Played the mission sans sandbags up to takeover of all outpost-towns.
(I also removed everything 'false' eg car=hidden where it clearly had no impact or wouldn't be looked for in scripts. not graves eg)
This is just a report on the result, NOT, a declaration that sandbags should be touched in any way.
Either I started the war early, or the engine did, one of my gameplays is to enfuriate the enemy so much that they chase me north -> south or south -> north and then a blue on blue occurs. That isn't my intention, my hit, run, entice, reduce-the-numbers, is. The blue on blue always surprises (and elates) me when it comes. I either started the war (again), or, the lack of barriers in T3 caused a blue on blue.My comments on hints on convoy are RUBBISH. So easy to forget the whole desperate, hair tearing, frustrating, exhilarating, god knows what to-do, aspect of the mission. Say nothing. I am deeply embarrased by myself being so bloody crass. This isn't one of those missions. Jesus.
Anyway, the results of sans sandbags are revoltingly evil., you can't win, you can't break even, you can't quit the game.... Thob. Murphry's phlaw has hit hard.
The chopper was positively nasty. It ultimately found any vehicle i found
The result has been a persistent, consistent and permanent, 'heaviness'. That awful trudging thru sludge stuff where it's not laggy, but nothing is responsive. Trucks sliding off roads eg because the engine's trying to keep up with the mouse twitch. This is pre-lag territory.
All of this because the war started! All of this because, the engine is now devoting a lot more energy into the ai and making it pay! As in there's background battles going on slugging the engine! A catch 22
Because of the permanent heavyness, I'm unable to say for sure whether loons in visual were dumber or smarter, most were ferocious, some weren't. But I just can't determine if any were looking for contact lenses or not. There's one guy at Larche near 'the house' who is persistently dumb, you might want to check him as litmus paper.
btw 'heaviness' for me is that seasick feeling where things go lumpy. In previous missions it was a terrific sixth sense, a feeling of menace a feeling of run like hell before it's too late.
I have still to find my father's grave.
MacGuba's Sergei has a soft mumbled Houdan. Not good.
"Stop or I'll shoot"
PLEASE do so. Make the player understand to listen to every word ever spoken. I had the misfortune to walk my way into camp due to 'unforseen circumstances' IF
the player gets out of vehicle, or walks in, PLEASE order him to drop his weapon. This small piece has irritated me a lot as not being authentic. MAKE ME drop my weapon, please.
it is not fully developed. For me, it is still coming on too quick, and for me, they shouldn't all be gaining at the same rate, little brother
Ruslan eg. It is undeveloped because so much more (imho) could be done with it, without (i believe) lag penalties.
I think I am the only one who not only liked this, I adored
it. I have not heard one positive comment about it other than myself. But be careful THob that you don't swing this mission too far to suit, just recall WHY you put it there and smile. There was a similar comment on Pilot's Red Tide, most didn't like the fact that the big bad Russians were released and free to go home. I loved 'the fiction' because it pulled me OUT of the game. This massive immersion of the intro, and then a play on my sanity. Taking it out is a mistake. It is a final, warning flag, a heads up, 'this mission is different'. It's a promise of things to come.
I only referred to the time when the screen was black at very very beginnings of intro, not during candy. There's no reason (other than music passage) why this part shouldn't be longer, much longer, let me settle in my chair please. I wouldn't attempt to slow the 'candy & text' sections, we ARE going to play this intro again, 3 times, to follow what's happening. Let me settle in, at the beginning.
"Cannot stay here" Why not? I certainly would! This has always bugged me.
Mac's on the money yet again. This bit generally happens to me half way up the hill (and I broke an ankle in two versions as I toppled over). Give player a slight pause as he settles in to sound of boat and gloom, then, whack!
>Move the boat.
Don't agree. Only because the audio of it was 'perfect' for me, as was the temptation to get in the bloody thing. If there's a technical reason, i wouldn't know. Situational awareness wise, it's currently perfect.
Conclusion to sandbags?
It's alchemy. Give the engine more time to the ai, and it does just that and produces lag :'(