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Old 03-14-2010, 04:06 PM   #11
Scorp
Default Re: AI: None PLz.

Quote:
Originally Posted by AgentMongoose View Post
I think it is planed to be pvp.
What I would like to see however is pvpvaic. Player vs player vs ai civies. There was some talk about it in another thread somewhere
The ai civies is a fantastic idea, this could bring the R-O-E into effect within the mod, and could also bring some simulation of the taliban taking advantage of civilians in terms of killing them.
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Old 03-14-2010, 05:07 PM   #12
McBumLuv

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Default Re: AI: None PLz.

Why no AI?

Who would want to play as a civilian for hours on end realistically, or maintain an FOB's defenses indefinetely despite lack of action. Of course there will be some, and players should still have the opportunity to play as civis or defend locations, no doubt, but it wouldn't actually be realistic to have those aspects forgotten because people dislike playing as them (IE, PR:BF2's civilian problem).


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Old 03-14-2010, 05:09 PM   #13
winchesterdelta1
Default Re: AI: None PLz.

Guy's when do you understand that you will be able to make you'r own missions in ARMA or use missions that other people than PR made. If you want civ's open up the editor and put extra civ's in the mission you like. Or an extra bradley AI or not. I think PR is going to implement standard missions with the mod so evrybody can play those game modes from day 1. But if you don't like them or you want something extra.. edit it or make yourself a new mission. LoL reading around these forums makes me realise that a whole new world is opening up for these people..
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Old 03-14-2010, 05:12 PM   #14
cm.
Default Re: AI: None PLz.

okay:

1. You can't "force" PvP only with a mod. It will be up to the mission designer as to wether it will be PvP, Coop etc. Seeing as PR: A2 is focused on PvP, you would assume there would be more PvP mission than coop. Having said that, if you don't like coop, you don't have to play it.

2. there are several modules in arma 2. One of them can dynamically add civilians all over the map. they will do random tasks, drive cars etc. A custome module could be made to deploy afghan civies on the map ( I would guess something like this will becoming from operation arrowhead (official arma 2 expansion)). So yes, adding random civilians literally takes a double click of the mouse and BAM! civilians everywhere.

3. most of the other features are possible in arma2, they would just have to be scripted in the mission or available as default via PR.

edit:

yeah no shit about that one winch hahaah.


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Old 03-14-2010, 06:25 PM   #15
NuclearBanane
Default Re: AI: None PLz.

Thanks for the info stalker.
Makes me wanna go out and buy and apply for beta test that much sooner.

So how many players are actually supported and tested in PR:Arma2
Because the Devs of Arma to say 128 but i've never seen a server or a match that size.
( PLayed at friends and server browser. )
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Old 03-14-2010, 07:01 PM   #16
clueless_noob

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Default Re: AI: None PLz.

Quote:
Originally Posted by NuclearBanane View Post
the Devs of Arma to say 128 but i've never seen a server or a match that size.
That's something I would like to know too.

When talking about server sizes with PR people, please keep in mind that we are talking about servers running human vs. human type of maps/missions. In PR we are accustomed to broad selection of servers having at least 50 human players on line almost on any given moment.

I've seen those videos about 1.5k AI units, that doesn't impress me much. Show me a public server with more than 32 human players per faction and with at least two factions engaging each other, and you have a slight chance to make me a believer.
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Old 03-14-2010, 07:07 PM   #17
winchesterdelta1
Default Re: AI: None PLz.

I myself played a tournament consisted of 124 player's or 100 with no AI. They are still having those battles every week that takes 2 hours. But there are also ARMA 2 servers that run Berzerk or AAS servers that can handle 100 players at a time. Your nickname surely fits you
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Old 03-14-2010, 07:11 PM   #18
Howitzer

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Default Re: AI: None PLz.

Keep in mind that they are not only doing an simple MOD , they are doing the map and missions.
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Old 03-14-2010, 07:22 PM   #19
clueless_noob

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Default Re: AI: None PLz.

Quote:
Originally Posted by winchesterdelta1 View Post
They are still having those battles every week that takes 2 hours
An average round on a public PR server can easliy take two hours and these rounds are available practically 24/7 without any preparation or advertising needed. There is only a few less popular hours during daytime in europe area. The longest round I've played myself was three and a half hours on a full (64 players) server.
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Old 03-14-2010, 07:33 PM   #20
STALKERGB

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Default Re: AI: None PLz.

Quote:
Originally Posted by clueless_noob View Post
That's something I would like to know too.

When talking about server sizes with PR people, please keep in mind that we are talking about servers running human vs. human type of maps/missions. In PR we are accustomed to broad selection of servers having at least 50 human players on line almost on any given moment.

I've seen those videos about 1.5k AI units, that doesn't impress me much. Show me a public server with more than 32 human players per faction and with at least two factions engaging each other, and you have a slight chance to make me a believer.
This server reportadly had 90 people playing and the lag issues dont seem all that bad to be honest.

YouTube Video

STALKERGB ♪♫


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