johnnyboy wrote:Hey buddy, I gave this a try. I really like the intro and insertion. And the lighting for a night mission is just right. Big problem though: player and his team are invincible. I thought I was doing great in a big firefight then realized I couldn't be killed. Need to fix that lol. Also, why not have voices activated for player and his squad? It was less immersive for me to give orders to my squad and not hear anything.
Anyway, keep up the good work!
Thanks man, I fooled around for a while to get the lighting just right for the night op, using the color correction post processing effects, and set aperture command.
I turned off the voices for two reasons, one, because the SOG teams rarely spoke on their ops, and second, and mainly because I didn't want your AI teammates calling out when they spot the enemy 150 meters away, through the jungle, at night LoL. I wanted the player to have to be the one spotting the enemy.
As far as turning off the player damage, I debated doing that, and elected to just do it for the first half of the mission during the night time recon op.
You have to complete the recon op without getting spotted by the enemy, if you are spotted, you will fail the mission. So to complete the recon op, you'll never fire a shot, or be at any risk of taking damage, so turning off the damage is irrelevant.
If you are spotted by the enemy, you will fail the mission, and have to revert. I decided not to trigger failing the mission right away, but instead wait until the player makes it to the extraction point. I disabled the player damage to allow them to get to the extraction point, and in the process "reward" them with at least a heck of a firefight before having to revert, and replay the recon op. It seemed to make sense to me at the time of creating that part of the mission, but if you think it's too immersion breaking, I could remove it, and let the player take damage.
In the second half of the mission, during the destroy the SAMs op, the player is able to take damage.
Anyway, I'm slowly working on a prisoner snatch mission that will have a some randomization to it. You'll insert at the LZ, and there will be three trails marked on the map for you to go and watch, looking for a convoy to snatch a prisoner. The trails are all about a klick apart for each other, and you have to hump your way to them, all the while there will be NVA patrols in the AO. The player will have to decide whether or not to engage them, or bypass them. Which trail the convoy will be on will be randomized. There's going to be optional side missions that will be picked a random, and also be random chances of LZ watchers/trackers being present. I want the player (for now, me) to not know what they're going to get.