tank's turret swings towards me. Fire LAW. Then follow standard procedure when hit by 105mm HEAT round (ie leap 50 feet in the air and spread myself over a wide area). Ow.

This looks like it has all the makings of a very good black op mission and the only improvement I can suggest thus far is pretty cosmetic - where the T72's are located doesn't really feel like a camp. It might be better if the loons in the camp are sat round a fire or otherwise lounging, while there are a couple on guard and maybe some perimeter patrols. A few more tents and maybe a repair or ammo truck would top it off. Just a thought. I'm going back for another crack (always a good sign) and will comment on the second section once I get to it.

Hope this helps,

Ade