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Old 07-06-2012, 06:04 PM   #1
mayr
Project Reality Beta Tester

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Default [MISSION] Choke Point

Mission renamed from Cliff Dweller to Choke Point



Since my last mission barely touched the awesome Naygul valley near Nagara, I decided to make a small A&S mission there. We need more of such for low playercounts. This one is probably ideal for 25-50 people.

To describe it shortly, it's probably like a mixture of First Light and Taking Candy. There's a bunch of checkpoints, all quite close together. No FOs can be setup, everything relies on rally points. Both teams have just five vehicles, so expect quite a bit of walking. Whole action takes part in an awesome valley and surrounding ridges. There's no buildings to hide in, just rocks and trees. I added quite a few objects to the area to create an atmosphere.











NB! Don't mind the trucks on the images. Screenshots are old. There are no FOs or trucks on the map.


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Old 07-06-2012, 06:11 PM   #2
[R-DEV]epoch
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Default Re: [MISSION] Cliff Dweller

I'm not so sure FOs should be used on smaller missions. That's why we don't have them on First Light (and why I reckon they should be removed in Taking Candy).

But obviously I'd defer to Wormeaten's expertise in this area, since he's Mr Mission


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Old 07-06-2012, 06:17 PM   #3
mayr
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Default Re: [MISSION] Cliff Dweller

I initially only wanted to include one truck and two FO crates for a side. That would force people to take care of their outposts, or they would be overrun and destroyed without the chance of rebuilding them. However, I realized the zone where rally's can be put down is quite insignificant because the mission's "shape" is like a straight line. I need to figure out how to increase that area over the whole valley, then I would be glad to give it a try without outposts.

In the long run, I imagine that spawning on FOs will be quite annoying, due to the fact that they can only be set up on mountain ridges and not in the valley itself. Running down a hill in arma is quite clunky and lethal.

Edit: Perfect, figured out how to increase the radius. Updated the original post, took out FOs/trucks.


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Old 07-08-2012, 02:30 PM   #4
mayr
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Default Re: [MISSION] Cliff Dweller

Reduced objectives from 7 to 5. Ready for a public test on my end.


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Old 07-12-2012, 01:29 AM   #5
Swedge
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Smile Re: [MISSION] Choke Point

Looks really cool.

It's a fascinating valley that one, I spent some time exploring it once for about an hour in the mission editor.

Might be interesting to try the RP radius on both sides not filling the complete valley but a gap in the middle of the valley to mix things up a bit.

Would be fascinating to try this one at night sometimes too.

Might add some tactical variety to have 1 or 2 of the objectives on the high-ground on either side of the valley, rather than all objectives at the base.

I was also going to suggest objective-reduction from 7 to 5 till I saw your post.

Nice work Mayr. Look forward to trying it.

Cheers,
Swedge


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Old 07-28-2012, 05:32 AM   #6
[md]MadMak[rus]

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Default Re: [MISSION] Choke Point

Quote:
Originally Posted by Swedge View Post
Might add some tactical variety to have 1 or 2 of the objectives on the high-ground on either side of the valley, rather than all objectives at the base.
Agree. I think it is more important to hold high-ground positions irl, if it is not a village or something specific. And it will look more natural and logical.

Playing PR:BF2 since v0.7
Playing PR:ArmA2 since v0.1 Beta release



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Old 08-05-2012, 07:13 PM   #7
galzohar

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Default Re: [MISSION] Choke Point

I think if you want a mission with no FOs it needs to be really really small. Even "First Light" feels too big with no FOs. More than 1km between the main base and the last objective is just too far when the only way to get there is walking or using a very very limited amount of vehicles.

Maybe cutting the size of the mission in 1/2 (via a combination of reducing objective count and bringing objectives closer together as well as moving the main bases closer together) would go a long way towards making it a lot more enjoyable.

If people are forced to run around too much they just end up ragequitting and it does the mod/mission no good. Rally points are a nice bonus but cannot be used reliably. You *will* find yourself sooner or later running from main base to battle in such a mission no matter how good you and your team are, and thus it can only really work on missions that are very, very small (much smaller than this one or first light).

As for high ground objectives, unfortunately the terrain in this area is much more detailed in the valley, while the hills around it are pretty plain and boring.

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