OFP1.96 bench 5555, vetmode, no superaiThe idea is something new and good. But after a short while this version wasn't fun for me anymore.
The grass lags heavy on my machine if I walk into it. And there's no need for three burning camp fires at one place with that.
EDIT: The downloadlink for the grass in your first post is bugged.
Readme:No Hyperlink worked for me. I would have needed to search all the downloadlinks by myself.
Reason will be that only WordPad popped up, to open the .rtf file on my computer.
Overview:I would like the picture more without the black border, just like the good old original ones.
Also I've noticed a white ?shadow? on the left and bottom of the picture. It looks strange.
Intro:There was a problem with the black in at start. Free view on the island for a second, then the Titlecut finaly arrived. (Use titleText [" ","BLACK IN",9999] in initintro.sqs to start with a blackscreen in intro and outro)
For me as none native english speaker, it'll be more easy to follow the story, if you add 1 or 2 seconds to every text screen.
The reporters voice is very loud. I've noticed recording noise, that would better fit for a radio transmission.
That it was too loud is more a personal problem of mine. Its the same with the original conversations in OFP: Like in almost every warmovie, voices and soundFX have the same level - If you turn up the volume for better soundfx you've to turn it down fast, when someone starts "talking" again.
Briefing:Maybe you could add some more map links to the OPORD, like St. Sedlo for example.
How will I get back home when I'm done?
Why do the M203s come with six grenades in default, if there are vests with much more grenades available?
Where are the silenced weapons? (More about them later)
Mission:First approach, killed 4 guys on patrol as slow as possible. No one surrendered. Another patrol kills me short after that.
Second approach, tried the 4 guys again, this time the last one surrenders, but I'm more than 100 meters away and want to wait if other enemys react. As you wrote he starts to flee after a while. Or maybe not. He met with a medic of another squad to be healed. I've chased him down at the same time like the medic. Killed the medic but there was no action to capture the soldier. Got shot by the medics squad.
Third approach.
This time I've got the idea: This is just not what I think is realistic...
So just go in there and hope someone will surrender while I'm annihilating a reinforced platoons position with my godlike delta force squad.
While my squad is fighting down anyone who comes near, I run for the few POWs before they flee and take them with me. For the first time I'm somewhat successfull: 4 POWs but around 20 kills I think.
Oh no, whats up with the POWs? When I've captured the second one he wouldn't follow me? Not good: the follow/stop mode can be toggled for all POWs only. While he follows me finaly, the first one, who was guarded by my medic, just runs the 200m towards me.
So what I'm supposed to do? I don't have time in this chaotic situation to organize a "POW camp" that won't even keep them from fleeing. Ok, all the 4 POWs just follow me.
While fighting with the last defenders the POWs run into the bullets, so after all I'm left with 1 POW.
It was very frustrating after shooting squads to pieces, to chase the last crawling survivors down, without a way to take them captive! - I've tried to hurt them more and more with ricochets, but they all died before they surrendered.
In one firefight I've suddenly encoutered the error: no entry: 'config.bin/CfgWeapons.'.
After a while no more squads are comming for me and I get the feeling that there are not enough russians left to make 11 more POWs...
Before endmission cheat I've the last strange encounter:
In the church ruins north to St. Sedlo I stumble about a russian squad with rifles on back. I should've been able to take them captive in a POW mission as I was just 10m away with my rifle ready, but of course they rather start to fight than to surrender.
More realistic in my opinion:
- EDIT: Change the experience. From mowing down a whole platoon while taking some POWs, to sneaking up on lonely patrols far away from their base and taking POWs. - And the Deltas should get in more shit than they can handle if the basecamp is alerted.
- more darkness, not bright day
- silenced weapons option, the deltas come for kidnapping not for a full assault.
- Take 12 guys captive and guard them with 9 guys in enemy territory? - Less POWs to win the mission.
- Kill the leaders and take the grunts for interogation? - No, kill their squads and just capture the leaders. Much more easy to script and more logical.
- The OFP ai doesn't know about the mission, it just shoots to kill or doesn't shoot.
There is a way to only attack specific targets, and you should tell it the less experienced players ("Hold Fire" - "Target" - "Fire")
But the whole mission was so chaotic, I didn't even try this.
- A smaller player team, as the ai is a too complicated helper in special forces missions.
Maybe five. Two for support and two guarding the POWs.
- If the player is able to sneak up close enough to units with rifle on back it would be nice if they would just surrender.
Debriefing:Use some <br> to get the right spaces between the lines.
Outro:I've used endmission cheat to get here.
Was it the Outrolose I had to watch?
Looks like the outro is only a place marker right now.
I won't like an outro where the player is killed for fun. - It looks like the author got finaly frustrated about his own mission.
Many critics, but this mission really has potential, don't get them wrong.