Had some time to test today so on we go...
Starting to Inflame Again (Part 2)Quite a simple, straightforward mission but I feel there are some issues with its execution. I won't go into too much depth about how I completed it but I will highlight the key parts and comment on them.
The radio savegame. I think this is redundant as the game has a built-in save game mechanism. On previous playthroughs I've found I wasn't able to resume the mission from the campaign menu when utilising the radio savegame. That's probably a bug within Arma itself. My advice is get rid of the radio savegame as you don't need it.
I found that the run to the overlook (i.e. the objective) was a little on the boring side as nothing really of interest happened. There wasn't any music or sound effects to act as mood/atmosphere multipliers, no interesting dialogue between Tomas and Sergei. Felt a little lacklustre with room for improvement. Ended up using the time acceleration feature as I was confident that I wouldn't come across any enemies.
The revive script was again causing problems for me unfortunately. The holdaction 'circle' disappears which can be very misleading for people if they don't know how the script works. This can cause people to cancel the action thinking that it's completed when it hasn't. This is compounded by the fact that mission takes place at night and it's difficult to see the player's animations in the dim light. I know it's a third party script but it needs reworking because at the moment, in my view, it's not fit for purpose. I don't know why the circle disappears but that's probably the biggest issue. I don't like being unable to revive whilst prone as a few times I got my head shot off because my character insisted on kneeling in order to revive. I feel like reviving takes too long as well; I'm a sitting duck and it's not like I have a choice of where I can revive.
For me that script is a bit of a nightmare from a gameplay perspective. I can't really be all that constructive on this particular aspect because it's not a script I've ever delved into. If it's a third party script, I would look into finding an alternative as I'm sure there are loads out there. If you feel like it, you could try making your own but a simpler and thus more effective version.
One another note, I noticed that Sergei doesn't copy my stance when ordered to do so. He's standing the entire time. It's great for mobility as at least he and I get to places faster. But it makes him so easy to hit and he got downed several times because he doesn't want to get his clothes dirty, I guess
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When it comes to the gameplay, I have mixed feelings about it. I took control of the black site with some difficulty (Arma 3 AI) and so it took longer than perhaps it should have. The reinforcements arrived when I reached the shed with the hostages and I think this is when the mission execution took a hit. As soon as we got ported outside, we all got slaughtered within 5 seconds by a squad and an APC. As far as I could tell, there wasn't a way of countering the APC. Even if there was an RPG somewhere in that village, I wouldn't have had enough time to grab it without getting killed.
After a reload I found that the best way was to simply sprint away and hope that the AI teammates get the memo and do the same.....they didn't. They all got killed but the mission ended anyway successfully. I don't think they made it out of the walled section behind the shed because AI pathfinding.
That section of the mission feels weird because it almost relies on the AI needing to be smarter in order for the mission to function properly. If your teammates were players as opposed to AI, then the mission would work brilliantly and nearly all of the issues would disappear.
I think the reinforcements also make that section feel strange as well. Funnily enough I think at one point during earlier tests I mentioned the then lack of reinforcements as criticism. I think what we have now is maybe too difficult for 2-4 people to deal with (3 of whom being AI).
Obviously I don't consider myself very good at Arma so I'm very curious as to how this mission could be completed optimally. I'd love to see a video of how this one should be played because I feel like I'm missing something and it makes the mission feel strange to play. It reminds me playing the Apex campaign but as single player...very difficult because the campaign was balanced around multiple people playing.
I completed the mission but it felt weird because I'd lost my team and yet I was rewarded for it. It makes the player think that the teammates don't matter at the end of the day when in fact they do.
I like the concept and the plan; it makes sense strategically. But I'm not really a fan of the execution of this one.
If I get time later I'll have a look at the next mission.