Search found 141 matches

by kju
Thu Dec 05, 2019 3:34 am
Forum: Campaign considerations
Topic: Helpers menu
Replies: 0
Views: 36

Helpers menu

The basic idea is to offer via an extra menu via ESC pause menu to adjust the difficulty. Notable aspects: Possible to limit to specific difficulty modes Available for any SP mission/campaign Live adjustment during play Ability to affect player, player group, player side and enemy side Features like...
by kju
Sun Dec 01, 2019 9:33 am
Forum: Campaign considerations
Topic: Interest to help play-testing?
Replies: 1
Views: 259

Re: Interest to help play-testing?

Further testing notes : The first two missions are bootcamp/tutorial - they are the most tightly scripted and thus most likely to break or not work as intended. Report text-voice mismatches or general text or voice wording issue Your use cheats/dev console to make it easier or yourself invulnerable...
by kju
Sun Dec 01, 2019 9:16 am
Forum: Campaign considerations
Topic: Interest to help play-testing?
Replies: 1
Views: 259

Interest to help play-testing?

We are looking for dedicated people to provide feedback for the ported and upgraded Iron Front campaigns to Arma 3 . Requirements : IFA3 AIO LITE + CUP Terrains Core Some time to play-test and especially dedication to provide written feedback Willingness to provide meaningful and somewhat structured...
by kju
Sun Dec 01, 2019 9:04 am
Forum: Campaign considerations
Topic: Automated and manual save game design
Replies: 0
Views: 39

Automated and manual save game design

Preface: There is auto saves set by the mission design and manual saves usable by the player. One can limit the manual saves to one per mission via difficulty settings (or scripting). The difficulty setup we have in mind so far: Recruit: Unlimited manual saves, autosaves Regular: Unlimited manual sa...
by kju
Tue Nov 19, 2019 5:53 pm
Forum: Campaign considerations
Topic: Winter version
Replies: 0
Views: 106

Winter version

While no accurate to history, would provide different gameplay experience
by kju
Tue Nov 19, 2019 5:52 pm
Forum: Campaign considerations
Topic: Hardcore difficulty
Replies: 0
Views: 84

Hardcore difficulty

All helpers off
AI at maximum difficulty
No savegames
No team members?
More enemies?

What else?
by kju
Fri Nov 15, 2019 10:59 am
Forum: Campaign considerations
Topic: Cannot move during cutscene/speeches
Replies: 2
Views: 142

Re: Cannot move during cutscene/speeches

Cutscenes will be skipable
by kju
Wed Nov 13, 2019 4:23 pm
Forum: Campaign considerations
Topic: GER 04 mission too difficult
Replies: 0
Views: 92

GER 04 mission too difficult

> Barden Arguably a super stand out in difficulty comparison to the other two missions surrounding it. I know it's possible but definitely time consuming. > kju Do you know you can steal vehicles? like at first one can get a Sdkfz251 and then tanks (needs the prisoners alive though) That said it is ...
by kju
Wed Nov 13, 2019 4:17 pm
Forum: Campaign considerations
Topic: APEX style subtitles for conversations
Replies: 1
Views: 100

Re: APEX style subtitles for conversations

A3 standard text (BIS_fnc_showSubtitle) for chat when using lipsync, rather than what it was used in IF SA? old: https://youtu.be/JFvUoNyUFDs?t=5m45s new: https://youtu.be/IzTl0KOwyv0?t=1m in IF they either used it as directChat or in the lower middle part of the screen as titleText, which seems out...
by kju
Wed Nov 13, 2019 4:16 pm
Forum: Campaign considerations
Topic: Tasks are not automatically assigned
Replies: 1
Views: 110

Re: Tasks are not automatically assigned

> kju on the one hand its convenient to get told where to go fluently, on the flip side it makes you not study the briefing/tasks usually/as much, and removes some of the exploring > Jaki depends on the mission situation imo but you can always present hint that says to check briefing/task info or si...
by kju
Wed Nov 13, 2019 4:15 pm
Forum: Campaign considerations
Topic: COOP version
Replies: 0
Views: 95

COOP version

> canadian To be honest, making the scenarios COOP playable would probably make a massive difference in the campaign gameplay. In a positive way ofc. On the other hand - I feel there's way too many scripts to be optimized so they can work with MP / dedicated server environment. In my opinion option ...
by kju
Wed Nov 13, 2019 4:14 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 118

Re: Tank missions are really difficult - 2-3 hits and the tank go down

> canadian Maybe divide the tank missions into phases? Each phase the support truck teleports and you have the ablility to resupply and repair. > kju well one idea was to just add some supply points in between. either abandoned enemy trucks, or your own, or some scripted stuff however in the end thi...
by kju
Wed Nov 13, 2019 4:13 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 118

Re: Tank missions are really difficult - 2-3 hits and the tank go down

I agree with this notion - at least for easy difficulty. I laid out the idea about auto repair - any other ideas? Support trucks are no working reliably (is there a 3rd party scripted system?) To have them in your group would burden the player with AI management (and trucks are somewhat finicky movi...
by kju
Wed Nov 13, 2019 4:13 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 118

Tank missions are really difficult - 2-3 hits and the tank go down

It make mostly impossible to complete the tank missions
by kju
Wed Nov 13, 2019 4:11 pm
Forum: Campaign considerations
Topic: Damage systems that toughens up the player - ie similar to the ACE one
Replies: 0
Views: 78

Damage systems that toughens up the player - ie similar to the ACE one

The lack of body armor makes it kinda easy to get 1-shot. > Barden Reduced damage for the player? For the SP campaign I can dig that. The one shooting all the time on regular difficulty is quite often. Then again, poke your head up the wrong place and you're a dead man. > Barden For someone BRAND ne...