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Changes to how 'Opfor strength level' works #329
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Neat idea! I also miss those vehicle bounties. In a sense they're still there if the player base has the right combination of numbers, discipline and time to disable, repair and recycle enemy vehicles. However, the small group I play in is usually short on all three counts :) As you say, your idea makes more strategies / styles of play feasible. It would definitely improve the experience for my small group! I think the change in OPFOR strength you mentioned in your last paragraph would work best if it were to scale to the number of players in-game, perhaps with a lower threshold (i.e. the feature is turned off when the player count is < X). |
@dmorchard Yes, I guess the difficulty parameter would adjust at which rate the opfor strength increases :) Some testing and balancing on the different factors that lowers/heightens opfor strength would ofc be necessary |
A kind of this was planned for 0.96, but was postponed to 0.97. |
Just have it still in german. Maybe google could help for an understanding.
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I don't know if this is necessary unless directly tied into some specific gameplay elements. Simplicity is often good when it comes to games (easy to learn, hard to master). Also missing how these things will work gameplay wise. (edit: Got a better understanding of it once I read the rest of your ideas :))
Similar to my suggestion. I like this. It adds realism :)
So sort of aggresivity works now. Strength -> how strong attacks are and attention -> how often they attack. But what affects attention? Attacks from you could highten attention, and then it could maybe get lowered by time. So attacking small villages covered by enemy radiotowers hightens attention X while small villages not covered hightens attention a little less.
Agreed. Maybe you can get a notification when a FOB is discovered and some icon next to their name on the map so you know which ones are discovered. (Maybe you need to interrogate prisoners to have this information)
Good point, but unless the player somehow can see this happening and affect it I dont think this is necessary. It adds complexity. Maybe a FOB would be discovered once seen by a passing patrol etc because then having radiotowers and attacking enemy that comes into the area before they can discover you base would be a thing, and that would be kind of cool. Maybe having a radiotower would give you the notification: "An enemy patrol is in the area of one of your undiscovered FOBS"
I like this one a lot. This would add more planning to an attack in that you can look at roads and decide which ones to add mines to etc to stop reinforcements :) Also taking out a base would make it easer to capture nearby sectors afterwards
I like this one. Another one is more randomization around defensive forces surrounding a tower. Maybe its a tank, a offroad, a group of people, or maybe even a heli landed there.
Not sure if I understand this one
Based on my suggestion every kind of enemy vehicle typed is tied to a strength point (or percentage). Strength is increased over time, and not lowered unless you blow up stuff, capture enemy fobs or do certain sidemissions. This basically means that percentage strength is like a pool of enemy vehicles. So when an attack is triggered (this could be triggered by "attention" at a certain level) the strength of the attack would be translatable into the current percentage. So if strength is at 10% an attack could have 2 tanks, a heli, and and two vehicles. Destroying these would put strengt to 0%. Ofc an attack don't have to be "full" strength. At higher strength like 40%+ it could launch attacks at equal 15% strength. Kinda bad explanation but hope you get it. Additional rules could be applied. Like strength has to be above 30% for jets to spawn, so opfor at 3% strength don't just send one jet!
I like this one. It should also depend on closeness of enemy sectors. So you dont run into enemy patrols in areas surrounded by taken sectors
I played some time with the Fire for effect mod in Liberation and it is awesome. It fires at whatever units spot, and takes into account speed and direction etc. It fires two rounds, which are very inaccurate, then spends some time adjust, and fires a more accurate round. This is really cool because you get the indication that someone has seen you / or your fob and that you have to take them out before the more accurate barrage hits / or get to cover
I think it would work just spawn some static AA as defenders |
Oh nice that you made a small "retranslation", or did you found the old english text? Here is a missunderstanding I guess:
Attention = Aggressivity. Strength will "extend" the current Aggressivity as an additional independent value. But the Aggressivity/Attention should stay in it's behaviour concerning how it rises and lowers.
Blufor sectors and FOBs should have something like a "value of worth" (internal). If they have massive resources stockiled and threee facilities or (in case of a FOB) many air vehicle slot buildings they should have a bigger "score" for the decision of the enemy which one could be attacked. Also the distance to the opfor territory should come into that decision to keep it reasonable. |
Ah, that makes sense. Then it would be preferable to place bigger bases with more resources and stuff further inside your controlled area of the map. Would also mean that moving resources from FOBs at the frontline to your "mainbase" would be reasonable. |
I disagree with destroying enemy vehicles/troops reducing strength. My group played an old version of Liberation and we completely destroyed the enemy army just by sitting in a defensive position. The rest of the campaign after that point was almost literally just walking through the points. Player should have to actually go out to reduce enemy army strength. That means doing missions or capturing points, etc. The FOB hunting works just fine in this regard as far as i'm concerned. Although some disincentive to just shelling them into oblivion should exist. Perhaps if you had to go and retrieve some object from the base. Battle plans or some such thing. |
@Takahashi-Yuuki Thats a question of balancing. It does not have to be easy even though this feature would be introduced. It could even become harder if you introduce the 'increase strength per minute' to simulate opfor activily preparing to fight you. |
There has been no Liberation version yet which limits the amount of enemy units/vehicles for the whole campaign. |
This suggestion plays on two aspects, adding a bit more control around opfor strength, and adding back a mechanic from the original Liberation in a new form.
In the old liberation you could get resources by blowing up enemy vehicles. This was removed, because it didn't really fit well with the new resource system. But another thing that was removed then as well was the incentive to go on bombing runs to target armored targets, or use guerrilla tactics to take out some tanks without capturing sectors, or behind-the-lines ops to laser-mark armored targets for artillery.
So my suggestion goes like this; Taking out vehicles/armors lowers opfor strength. Currently you can only do this by doing the special missions. This would also play well into the logic that taking out enemy vehicles/tanks/helis etc lowers enemy strength.
Since lowering strength is now easier it could be raised a bit more when capturing a sector, and opfor launching an attack on the fob would not lower it automatically (but it would be lowered upon defeat in line with the size of the attack because you would take out a lot of the enemy vehicles in doing so)
This easy change would open up a lot of new game play elements and strategies
And additional suggestion would be that opfor strength would raise a certain amount every X minutes instead of being raised on taking sectors (rather it could be lowered by it), that way you would need to actively work to keep it down by blowing up opfor vehicles and doing secondary missions (and capturing sectors).
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