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Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: CH on 20 Apr 2009, 22:17:27

Title: (Review Completed) [SP/QG] Sabotage
Post by: CH on 20 Apr 2009, 22:17:27
Hi,
When I made this mission, my goal was to make it short, simple and unpredictable. Please try it out and let me know where/if you think it needs improvement.

Title: Sabotage
Mission Version: 1.01
Author: CH
Release date: 2009-04-20
Game (version): ArmA 1.14
Gametype: SP
Addons required: Queens Gambit

Mission Summary:
Infiltrate an enemy airfield and destroy your targets.

Credits:
Chris Henderson (ArmA Edit)
Mr. Murrey (Armed Assault Editing Guide)
schuler (Beta test)
DaKa (Beta test)
bert (Beta test)
mathias_eichinger (Beta test)
NightJay0044 (Beta test)
savedbygrace (Beta test and flare sound)
Mandoble (Light Bulbs)
Planck (Light Bulbs)
Loyalguard (Light Bulbs)


**************************************
CHANGELOG:

v0.90
- Beta Release

v0.91
- dbe1_hotfix removed from mission.sqm

v0.92
- Mission restructured
  Two more groups of targets added (pilots and fuel depot)
  Mission success when at least two out of three groups destroyed/killed
  All targets have 4+ random positions
- Gear selection
  Suppressed MP5 added
  M24 added
  Hand grenades added
- Reinforcements
  If the main camp is alerted of Blue force presence they will call in reinforcements
  Three fire teams will then be airlifted to the island by a single Mi-17
  Each fire team has three possible lz's out of wich one will be selected randomly
  The three fire teams will share knowledge of Blue force presence with soldiers from the main camp
- Different approach
  If the player decides to land on either the northern- ,southern- or western coastline the enemy will "hear" the
  player coming and attack him/her directly
  The player will still be able to attack the targets and accomplish the mission but it will be much harder since he
  has lost the element of surprise
  The player will be given a hint of what to expect if he/she tries a different approach
- Minor tweaks
  Music trigger adjusted
  Soldiers in camp will now move to assist soldiers who launch flares
  Soldiers in camp will now move to assist the UAZ if it detects Blue force. (UAZ will not launch flares)
  Removed the possibility that the player would start on top of a marker
  The guards will be patrolling closer to the helos and fuel depot
  It is more likely that the player will be detected once he or she closes in on the helos and the fuel depot
  Ammo removed from player boat
  Ammo and fuel removed from boats in harbor
  Player waypoints removed
  Briefing and description rewritten
  Markers added
  The UAZ is now unlocked
  MG removed from UAZ

v0.93
- Environment
  Streetlights added
  Light bulbs added to streetlights
  Some streetlight attract insects
  Ruins added to high grounds and village
  Flare sound added
  Music volume tuned down
  Civilians added to village
- Game play
  Patrols added to village
  All patrols in village will stop patrol in "safe" mode once Blue force is detected
- Minor tweaks
  Hint removed when player died

v0.94
- Short intro added
- Chicken sound added close to barn
- Increased the stability of the reinforcements script

v0.95
- Game play
  Increased the time between detection and flare launch
  Increased the time between detection the arrival of reinforcements
  Passenger in UAZ will be able to launch flares once he is out
  Reduced probability that some enemy units appear

v0.96
- Runway lights added

v0.97
- Outro added

v1.00
- Disabled radio during outro
- Changed outro text for target Charlie

v1.01
- Resized and reshaped the high ground trigger

OFPEC Review (http://www.ofpec.com/missions_depot/index.php?action=details&id=202)
Title: Re: [SP/QG] Sabotage
Post by: DaKa on 20 Apr 2009, 22:56:42
Downloaded mission, but I have a problem with it, it says that I need dbe1_hotfix (?). I have Queen's Gambit loaded, what could be the problem? Maybe 1.15 is needed??

Also, I noticed that you have put a pic in your description. I really like that picture, but if you want, make a border for it! It is a nice touch it really betters the image!  :D
Title: Re: [SP/QG] Sabotage
Post by: schuler on 21 Apr 2009, 03:22:59
same as DaKa dbe1_hotfix. i used 1.14 QG and got the same error
Title: Re: [SP/QG] Sabotage
Post by: CH on 21 Apr 2009, 10:58:08
Thank you both for trying my mission. I've searched for a solution and found this thread:

http://www.ofpec.com/forum/index.php?topic=30465.60

As I understood it, the problem could be solved by removing "dbe1_hotfix" from the mission.sqm, so I've done that and played it a couple of times. 

It works fine for me, but please try again.

The mission is created in v1.14 so it would surprise me if that were related to the problem.
Title: Re: [SP/QG] Sabotage
Post by: schuler on 21 Apr 2009, 13:33:31
hey CH you fixed it :yes:
you can delete your missions by using the modify in the upper right side of your posts and replace the mission file to the top thread. (please)
cheers schuler
Title: Re: [SP/QG] Sabotage
Post by: CH on 21 Apr 2009, 16:18:45
I'm glad it worked. I've deleted and replaced the mission as requested.
Title: Re: [SP/QG] Sabotage
Post by: DaKa on 21 Apr 2009, 19:16:56
I've tried this mission today! I liked the whole idea, but what it really lacks (in my eyes) are the following:

-more patrols: I could have just simply go to the western shore and finish the mission, try to MAKE the player land there like placing some patrols on the beaches there (UAZs, troops)
-reinforcements: Why place some reinforcements, like a "hidden" quick reaction force, maybe paratroopers, or even SF
-random placing of the helos: The player actualy would have to find the helos on the island (would make it more immersive, due to reinforcements, which would make the game harder
-gear selection: I needed ammo!!  :P

Other than that, I really had fun playing around with SF, it is a very nice mission, and with intros/outros and maybe some radio chatter would really spice things up!
What I stated above was my opinion, and it was not to insult you in any way LOL, so don't take it personally!  :D

BTW: From where did you get that screen? Is it an ArmA screen??

Thanks!
Title: Re: [SP/QG] Sabotage
Post by: bert on 24 Apr 2009, 00:58:02
Right, I had half an hour tonight so I gave this one a go.
Package: No issues with the readme. A couple of screen shots might be a nice idea, especially if you want it reviewed sometime in the future. Not essential though.

Overview: No complaints. Nice picture.

Briefing: Nice and simple. Just what it should be for this kind of mission if you ask me. Both the briefing and notes pages were well written. The maps markers are uncluttered and those that are linked work properly. More plus points. :good: Perhaps some extra ammo and one or two bits and pieces in the gear selection would be useful. Not enough to equip a battalion though!

Mission: I decided to take a stealthy approach to things. After getting to the first inland waypoint, I skirted around to the south west on a similar route to the dirt track. I deliberately started off just after the uaz passed in order to keep it well in sight whilst on the open ground in the area I wanted to cross. Once over the runway and in to the scrubby area i took my little gang to within 200m of the objective and left them behind with orders to be stealthy. Timed my run to the first chopper when the two guards were on the opposite side to me. Quickly placed charge one and snuck around behind the guards and took them out quietly. No alarm raised. Spotted a patrol heading my way just as I placed charge two and retreated to the bushes on the hill. As the patrol was closing on a helicopter I waited until they were good and close before detonating.
Main objective done, I retraced my steps back to where I crossed the runway. I quickly hid when the uaz passed and then returned and got back to my boat. Mission done. Only 3 shots fired.

You have the groundwork of a pretty decent mission set up here. The main flaw is the very sparse opfor population on the island. The souther part of the island was completely empty which made approaching and pulling out far to easy. A few well placed patrols would definitely add to the tension and make thing a bit more difficult.  If you used something like Kronzky's  UPS (http://kronzky.info/ups/index.htm), you could make such patrols good and random which always scores well on the replayability front.

Some of Daka's suggestions looked pretty good to me, no point in me repeating them.

Keep up the good work.
bert


Title: Re: [SP/QG] Sabotage
Post by: CH on 27 Apr 2009, 01:20:00
Very inspiring feedback!  :D
I agree with both of you in almost every way and I am trying to address the issues you've raised. At the moment however, the mission is more Harry Potter than ArmA with reinforcements that is magically disappearing and so on.  I hope both of you will be around once I post the next version (hopefully within a week or two) of the mission.

Ps I've found the picture with google (search "Mi-17+night" or something), don't know any details but I'm pretty sure it's a photo.
Title: Re: [SP/QG] Sabotage
Post by: mathias_eichinger on 01 May 2009, 23:59:18
Hi CH!

I have played through the mission and I would basically just cite bert and DaKa if I would write a full beta test. I have an additional suggestion too: Add a first aid script or a medic tent close to the objective to cater for any injuries of the player.

Nice and fun little mission, keep up the good work!
Title: Re: [SP/QG] Sabotage
Post by: schuler on 02 May 2009, 13:09:03
Very straight forward briefing with a list of objectives to accomplish, me likey likey, the briefing fits the mission , not overboard on details ,, sometimes you just don't need that much detail in a missions briefing and this is a good exsample of balancing in a written mission. In other words well rounded all togetherlly. (Sometimes I make up words like togetherlly) good on you for using the ‘notes' in briefing to instruct the player. Good work!
I also like the map, it reveals the (basic) essentials and not a bit more. Leaves the player with a job up to him, and gamers like that, a bit of mystery that intensifies game play (what's out there)!

Out from here I go with my colleges as par improvements
No more waypoints, let the player decide what to do after the hill. just end the waypoints there. The helos come into view.
Nice as a no frills mission, fun but lacking vital atmosphere. And to easy! The helos where protected but I found no resistance on the way out.
I would spread the choppers a bit to add game play.

In all, I  killed the MG jeep, got a flare, killed everyone, got the job done and evac'd.
Cheers, schuler
nice mission, just needs some beef  :)
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 04 May 2009, 23:24:48
Well, I attempted this one with 1.14 and 1.16 and both times it CTD. It may have been conflicting with an addon needed for one of the other beta board missions so I will try again tommorrow with vanilla QG.
Title: Re: [SP/QG] Sabotage
Post by: schuler on 05 May 2009, 03:17:03
i used 1.16 QG with no probs
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 05 May 2009, 16:33:21
I ran through this one this morning.....
1.16QG with no addons or mods.
Overview
Decent pic and the text clarifies the objective clearly.
Intro
None(something is better than nothing)
Briefing
Straight forward, and clearly comprehensive. Some spelling errors though..."to help financing"-->"to help finance".........."bu it's proably"-->"but it's probably"
The one link functions as it should.
No weapon selection? Just a few more options would have been welcome. Like an MP5 and a sniper rifle that I could have assigned to my backup.
Mission
Typical specops insertion although the presence of a bouy was different as you just don't see many authors remember to put in the details like that.
A savegame would have been nice at higher ground for those in veteran mode.
The approach was very easy.(sneaking up on my kids proved more difficult.) Just a little timing coordination and I was in a barn with my scope fixed on the armpit of a half sleepy rooftop lookout.(He'll never wake from that sleep).
I shuffled across the villlage carefully swaying my aimpoint from rooftop to corner(All it takes is one unit in a different place and it sends shockwaves in the way a player approaches things and the caution becomes considerably more in depth.) Two unarmed civilians out past curfew were almost put to bed as I crossed the village mainroad. The patrolling UAZ was approaching and I circled around a single storie structure while it meandered on through the village. I stepped out from behind the building as it passed and popped them before they could exit the villa perimeter. (just a note here: I played this one time before and when I took out the uaz, it was in the open...they were dead before they knew it but a flare still went off well after their blood dripping heads were staining the dash board; who dispatched that flare? That spoiled immersion a bit)
Tried to commandeer the UAZ just to shut the stupid thing off to hear but it was locked. So, I put some distance between me and the loud motor and began crossing the open field to the strip. [idea?
Code: [Select]
?!(alive _x) foreach crew uaz : uaz1 addaction ["cut the engine","enginecut.sqs"] just a thought.
[back to the second run through] I made it to the tents while the strip patrol was headed toward the shore. I was able to douse the fire but I'm not sure if they spotted me first or not because they all went prone but no one tried to flank me. (Meanwhile my guys are calling out moving targets from the high ground waiting to back me up)
I am able to engage and wipe the squad out without them ever seeing me by using the little shanty near the tents for cover combined with the bush near the fence. I hold ground for a moment, expecting reinforcements to come from out of no where but only a few units come from the shore area one at a time. Down to my last clip, I shake it across the strip, plant my charges and hightail it back to the tent area for detonation. I decide to use my last charge on the enemies only port o john. hump it back to the villa and my guys call out a patrol coming back toward the village on it's  main road(still in safe mode mind you), they dispatch them and I spike the charges and back to the lonely boat we go.(found a half burnt roll of toilet paper on the way back  :dry:)
Outro
Something is better than nothing

Overall
Savegame, small weapon selection, a few more units to backup the rooftop lookout(or keep him awake one), some pilots to explain the helo presence, another responding patrol and something that resembles drug trafficing would help to improve this one. Not to mention, again, a short intro and outro  :D. (Hmmm, after some reflection, those two civy's must have been up to no good, I should have popped em anyhow) Looking good so far CH. BTW, Is that nic an attempt to disguise the obvious? Your work is priceless and well used by many if I may say so. Good to see you about ofpec.
Title: Re: [SP/QG] Sabotage
Post by: CH on 18 May 2009, 00:56:27
Hi,
It took a little bit longer than I had anticipated but now I've implemented the ideas I got from your test reports. The most notable changes are the two new target groups and the reinforcements. I had some serious problems with getting the reinforcements script to work properly in a non static environment but it seems to be working fine now. Since you all invested some of your time in this mission I hope that I won't let you down with the new version (0.92).

I thought it might be interesting to highlight and respond to some specific things in the test reports

-random placing of the helos
This is the only thing that surprised me in the reports. Since one of my goals with this mission was to make it unpredictable, all units and all objects that I've placed have at least three possible positions and this works fine when I play it. If you play the mission a couple of times up to the point where you get to the high ground, it should be obvious. However I've added fourth possible position for the helos and the new target groups have five to seven possible positions. Hopefully the possibility that all the targets will appear on the same spot twice is thereby  reduced to almost zero.

try to MAKE the player land there
If the player decides to land on either the northern- ,southern- or western coastline the enemy will "hear" the player coming and attack him/her directly. The player will still be able to attack the targets and accomplish the mission but it will be much harder since he/she has lost the element of surprise. This was the reason why I decided to let the player land on the eastern coastline originally, since you actually can hear the boat if you play OPFOR. However I forgot all about it until I read your report.

Perhaps some extra ammo and one or two bits and pieces in the gear selection would be useful. Not enough to equip a battalion though!

-gear selection: I needed ammo!!
There are now three different primary weapons to choose from that I think fit's the mission. You can bring along as much ammo as you can carry. However, since you'll be facing more enemies than before you need blood on every bullet if you are planning to kill them all.

intros/outros and maybe some radio chatter would really spice things up!

A couple of screen shots might be a nice idea, especially if you want it reviewed sometime in the future.
Once the game play is balanced and fun I will upload some pictures and try to make an intro. If the intro looks and sounds ok I will use it in the mission.

Add a first aid script or a medic tent close to the objective to cater for any injuries of the player.
It is a good suggestion from a game play point of view, but for me, instant healing ruins the illusion of "realism".  It is just a matter of personal taste and I hope it won't make you loose interest in the mission.

No more waypoints, let the player decide what to do after the hill. just end the waypoints there. The helos come into view.
When I play missions I get a little bit confused when the waypoints suddenly disappear so I removed them all together. This also fit's the new structure of the mission better.

The main flaw is the very sparse opfor population on the island.

Nice as a no frills mission, fun but lacking vital atmosphere.
I hope the new targets and some other new objects and units will add some atmosphere.

Since it's up to the player to choose witch targets and how many of them to attack, the difficulty is now scalable. Experienced players can attack all three targets and inexperienced players can attack the two easiest targets. I don't want to make the mission to hard because I often find those missions to be boring.

Once the main camp is alerted they will call in reinforcements. Three fire teams will be airlifted to the island by a single Mi-17.

I would spread the choppers a bit to add game play.
The choppers are still parked close to each other but the new targets are (randomly) placed some distance from the runway.

Straight forward, and clearly comprehensive. Some spelling errors though..."to help financing"-->"to help finance".........."bu it's proably"-->"but it's probably"
The briefing and overview are both rewritten to fit the new structure. This time I've been more careful with the spelling, however I'm grateful if you could inform me of any errors you find, even if you just think a sentence sounds weird I would like to know.

although the presence of a bouy was different as you just don't see many authors remember to put in the details like that.
Glad you noticed...

A savegame would have been nice at higher ground for those in veteran mode.
Once you reach "high ground" the game will auto save in the new version (0.92)

sneaking up on my kids proved more difficult
But you probably don't have the advantage of NVG's when you do that   :D

I played this one time before and when I took out the uaz, it was in the open...they were dead before they knew it but a flare still went off well after their blood dripping heads were staining the dash board; who dispatched that flare? That spoiled immersion a bit
It have happened to me as well. I didn't adjust the scripts since I thought that it made sense that the enemy became suspicious after a while when the car stopped. In the new version (v0.92) it can probably still happen. However, if an isolated group of enemies detect you and you kill them all before they can launch a flare (3-6 sec), the main camp will not be alerted and no reinforcements will be called in. I have tried this a couple of times myself and it seems to be working fine. To stay undetected for as long as possible and taking out patrols and guards before they can alert their colleagues is the key to success in this mission, at least when I play it.

Tried to commandeer the UAZ just to shut the stupid thing off to hear but it was locked.
Since I've given the mission a more open structure I've decided to unlock the UAZ and removed it's MG. I think it would ruin the game play if the player got hold of heavy weapons.

patrol coming back toward the village on it's main road(still in safe mode mind you)
Should be fixed in this version (0.92)

few more units to backup the rooftop lookout
How about a MG-nest?

pilots to explain the helo presence, another responding patrol and something that resembles drug trafficing would help to improve this one
Oh, the pilots are there but no drugs. Is the intel wrong??   ;)

BTW, Is that nic an attempt to disguise the obvious?
Don't get it, to clever for me...   ???

Your work is priceless and well used by many if I may say so
I must say that I am glad and a little bit overwhelmed by the number of test reports and how well written they are.  :good:
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 18 May 2009, 01:12:44
Quote
Don't get it, to clever for me...
Well, nevermind then. I must be mistaken.

Very glad to see a quick update and am looking forward to diving in and offering some more feedback.
Title: Re: [SP/QG] Sabotage
Post by: CH on 26 May 2009, 16:38:08
I've added a few objects and sounds to the mission v0.93. Nothing that affects game play but hopefully it will add some atmosphere. Still working on the intro.

Please enjoy!
Title: Re: [SP/QG] Sabotage
Post by: CH on 31 May 2009, 23:20:06
Hello again,

I've just uploaded v0.94. The short intro is now complete and I must say it turned out to be better than expected. One of the things I am a little proud of is that I've kept the random start pos for the player and used it as a "base" for camera movements. Since I now have implemented all of the ideas that I got from reading the first test reports I eagerly awaits any comments regarding the changes I've made since v0.91.
Title: Re: [SP/QG] Sabotage
Post by: NightJay0044 on 02 Jun 2009, 07:18:53
Attention CH~
   In short this was a great spec ops mission.

   Overview:

  Fantastic, could not ask for more.   :D.

    Intro:
   Nice little intro there, nothing to fancy but it'll do.

   Mission:
  This mission was pretty hard. Stealthy movement was the key for the whole theme or else your team would face the entire army. It was difficult. Playablity was great because it allows you to be in suspence and unpredictability as you've mentioned I believe.

  All objectives ticked just fine. Mission ended cleanly..

  Music:
   Music was a good touch too.

  Overall:
 This was a great mission for a spec ops. Looks to be ready by me..

 At Best,
NightJay
Title: Re: [SP/QG] Sabotage
Post by: schuler on 09 Jun 2009, 05:42:30
Ok lets see what changes we have!
Nice pic and overview
Intro
 is very good for a short one
briefing
Well laid out. Clear. Notes are good, lots of info there instead of the front page of the briefing. That leaves room for all the objectives in one page in the briefing.

Mission
Nice old building setpos by the hill.
Well I learned not to mess with that UAZ first of all. I will try the game with totally steath as long as possible, stay with silent weapons!!! Left the m24. gear is good for this mission!
Ok I coulnt help the stealth deal, so I assaulted the 3 men coming from the south. We couldn't drop them quickly enough and got a flare. I like the sound affect you have there.
3rd reload. I will try and stick with stealth this time. Or get closer and see if I can take them 3 guys out before they pump a flare into the air. I don't particularly like them on my fank.  Note: this mission has my attention, I am also watching the guys at the tent with the fire and that UAZ so it doesn't drop off some guys somewhere. I don't want another mi17 in the air again either!
Well I couldn't help it again lol but I got the 3 guys before they let a flare go.
Sneak up to the air strip kill the guy by the truck always get a flare, then all hell brakes lose. Lost at to where to go or how to kill the rest of the enemy. Way too many of them.
Lost interest after repeated retrys
I shouldn't have to ask this but.
Any hints?
Title: Re: [SP/QG] Sabotage
Post by: CH on 09 Jun 2009, 23:53:17
This mission was pretty hard.

Lost interest after repeated retrys

Thank you both NightJay0044 and schuler for the two latest test reports. By reading them I have come to the conclusion that the mission is a little bit to hard. I'm working on an updated version which I think is more player friendly. I will upload it very soon since the changes are very easy to implement. I'm just going to play it myself a couple of times to reduce the risk that I will waste your time with things I can find out on my own.

Any hints?

It's hard to give any hints that will work each time you play the mission since all targets and all units have random positions and the player has been given the possibility to carry both suppressed and unsuppressed weapons. However I haven't yet discovered a random setting that will make it impossible to complete the mission. (but maybe you have schuler).

As I see it, the mission have two phases, stealth and speed. In the stealth phase you should locate all three targets. The pilots may be hiding inside one of the buildings and would therefore be impossible to see but you should at least try to determine how difficult it will be to enter the village. Then it's up to you to decide which targets to attack. I do not recommend going after all three targets (unless your last name is Rambo) in fact I recommend going after the two easiest targets.

Which targets that are easy may vary from time to time, but if the fuel depot or the helos are located far from the camp their guards can be eliminated and charges planted without alerting the camp. If you successfully plant charges without alerting the camp set the timer (2-4min) so that you have time to get in position for your next target without having to deal with reinforcements or anyone else that will be alerted by a big explosion. Another possibility is that you are able to see the pilots thru the scope of your M24, then it may be possible to take them out from a position near the fuel depot or the helos so that you can plant the charges quickly once the enemy is alerted. If all of the targets you're going after are located close to one another and the camp, you might think the mission would be to hard. But this is not necessarily true. I've found the team members to be very efficient against camp soldiers at about 200m range. So it is possible to mount a direct assault on the camp as long as you can reach your objectives quickly once the camp threat has been eliminated, and this is possible when the targets are located close to one another. As you can see there are many "but's" and "if's" but all of the scenarios have some things in common.

1.) Get situational awareness
2.) Make a plan, choose your targets carefully
3.) Prevent the enemy from being alerted until you are ready (and on your way out)
4.) Push, push, push

Once you leave the stealth phase (1-3) "the dice have been thrown" and it's all about run and gun (4). Avoid the reinforcements at all costs. They are better equipped and have a higher skill setting than the regular soldiers. Make sure that your team members AI don't get in the way by giving them an easy path to follow and don't let them get caught up in unnecessary fights. Do not engage anyone unless you have to. Get back to your boat as soon as possible.

I don't know if these hints are helpful to you schuler? Perhaps NightJay0044 have some helpful insights he could share?? I have created a mission which I only have limited control over so it have been very interesting for me to read the test reports. Stay tuned for the next version...

(I would also like to take the opportunity to let you know that I really appreciated your last post at the thread for "OFPEC campaign mission #3" schuler  :) )
Title: Re: [SP/QG] Sabotage
Post by: schuler on 10 Jun 2009, 03:04:32
It will be neat to see what you come up with.
As far as making a plan with the soldiers by the camp I did everything I could to set the charges for the heli's first without being detected. My approach was from the very south of the air stripe. I tried various different stealth and assault tactics. Mostly stealth, but the problem was I had no plan to get the pilots without alerting the camp guys. This is where I got confused as to what to do or try.
[Watch what you do with west detected by]
I would like to see the helis less guarded but with the alarm to be set off if you get to clumsy.
you can also make the heli patrol squad run their patrol away from the helis with enough time to kill the one guard by the truck and plant the two charges (saving one for the camp) it would be nice to leer some of the camp guys into a satchel charge by also make it easy enough for the player that doent think of that idea.  That way the camp is still a threat and the player has still the thought (make a plan) of getting to the pilots. I have not unpbo'd your file yet.  
I would like to see the player have less enemy to deal with and then a nice fight with the gunmen on roofs of buildings then be able to enter town and hunt down the pilots.
in other word the ability to remain stealthy enough to get close to town and plug some of the guys on the roof tops and ground, and maybe pick up an ak 47 for a small urban battle. then evac after finding the pilots. (just a suggestion)
if savedbygrace has unpbo's it, he might have some more suggestions.
[Also make it so no one will ask for hints]

cheers schuler :)
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 10 Jun 2009, 03:22:33
Gave this one a go yesterday as well...
The Intro was okay I suppose, although I have never been a fan of the whip around camera. :D
I liked the setvelocity to the boat during the intro(without motor noise) and it would have been nice to see you do the same at mission start..meaning, set the boat close enough and add just enough setvelocity to get it to shore without the player having to turn it on. Thats a good setup and indication that stealth is necessary.

MIssion
Wow, I could see the improvements from the boat...the bombed out abandoned structures brought a background story to the island believe it or not as it caused me to wonder what had happened here before that they were in their present state.

More movement around the map where it counts such as near the important locations and not so much drifting around in the dark plains of night. A looping jeep patrol  :good: I climbed to high ground and located all targets with the exception of the pilots on fiesta. Determined my course of action, left my guys there on the ridge to keep lookout and circled south to spike the feul dump first. Was successful in eliminating the 2 guards there quick enough to prevent a flare. I planted the charge, avoided the roving jeep, and made my way to the edge of the airfield. I was very careful to stay prone and monitor the patrol patterns of all foot traffic. Somehow, a flare goes and so I go into action....I take out all immediate threats within 100 meters, swing my gun around and progressively pick off all responding infantry. Quickly run the remaining 50 meters to the nearest chopper, check my flanks and rear again, do a quick check again before planting the charge. repeat similar tactics on the second chopper. A responding MI17 has now arrived on scene and is humming around up top, landing occasionally and then lifting off again to fly around some more. (Didn't know what that was about unless he was dropping men off rather than parachute them.) I layed low to evade the patrol jeep and then humped it south to the shoreline, setoff the satchels and then moved through the underbrush of the rolling plains, enaged some lone soldiers, setoff the fuel dump as its action reappeared, and continued toward the high ground having to engage as I moved. My men had gotten snuck up on by a spetz team and was wiped out, I had to finish off the last lingering spetz in the area before trying to move into the village. Getting into the city is tough, especially after the island is on alert. Taking out the rooftop guys is easy enough as is the patrols moving in and out of the alleys but those that are unseen make it hard to clear that village alone.
The chopper coming out of no where so quickly, is uncool and unexplained and removing it may lower the difficulty altogether because I think it is letting out troops that you can't keep track of. At least when you study the area from high ground you can get an approximation count of the numbers your up against. And then determine your strategy from there.
I would leave the chopper as a responder BUT I would make it more of a time penalty then anything. Meaning once the player is discovered, allow him a specific amount of time to complete the job before reinforcements arrive...this would also make it seem like they are coming from another place. So If I am able to get all three targets spiked and then maneuver close to the village before setting them off, I should have enough time to clear the town before reinforcements can arrive.

Regarding the pilots...it may help if you make one stationary and have one pace in and out of cover to reveal their position, making it easier to determine an approach lane. I could have swore I circled the village twice before I spotted them.

It is tougher but at the same time, more immersive. Good work so far.
Title: Re: [SP/QG] Sabotage
Post by: schuler on 10 Jun 2009, 03:42:57
@SBG did you use the M24 then? i didnt have the fire power with the silenced M4
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 10 Jun 2009, 04:10:45
Yes I used the M4. I've actually gotten use to its weakness by increasing my shotburst to two and aiming above the target, it's pretty effective in killing them quick. If I miss, the shots aren't heard and I can adjust according to dust spurt or metal to concrete spark.
Title: Re: [SP/QG] Sabotage
Post by: CH on 12 Jun 2009, 00:15:34
Hello,

I've just uploaded v0.95 in response to your comments.
There are a three key parameters that I think have great impact on game play and the first two have been mentioned in resent posts.

1.) Time between detection and the arrival of reinforcements
2.) Number of enemies
3.) Time between detection and flare launch

In this version (0.95) I've adjusted these key parameters so that I can play the mission without saving more than once, which I think gives the mission a nice flow. All feedback is welcome but I think getting these values right should have a high priority, so please let me know if and how you think they should be changed.

Another thing I would like some feedback on is the briefing. Is it clear that you can accomplish the mission without destroying/killing all three target groups? Everyone seems to be going for complete destruction.

...and some other things

It will be neat to see what you come up with.

I hope you don't get disappointed since I've only made minor changes


As far as making a plan with the soldiers by the camp I did everything I could ...

I hope I didn't offend you. It's obvious that you know far more about ArmA than me, but I couldn't come up with anything better.


I would like to see the player have less enemy to deal with ...

In this version (0.95) many units have a much lower probability of presence.


... remain stealthy enough to get close to town ...

When I tested this version (0.95) I got within 200m from the MG-nest undetected without my team members


I have not unpbo'd your file yet. 

If you, or anyone else for that matter, do this. Please keep in mind that this is my first mission so some things might look a little bit strange.


... set the boat close enough and add just enough setvelocity to get it to shore without the player having to turn it on.

It's definitely a good idea but I think it will be hard to combine with the random start pos that I use for this mission. I know that most players won't notice the randomness, but since I've played this mission a hundred times I need some variation or else I will get bored.


Didn't know what that was about unless he was dropping men off rather than parachute them.

I don't have anything to back it up, but to me, parachuting from a helo at low altitude, in this type of mission, looked a little strange (because I haven't seen it in a Hollywood movie probably). So the helo lands at three different locations, dropping off men, to quickly establish a presence all over the island. It's my interpretation of  "realism".


I would leave the chopper as a responder BUT I would make it more of a time penalty then anything.

Done!


...it may help if you make one stationary and have one pace in and out of cover to reveal their position, making it easier to determine an approach lane. I could have swore I circled the village twice before I spotted them.

Hopefully the extra time will make it easier in this version (0.95) When I play the mission I only go after the pilots if I can locate them. That's one of the reasons way I made the mission so that you don't have to reach all objectives.


Once again, thank you all for helping me with this mission!  :good:
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 12 Jun 2009, 05:30:42
I must admit that I liked seeing the chopper land to drop units rather than paradrop them myself, but perhaps one drop in the center of the island with three groups disembarking which branch out into different directions to sweep the island while the chopper climbs to low altitude to begin aerial recon for spotting.

Random starts? I thought I noticed the bouy's absence during one attempt..I just didn't pay attention to where I was being inserted.
Title: Re: [SP/QG] Sabotage
Post by: schuler on 12 Jun 2009, 11:54:56
Trying first ver again, I can see why NJay and savedbygrace got through the mission and I didn't the first time, I got dealt bad random cards. Yes very random men and objects. You have to be careful with randoms,  sometimes the game decides to put a lot of units out, its not to be used for too many units, you can end up with one really hard game then one really easy game.
I like the way the campfire goes out and the guys start running, good thinking. I played a couple of times and theres even a group of guys with a tent near the ‘highest point' at the beginning of the game and 4 guys on patrol by the hill. The next time I loaded the game no one was around and I made it to the helis without seeing a soul.
Anyways I will report back after a look at the new vers.
Title: Re: [SP/QG] Sabotage
Post by: CH on 15 Jul 2009, 10:37:29
Just added some runway lights (v 0.96). I think I'm done with this mission. I will leave it here for a week or two and then rename it to v 1.00 if I or anyone else don't discover any problems.
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 15 Jul 2009, 14:51:39
Is that all you have updated?(The runway lights) I'll test it again within the next day or two and get back with more feedback if anything is different. If not, it may very well be ready for review.
Title: Re: [SP/QG] Sabotage
Post by: CH on 16 Jul 2009, 14:35:52
Yes I know, it's hardly an update...
I was pretty satisfied with v0.95 but I wanted some time to pass so that I could replay it and get an experience similar to the one I would get if I played it for the first time.
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 16 Jul 2009, 14:44:56
Ha, sorry. I didn't mean for it to be read in that way. I was only asking to be sure that I was not looking for any other new bugs introduced. My apologies pal.
Title: Re: [SP/QG] Sabotage
Post by: schuler on 16 Jul 2009, 18:11:52
CH you really have a super mission here, :good: but the random AI kills the gaming,,, NightJay and Savedby got thought the last mission but I got a random mission that was a nightmare, after replaying I seen the prob. ,,, [balance it out more so every play is a good one]
Note players should never have to ask for hints also note downloaded new ver.
Cheers schuler
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 19 Jul 2009, 03:42:43
PLayed your latest version today. Not sure what you changed exactly but it seemed way easy. I hit the beach headed straight to where I found the fuel dump before, bypassing the highground. Discovered that you had relocated it closer to the town. Brilliant, I think. I got within 200 meters, picked off the guards which seemed to alert those in town, it gave off a flare but a chopper never showed up. I picked off several others in town including the pilots which ran right out in the open to the fuel dump where I killed them.

Sprinted in to plant the satchels and backtrack over the hill and flee. I touched off the bombs and made my way back to the boat. Thought I heard a chopper and I waited around to engage it from the ground rather than get caught in the boat but it never showed itself. I slipped on out and the mission ended. I think it was more difficult to tackle the objectives when they were kept apart.

You may want to reconsider that relocation of the fuel depot. If you really want to make it cool, you could randomize the fuel dump to setpos at a random gamelogic at mission start. Say you make the camo tent random as you would a unit. You then wait 5 seconds and setpos everything else in relation to the cover. You could do the same with the pilots at different locations around town.

It's hard to get the level of difficulty right. You were closer it seemed with the last version but then I was going for all three objectives. This time, had the pilots not ran right out into the open, It would have been more difficult to infiltrate the city and get out again. The briefing looks different slightly and better. Markers are nice intel.
Title: Re: [SP/QG] Sabotage
Post by: CH on 20 Jul 2009, 02:21:39
Thanks for playing this mission once more. I've made a little map which I think explains what I'm trying to accomplish. One could describe it as a very simple dynamic mission generator with a linear story. Of course it will generate slightly unbalanced missions from time to time, but since I've given the player the ability to counter balance game play by letting him or her decide how many and which targets to attack, I had hoped that it would be challenging for both the experienced and the inexperienced player.

Not sure what you changed exactly but it seemed way easy.
...
You were closer it seemed with the last version but then I was going for all three objectives.

Exactly! Your choice, to only go after two targets, combined with the random target placements made for an easy mission. Some people, like me, like it that way. You could have made it tougher by going after all three.

If you really want to make it cool, you could randomize the fuel dump

This feature where implemented in v.092. It works fine when I play it.

...random AI kills the gaming...

Random AI is one of the main ideas behind this mission. I'm trying to create a mission which is balanced enough so that it is unpredictable and challenging, without being too hard or too easy. Is this comment referring to the latest version (v0.96)? I'm asking because I've made some changes in response to your earlier posts.
Title: Re: [SP/QG] Sabotage
Post by: savedbygrace on 20 Jul 2009, 04:55:49
The gameplay is actually near perfect then. Because of that randomness with all facets of the game, you boost the replayability up tremendously. All that is really missing are 4 different endings.
And if you could add an explosive outro, that could be the icing.
I must also say this. Though it is not necessary to have a complete mission, cinematics and immersion would go far to make this a memorable project.
Title: Re: [SP/QG] Sabotage
Post by: CH on 22 Jul 2009, 20:41:31
Just uploaded v0.97...

@savedbygrace
I've merged your two suggestions into one and created an outro that serves as a debriefing. It is not the "explosive outro" that you wanted but I hope you like it anyway.

@everyone
Ready for review?
Title: Re: [SP/QG] Sabotage [Please Review]
Post by: CH on 01 Aug 2009, 01:16:55
Just uploaded v1.00...

It's just a few minor changes. See changelog for details.

The gameplay is actually near perfect then.

Since I'm more into gameplay than cinematics, it made me glad to see that I've been able to explain what this mission is all about. Thank you very much! :)

By the way what did you think of the outro?
Title: Re: [SP/QG] Sabotage [Please Review]
Post by: savedbygrace on 01 Aug 2009, 01:26:05
Sorry, haven't played that version yet. I'll put on my list as second for this weekend.
Title: Re: [SP/QG] Sabotage [Please Review]
Post by: savedbygrace on 02 Aug 2009, 10:44:22
Made a run through this one again. Everything is outstanding with the exception of some nitpickiness on my part. I'll mention those first...

The whip around camera in the opening cutscene still throws me off a bit but thats really nothing to be concerned with. Since I have taken the time to thoroughly test this one and I see the attention to detail It would be a shame for you to not smooth that first camera out...I would suggest having the camera target the shore the whole time as it backed away and without it ever turning around, the boat comes into view by passing the camera up on the way to the shore. Or if you prefer to keep it simple....just remove the first target position in the water and allow it to focus on shore until its ready to pivot and face the boat.

The only other thing I discovered was the objective to get to high ground never ticked off. It could be that I never reached the exact point that you intended but since I did get to high ground and observed the surroundings before determining my path, I find that you may be too precise with that trigger. Perhaps just have it so that once he crosses a trigger it ticks anyway. You could also remove the X which identifies a particular position as some may choose to take a different route.

I played it several times and noticed the randomness in all things.

I noticed that if I didnt hide the bodies of the guys near the fuel dump as the uaz passed, he triggered the alarm(not sure if you intended that)

The light script that you used defintely increased the immersion and difficulty by restricting the footcandle power of the light cones. The insect scripts were cool too except that the insects were down low away from the light source rather than up high.

I realized why I missed the runway lights last time.....You can barely tell that they are illuminated with your nightvision on except for a pin point source from the object. But once you remove the NVG's, it's a sight to behold.

I didnt notice the truck placement on the runway before either and was happy to see it since it provided cover and concealment as I picked off troops across the tarmac.

I heard too a chicken clucking in the village, nice detail.

The spacing of the lights were great, the amount of guards were good, the tents and port a jon good detail.
I also liked the outro as simple as it was. Especially the fact that you put Unconfirmed kills on the pilot objective. Nice.

Great work pal. Would you like to correct either of those two things before review?
Title: Re: [SP/QG] Sabotage [Please Review]
Post by: CH on 04 Aug 2009, 01:01:50
Let me first thank you for your patience and the thorough test report. :good:

I've uploaded v1.01 and I think it's ready for review. I know that there are many similar missions (Rahmadi / SF) out there, but I didn't knew that when I first started to work on this mission. Next time I will try to do something that hasn‘t been done a hundred times before (hopefully).

The whip around camera in the opening cutscene still throws me off a bit ...

Many of your ideas have definitely improved this mission, and for that, I'm very grateful. However, since I'm pretty satisfied with the intro myself, and since no one else (schuler, NightJay0044) have expressed any concerns, I have decided to leave it as it is. I guess it's just a matter of personal taste.

The only other thing I discovered was the objective to get to high ground never ticked off. It could be that I never reached the exact point that you intended but since I did get to high ground and observed the surroundings before determining my path, I find that you may be too precise with that trigger.

The trigger area is now (v1.01) bigger and harder to miss.

You could also remove the X which identifies a particular position as some may choose to take a different route.

Since the player isn't guided by waypoints, I figured he or she would appreciate some hints of where to go. When I play the mission myself, I use the X to remember roughly where I parked the boat.

I noticed that if I didnt hide the bodies of the guys near the fuel dump as the uaz passed, he triggered the alarm(not sure if you intended that)

I've noticed that too. Maybe all aspects of the AI aren't bad.
(and no, I didn't foresee that)

I've also noted that if you manage to kill the pilot that is bringing in reinforcements, all squads will unload eventually. This is also the AI acting on its own.

The insect scripts were cool too except that the insects were down low away from the light source rather than up high.

For some reason, the butterflies have a service ceiling of 2-3 feet. Didn't manage to work around that. I could create them at higher altitudes but after a while, they just flew down again.

...the amount of guards were good...

That's good to know and impossible to find out on your own.