OFP1.96 cadetmode, bench 5685, no super ai
Packaging:Great. Readme was fine. You do need a picture in there for site-advertising, wherever it's hosted.
Inclusion of small addons, such as editor102 is professional.
You might choose to replace it with Mikero's editor103 *solely* because ed103 contains foreign languages as well.
Overview:Just fine.
Briefing:A lot of work went in here. Only dissapointment was the lack of group information. I do like to see what you've given me, grunt wise.
Gear selection: Excellent. Nothing over the top.
Map: Very good. Totally non noisy. Considering the island wide mission, the whole thing was at-a-glance.
Notes: good, thematic, topical, relevent and brief!
Mission:Well I just loved this.
It's a keeper for me. Few missions make that grade on my computer.
The time choice was perfect. Enemy, and us, were stumbling in the dark. Great.
Bas modelling reduces the intelligence of the ai (both friendly and enemy). The engine's working too hard elsewhere for the grunts to be smart. But, the time choice made up for it. It looked and felt realistic that no-one knew what they were doing.
The boat ride was excellent. It's that period of adjustment thing. The situaltional awareness stuff. You gave me time to look at my squad, check the map, and just generally get organised, 'aware'.
I initially didn't like the hint message about objective 1 complete. Thought that was thouroughly cheesy. However, as I got into this very complex, very difficult, mission, I appreciated being told I was doing something right! In that regard, you've got the all-essential feedback to player, just right (including, and especially, retries). Well done.
One problem you have is that you haven't accounted for player sneakiness. Anyone who's played ofp will NOT follow the train tracks. We just wont. And if you insist, we wont play the mission. Period.
So, I went direct overland to the 1st base, and it was boring. No encounters. I realised afterwards you wanted me to follow the road. It won't happen, unless you give me a reason for it to happen. So I ended up after a LONG AND BORING WALK, looking at base 1, and then a retry kicked in. That was a feedback to me, that I was, 'on track'. But you have to ambush me on the way, or, make me NOT head there directly. Or, move me closer. Of the options, and considering the wealth of movement and detail you've put on the roads, make me use the road. How, is up to you. The problem you have is, with all the 'activity' i can see down there, I'm not stupid enough to lead my squad into it.
I was completely overwhelmed / overrun / smacked and belted at the first objective. Got to the point where I didn't know where my backside was. I LOVE missions that challenge me.
Many saves and re-tries later, I managed to figure out what the hell I'd stumbled into. The rush of nasty things come from the forest, eg, the random nature of the BMP patrols, everything was what I love. CHAOS. T72's crushing me to death. aaaargh
You may not know this but that particular garrison fort is the hardest on the island to crack. It's geography makes it lethal.
Eventually got a strange radio message that it's confirmed the prisoners are not there. Sorry?, nothing's confirmed. I need to report that I can't find them. Nowhere is it suggested that they wont be there, hence confirm, is silly.
Occaisionally got a strange centred message about C2!
The timing for the abandoned base is a mess. I don't need to know anything about that until i hunt base 2. It made a large mess of the briefing as a result. I would scrap mentioning base 2 in the briefing UNTIL I discover no prisoners. Let the player think, my god, how much of this Island do I have to cover? Keep us off balance. Challenge us.
The use of ED102 objects in the bases was marvellous. Definitely best in it's class. It looked and felt like a thouroughly lived in area. You *might* have to reduce a bit, simply for the potential lag, but for me, just right.
Got sick of discovering more loons hiding in bushes and buildings. The briefing is messy. Base 1 and 2 objectives never got ticked, and importantly, never got a red cross on them either. I didnt know what I was supposed to do and got thouroughly tired of hunting loons. I had no reason to, yet thought I had to.
Base 2 presented no problems to me, relative to the hell of base 1. That is inspired mission making. A player needs to have a little ease up. A chance of lighter relief. Slugfest missions aren't fun. Battling the hordes from time to time IS fun.
Met only one small patrol going to abandoned helicopters. A little dissappointing in that regard. Shot one helicopter out, he was annoying.
3 bmp's remained around base 1 area, mincing about, but I'd tired of being there and left them alone. I would *not* have tired of them had I believed the mission wasn't buggy. The overall sense I got, which you did really really really well, was give me the impression, my god, this island is crawling with horrors.
By the time I got to abandoned choppers, the realisation of what the strategically placed repair and refuel stuff was all about. I knew anyway, but the positive re-inforecment to players of these mean something, and their persistent placement, was well done.
I wanted a fight at that base, sorry I didn't get one. I drove in with my trucks from base 2 incidentally.
Again, placement of wrecked vehicles in there, just plain excellent.
Checked the map, initial thought of no markers for the islands was an author mistake. The hell it was. This was another challenge to player. Read the briefing player (you did activate a hint to do so), TWO islands. Duh!
Another challenge, one hell of a one, navigating north in the dark. Dissappointed my chopper had no ammo. (i know, you can't do that for strategic reasons)
Pig of a time landing on island, shot to pieces several times by enemy. What I'd prefer you to do is force me to a boat instead. Gives me a far better chance. Get me to fly, to a boat. Make the AA horrific (only needs one against an unarmed chopper) so that I cannot, fly there, but need a chopper to get a boat, sort of thing. Give me a chopper on the island, to get away quickly, and ARM IT.
Again, very messy trigger meesages around island. You've geared these zone triggers against a boat and a walk, I flew over !!!!
Enemy choppers had no effect.
Some marvellous stuff at exit point where cobras were clearly keeping the hinds away. But you did nothing to make player aware of the dog fight. Do something about that, make me feel 'supported'.
The persistent radio message about 0-0-6 was irritating. I hadn't done 0-0-5 !!!! (calling for extraction)
And the boat ride was BORING. I don't need, and you dont need, to drag the end of mission out to such a silly extent. Get in boat, move a little, mission complete. What you _could_ do here though is have a night time spectacular. A technicolor tracer extravaganza of Cobra's against Hinds in the distance while we sail away. After all, my team 'discovered' Russians were there, and Nato is doing something about that, as we run away...
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Overall:
not tight enough.
The messages, general radio traffic, triggers, are sloppy and prone to errors. Biriefing is a mess after 1st base. Confusing further.
BUT, the mission is immersive. Frightening as hell. Savage. No one skill is going to beat this mission, you have to have wide experience of different game play to get trhough it.
Well done.
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Suggestions.
Environ sounds, excellent. I think Jam also assisted.
This mission must have music, not stupid battle music in the middle of a god damn firefight, but there are passages, where music will just add total flavor to what's going on. Use triggers in non-combat areas to switch it on . off.
The team is badly organised. The medic is not required, and 4/5, NOT 4/6 should be AT guys. It is currently echelon biased. Leader needs protection on both sides.
Looking forward to the next update.