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(Review Completed) [SP] OPERATION RATTLESNAKE V2.1

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Gruntage:
Author: Gruntage
Version: Final (v2.1)
Required Addons:  FOX2 Zodiac (Included)
                           Mikero's Editor Upgrade (Included)
                           SFP_Gbat (Included)

Game Version: OFP 1.96 OR CWA v1.99

Mission Description:

Five elite US Special Forces operatives are tasked with eliminating the Russian AA presence in the village of Houdan on Malden. You, Commander David Webb, will be coordinating the assault directly. Make use of stealth and the element of surprise to bring swift, unrelenting destruction upon the Russian forces. This mission offers a variety of special features, outlined below:

Features: -A unique UAV grid/screen,
                       -Customised text
                       -Basic voice acting for use in radio messages & cutscenes
                       -The ability to coordinate the operation through the action menu.
                       -Randomly created tanks and vehicles
                       -Random patrols and patrol sizes
                       -Custom music
                       -Two dialog interfaces

This mission was designed to be fairly quick, yet immersive and enjoyable. Hopefully I have accomplished this...

WHAT'S NEW?

As most of you will know, the mission was taken down temporarily for almost a complete rebuild, in order to address the numerous bugs that had reappeared. This I have done. Although a 'rebuild' may seem pretty extreme, it really wasn't as much work as you might think.

The mission was stripped down to its very basic structure, and then essentially rebuilt; brick by brick almost, eliminating bugs as they appeared. So, the new version (v2.0) is the result of the recent rebuild. The old changelog has been removed, as I like to think of this new version as being a clean slate. Plus, the old changelog was pretty extensive, and most of it was unnecessary. I have included a very brief changelog in the readme however.

So, what is new? Quite a few new features have been incorporated into the mission. What you think of these new features is a matter of supreme importance, as I am eager for feedback on this new version. New features include:

- Flare traps
- The reworked extraction system (gone for something very simple)
- The tweaked detection system
- Communication between outposts surrounding Houdan
- Smarter AI (through the use of a couple of nice little scripts used in another mission)
- Increased number of patrols
- Basic tracking system (a small group will investigate any triggered traps, or if Houdan is cleansed of hostiles (more details in the briefing))
- The briefing has been altered, to remove any confusion on the usage of certain terms

Most of the mission is as you remember it. The location and plot is the same, as are the insertion points. Hopefully though you will notice a change. Whatever caused the previous bugs, like the mission not ending because the zodiac won't move, have been dealt with. The AI being reportedly stupid has been fixed; the...er...problem that caused this has been removed ( ;))

The mission has not undergone a makeover as such, which was what I had originally intended to do. But, enough changes have been made to constitute as a rebuild or a major update. To see so many bugs appear at once I suppose was discouraging, but hopefully they have all been sorted. It's very difficult though to gauge what the player may run into. I've NEVER encounted ANY of the bugs that the beta testers have come across first hand. I guess that's the beauty of beta testing; you need others' points of view.

Anyway, that concludes the 'what's new' part. I'm eager for constructive feedback, and I'm sure you're all eager to see what changes have been made. Though I am quite sure that not all of the changes will be approved by all. That's another challenge that has been difficult for me: accomodating everyone's desire.

So, the new changelog, from v2.0, starts here:

Changelog:

V2.0 - Rebuilt version, much improved on earlier versions, new features implemented (outlined above)

V2.1 - Version submitted for review. Few alterations to gameplay, mainly to make the mission more realistic.


(By the way, if you want the old changelog back for whatever reason, just let me know and I'll put it back)

Known Bugs

Hopefully all bugs have been removed. There shouldn't be anything that prevents the player from completing the mission (except perhaps the Russians themselves  :)). But, as I said before, it's up to you guys to let me know of any bugs because I very rarely come across any first hand.

This mission has been reviewed and is now available from the Missions Depot






Best Regards,
Gruntage

Aldo15:
Hi,

It's good to see missions for ofp over here again. I'll try to test your mission and I'll give you my review

EDIT: Man when I Start Ofp game I get this. 'Addon FOX2_Zodiac' requires addon 'SFP_gbat' Then I start your mission I can see the Intro but when Intro is finished, the game doens't work for me, it's shutdown.  :confused:

Cheers,
Aldo15

Gruntage:
I've added the missing addon 'SFP_Gbat' to the zip file. Maybe your game shuts down because you didnt have the addon.

Hopefully this is fixed now

Regards,

Gruntage

Aldo15:
No sir, that addon isn't in you zip file. I tried to put all addons on my addons folder, but I still get the same problem.  :dunno:

savedbygrace:
@Aldo15: He has uploaded a new link that will give you an updated version of his mission with the missing addon in it.

Played this one with Arma: Cold War Assault v1.99 on veteran mode.

If the addons you used are available somewhere, please provide working links.

Overview
Great example of how an Overview should look. An in mission image, dressed up some and text that explains the mission in few lines as possible. Mission version number also helps prevent confusion in the notebook page.

Intro
Great selection of music, good use of dialog, timing of traffic was well done, camera movement flows smoothly and the conclusion was great.

Briefing
Well written and organized beautifully. Although some of the information was repetitive in more than one area of the brief. Limited but relative gear selection was appropriate. Links functioned correctly.

Kilo squad's sacrifice while the specops exfiltrated seemed to label Kilo as expendable. I couldn't help but wonder why a special squad would be called in if Kilo was already in the Area of operation and could perform the tasks easily enough.

Mission
I chose hard for the difficulty.

The inability to shut the boat motors down in OFP has truly vexed missions like this one where stealth becomes ridiculous with a motor humming throughout its duration, but this is obviously no fault of yours.

MY APPROACH...
It was nice only having to control one extra unit during the operation even if I only used him for his satchels. It was good to see the others dismount, run to their positions and await my orders.
I truly do not put much trust in AI decision making when the balls are to the wall in this game and so as I always do, I slithered into the town alone. I proceeded to plant my 3 charges, on the Empty Shilkas while picking off the smaller patrols and eventually having to engage the larger patrols. This did not prove hazardous since I was able to clear out the entire squad before the timer counted down. I was careful to choose my assault angles that allowed for easy trigger action with fewer readjustments. I meet up with my team mate and grab one of his satchels to finish the job and then move to the outer limit to detonate. Before doing this, I save the game.

I detonate the shilkas and nothing else happens. The Commence attack action remains, no objectives tick off, no alarm sounds, no responding units ever show face. I go ahead and activate the commence attack option in the action menu and the other units proceed into town. Perhaps you should reconsider your decision of sending them all to the same position in town? They would have been target practice had I not cleared the town already.
Anyhow. I get another addaction to place charges. Those work great too. They each run to their shilkas and put down a charge and then return to their previous position. Another addaction orders them closer to the boats. Another addaction allows me to detonate their charges where the alarm go offs immediately(I was expecting a delay from having no power). Another addaction gets them in the boats. The boat revs up to take off but never moves. I had forgotten all about Kilo until I hear the exchange of gunfire and explosions in town. The tanks made short work of them though and proceeded to the shore where they quickly dispatched our boat and then us. Once that happened, instead of ending in failure, the debrief read as successful, the objectives ticked off and the debrief was shown.
Debrief was also well written.

It's obvious that you place too much dependency upon the other specop units when the player is where objectives and other key game changers should be focused. Even on hard difficulty, the units do not respond well unless they actually spot the player while they are in aware mode(squad mate goes down).

Objectives should be tied to the status of the target unit and not the execution of a script which may or may not be executed.

The alarm should be played only if a unit is in town. You can place a unit in the third floor of a house but make sure they are the source of the alarm so if they are killed, the alarm will not sound. You could also loop that alarm in a script.

Place a gunner inside each shilka to increase difficulty, set them to combat so that they keep the lights off and dont move a driver in to keep it static.

I also would not rely so heavily on addactions to advance the mission.

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