A mountain hike here and there wouldnt hurt either
mission length
#1
Posted 02 December 2007 - 04:52 PM
A mountain hike here and there wouldnt hurt either
#2
Posted 02 December 2007 - 05:16 PM
#3
Posted 02 December 2007 - 06:58 PM
Long missions are great as long as there aren't long stretches of uneventfull treks that play out that way every time. If one time it's uneventfull and the next time you spot opfor, that's what makes "the long way" worth the time.
note: I chose not to use the term "sniping missions", since I wouldn't want to HAVE to play any mission one way, if ubi know what I mean.
Edited by doubletap, 02 December 2007 - 07:03 PM.

I'm not saying you're wrong . . . . . I'm just saying I'm right
#4
Posted 02 December 2007 - 08:51 PM
Quote
Sure it isn't great in a real life point of view, but gameplay wise? It's a valid reason for a mission to be long. Doesn't have to be the case for every mission in GB, but yeah, I'd like one or two ops to go sideways and make the player think quick on his feet rather than just follow orders from the devs.
#5
Posted 02 December 2007 - 11:49 PM
SP these kind of short missions dont work so well in my opinion because you have to spend so much time babysitting your teammates who have no intuition. This often leads to a slower more methodical approach, which i personally dislike.
I perosnally think missions should be short and challenging, long ones where you engage the enemy, move around, engage some more enemies, to me get boring, and also in real life i do not think would be very successful as you could be out numbered, run out of ammo, etc, etc. And if you were after an important objective, they would soon cover it with extra protection.
Also i think long hikes are boring. I dont see any reason to get dropped further than a minute from the action zone. It just isnt fun.
Edited by Relinquish, 03 December 2007 - 12:00 AM.
#6
Posted 03 December 2007 - 12:59 AM
#7
Posted 03 December 2007 - 02:52 AM
SP missions can be short and long, I suppose. I kinda like to fiddle around with a mission and as long as I have a save function I don't mind if it takes hours to complete it.
Co-op and MP missions might be a problem if the missions are hours long though. Especially for us old farts with family obligations and whatnot.
Respectfully
krise madsen
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Hatchetforce said:
#8
Posted 03 December 2007 - 04:09 AM
#9
Posted 03 December 2007 - 05:21 AM
Kirq, on Dec 3 2007, 02:07 AM, said:
I agree, but I would have used "20" and "60" minutes instead of 10 and 30.

I'm not saying you're wrong . . . . . I'm just saying I'm right
#10
Posted 03 December 2007 - 05:25 AM
krise madsen, on Dec 3 2007, 10:00 AM, said:
SP missions can be short and long, I suppose. I kinda like to fiddle around with a mission and as long as I have a save function I don't mind if it takes hours to complete it.
Co-op and MP missions might be a problem if the missions are hours long though. Especially for us old farts with family obligations and whatnot.
Respectfully
krise madsen
Absolutely right - both points.
In Armed Assault there are missions (Evolution) that take at least 2 hours to be finished - with less experienced players even longer than that. It is fun yes, but you only can do that over the weekend and besides that only works because of the respawn-system involved. For me GB has to be a game where I can play a few missions with friends in the evening after work. Up to an hour for one mission is def ok. The min. time 30mins, I really want to put thought in every move I make.
Edited by rookie, 03 December 2007 - 05:30 AM.
#11
Posted 03 December 2007 - 05:59 AM
Maybe for the modders, someone could create a helo to use, one that is used by Indonesia or Malaysia, that isn't readily identifiable as American, or at least contemporary ones. They still use the Huey, so flying in one of those may not be as attention grabbing as being dropped off by a Sea Hawk, Sea Stallion or Sea Knight.
#12
Posted 03 December 2007 - 08:34 AM
Megalodon, on Dec 3 2007, 01:07 PM, said:
Well worth repeating, IMO
Respectfully
krise madsen
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Hatchetforce said:
#13
Posted 03 December 2007 - 10:20 AM
#14
Posted 03 December 2007 - 11:14 AM
When watching documentaries on the training of American military forces, there's always talk of the orange peel, and reformation of your team to consolidate firepower, and all this other cool stuff, WHILE TRYING TO BREAK CONTACT.
I don't play a lot of different FPS games, but the ones I do play never allow for this... it's always "Push ahead, push ahead, keep going!" If real military doctrine allows for breaking contact, why wouldn't this game here allow for breaking contact?
At what point is the opposing force simply too large for you to continue? At what point would the correct action be to leave the situation to fight another day?
Current games I've played don't do this very well... it's easy enough to trigger the reinforcements arriving, then you wipe out the reinforcements, and then continue the mission picking everyone else apart. What about being overwhelmed? What about simply being an impossible mission?
Does that ruin too much gameplay?
Anyways, I like to take my time... as long as I can take an hour if I so choose, others can complete it in 10 minutes if they want to...
#15
Posted 03 December 2007 - 11:19 AM
Other missions like long range patrols, sneeky peeky missions, ambushes, sniper/observer and what not could all have different mission lenghts.
These would be great for the campaign type missions.
For coop, yeah, they may want to be kept to an hour or so, due to reasons that have already been stated. But still, there should be the option for coop players to run longer misions if they want. After all, variety is what keeps you interested.
thanks for the forum to add our input to the game!
Joe
Edited by Joey C, 03 December 2007 - 11:21 AM.
#16
Posted 03 December 2007 - 11:21 AM
Wow, that would be amazing...
That's something that could be applied well to an ArmA Evolution style map (persistent, and HUGE). The biggest problem with Evolution (IMO, besides the lag
*just another thing on bounding and peelback tactics, they not only rely on enemy superiority to be of use, but also on the enemy responding appropriately. What use is suppressive fire during a peelback if the AI doesn't even flinch?
Edited by tunabreath, 03 December 2007 - 05:15 PM.
#17
Posted 03 December 2007 - 03:56 PM
I was playing the Alpha Team Mod for OGR just last night, and on the very first mission of Right Hand's excellent 8 Days Reloaded Mod I was forced to imitate real contact drills to an accurate degree. I had to pair up two support gunners, two marksmen (both had accurized, suppressed M4's) and two assaulters. Each would act as a bounding section in peels and advances. Why did I have to? The sheer amount of tangos.
It was suicide to do anything without overwatch!
If GB does NORG the difficulties of how it is in the field for small teams, then the player should naturally fall back on what US SF do to succeed and survive.
If BFS added the support for adding little layers, for example the degree of the enemy's response once the player has been detected, then missions would seem so much more alive and challenging, and again force the player to conduct contact drills. E.g. mortar attack within 5 minutes, or onslaught of local militia in 15-30 minutes, etc.
Quote
When you run out of ammo, CAS, or get bored.
Edited by relaxative, 03 December 2007 - 03:59 PM.
#18
Posted 04 December 2007 - 05:01 AM
I'd be happy for them to go for up to 2 hours but no more then that - and some missions dont really need to be more then 30 minutes.
I peronally, dislike the ArmA style - where you can spend 24 hours trying to complete one mission, and I HATE the mindless travelling and hiking forever to get to a destination - not my cup of tea at all.
I like approximate GR size maps - maybe up to double but thats the maximum I want - the mission starts in proximity to the targets - not 3 or 4 or even 10 miles away a la ArmA.
#19
Posted 04 December 2007 - 12:53 PM
#20
Posted 04 December 2007 - 04:00 PM
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