Hello again, it's time for more testing
So I had another go at 'Inflame' and I'm happy to say I finished the mission. Though it did take a few attempts due to the AI being....AI. I have to admit I didn't realise that the mission was split in two. I thought that when I had to restart I'd have to do part I again.
The teleport change was definately noticeable and it did seem to solve the problem. However, it does need some refining. I think you need to do a 'savegame' after the 'black in' has finished. I had to reload several times from that point and I got the 'black in' again everytime.
There were a few other challenges I was presented with. The first was having to find a medkit to heal one of the hostages. On the first attempt he was just limping and he didn't get out of the village alive. On the second attempt the fence around the back door seemed to interfere with their pathfinding as they were once again stationary.
In the end I didn't bother giving them weapons as I didn't have time before the UAZ and APC arrived. It seemed like a case of just 'gtfo or die'
I have to admit I'm somewhat wary of missions that rely so much on the AI in order to work properly. Sometimes you end up screaming at them to move.
If it were me, maybe I'd allow a bit more time between having secured the hostages and reinforcements arriving. What I think would be cool would if the hostages never joined your group but rather went to the hiding spot themselves while you and your guy would lay a trap for the Russian reinforcements. Like a way of getting back at them.
Just an idea. The mission is alright as it is, just a little rough around the edges.
So moving onto...
Setting Up TimeReally like the intro cutscene and it reminds me so much of the resistance camp in OFP
Plenty of nostalgia right here.
My only criticism here is during Tomas's exposition when he says what's weighing on his mind and he says 'my family is dead'. I think the audience get the message now. I don't think you need to repeat it. We get what he's going through. I understand the need to stress that point but stress it too much and we stop taking notice and we stop caring. The key to a good story is make the audience care. But you know that already I'm sure. Don't try too hard is what I'm saying.
I don't really know how to say any of that without sounding rude so I hope you don't take offense to that.
But anyway, onto the mission itself...
So I decided to play a bit of the mission first and then post here. I haven't finished the mission yet but it's shaping up to be a really fun experience. There are a few things though that are testing my suspension of disbelief however. The first is that there seems to be no consequence to running soldiers over with my quad bike. I took out what I think was an entire squad, loaded up their weapons and took them back to the base. I also took out an APC with rpg which was satisfying, all the while standing in front of it and not being shot
I don't know what system you could put in place so that the player can't just run over soldiers with no consequence. Maybe a killed eventhandler that makes the player an enemy? Are the soldiers gonna be killed by someone other than the player? If not, then perhaps that's a solution. It just seems too easy and dare I say it, too fun. Sounds weird when you talk about a game like that.
Anyway, I'll get back to that mission either later or tomorrow. It looks really good though
Hope you find this useful