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(Review Completed) [Campaign] The Magnificent Eight

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hamis:
Sorry,i mean just when mission starts from small island with just me and boat.

gambla:
Due to darkness and the bad weather (ranges from heavy rain to no or slight rain) the visibilty is ok or very bad (but realistic). Afai remember, just go NW down to the beach, theres even a marker on the map where to find your boat.

hamis:
Sorry,i have to be even more clear.I mean mission is ending before i get to boat.About 10 sec from start i hear something like "2,3 follow 1" etc and mission ends.

gambla:
@hamis:  Sorry for being late. Maybe i had to change something for testing... I'll have a look into it.

@mathias: Have you finished it yet ?

savedbygrace:
I'm surprised there has not been more feedback on this one.
Campaign overvew pic is excellent. Text is descriptive enough and you even included a border. Kudos.
Comeback
Overview
Mission one overview was okay although the pic gave me the feeling of a night time operation. Text was good.
Intro
Was good but ending was long and drawn out.
Briefing
Links worked, Plan and notes were great, markers were good. No weapon selection followed the story somewhat.( I must say though..a silenced M9 and ammo is not that difficult to come by for a retired veteran and so 2 mags seemed a little unprepared to me) but no complaints, you balanced it nicely to prevent a forced waste of ammo.
Mission
My first instinct was to ignore the insert marker and make landfall at the southern tip to prevent being spotted rambling up to a pier in a motorboat :). This however proved time consuming because the AI refused to use the southern slope of the island. I would add setdammage to that open gate section and add a new closed section OR barracade it with wire to prevent the player from using that entrance. In addition, I would add wire barracades at the shore to deter the player from using that obvious entrance. You could also insert a comment in the intel section that the southern shore is mined with AP explosives as a heads up.

Anyways,
The camp was laid out nicely, one patrol making its way around was good. A small response. I would change the behaviour or setunitpos the tower guards though when the alarm sounds. Also, the guards at the northern approach gate did not respond to the alarm.(I came through the southern gate)

PLEASE make that dang alarm to where we can deactivate it by addaction in that command tower or by approaching a section of the building where it is coming from?

PLEASE have the AI auto equip them selves i.e pow1 domove getpos ammotent or uaz1, pow1 playmove "whatevertherearmanimis", pow1 addweapon "ak47" etc.
I know it adds to the objective for the player to have to order his guys to arm but come on.....they keep going to the same dead guy who has no weapons and besides that, they are supposed to be trained SF units, they can decide for themselves what to get and they should have been paying attention to where the enemy stashes their stuff, patrol timing and numbers and other escape critical things. I would prefer to take on the response squads on my own rather than have to babysit these supposed soldiers in to equiping themseleves. Just increase the response squad number a bit and add something like "Grab a weapon and as much equipment as you can carry and fall in at the north gate. I'll be there waiting" then print a hint for the player to guard the guys while they heal and arm themselves. One of the guys also got stuck in the clutter of dead enemy that I took out with a grenade by the fire. I had to shoot his sorry arse like a lame horse.

Returning to the start point was a good idea BUT......the second missions start point nullified any immersion created by the first because why return to the southern island when the actual camp is on the mainland? why even start from that island? I would move the start and finish point to the mainland where mission 2 picks up OR in the water half way between the two.

Escape
Intro
none
Briefing
Camp link does not work
Mission
The moving was slow going as I did not trust the AI and so I would take point and engage any that I encountered before they had the chance to see my men.
The camp is illogical because the player arrives in a boat. Why would he sneak so far inland to search for a camp spot and then risk setting one up? Why not place the camp in a cove along the shore and hide it by trees and bushes? Why not make "return to the camp" part of mission 1 and make the primary objective of mission 2 to get to Hanupu and recon for land transportation?
Outro
None

Hanupu
Intro
I already do not like the cutscene at the beginning of each mission. It is not needed.
Briefing
All links work, text is good but the plan does not specify that the player must grab the correct truck.
Mission
All vehicles(except the chopper) were unlocked and so I endded up taking the repair ural, uazmg, and bmp ambulance and then had to backtrack to discover the actual ural was on top of the hill that I never bothered to search. The mission would not end otherwise. The road patrols were rundown by me and the checkpoints were undermanned it seemed.

TheMap
Intro
None
Briefing
Links work, text is decent with a few grammar errors
Mission
Starts out good. Plays well throughout. Patrols bring it to life. Taking eponia was easy enough except that there were no ammo crates by which to grab a satchel or mine to combat that BMP-2 that shows up when your kicking butt. There are a couple of rpg units but if you don't get em, then you are stuck tossing grenades.
I decided to go for an ammo truck in the base near Eponia, which meant clearing it and the surrounding fields. The fields were nothing and the base proved to be tough but I got my ammo truck, got the map and returned to the hideout. Problem #1 Do you have to be exactly where the marker is to end the mission or can I pull the truck into that church and end the mission. #2 It did not give me the ammo truck in the next mission that I worked so hard to attain. It gave me the ural back. I was upset.
no outro.

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