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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126961] Wed, 10 May 2006 09:44 Go to previous messageGo to previous message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Well,I don't have a problem with the size of the original game,either.(although I might have a problem with how the game is played, generally).And excessive repetition.

Mission objectives is what you must keep your focus on.That doesn't mean you have to bang at least 5 towns and the SAM sites in 24 hours like I usually do in regular JA2. Do you guys like to kill 32 (stupid)enemies in a sector?Frigging waiste of the time.But killing them in some 3-4 successive maps might be allright. Smile

It's setting an objective(different each time) and achieving it that motivates me.And getting to explore a beautiful new map.And a coherent environment.

For the items: personally I was always more interested in the building of a new/different team, getting to know a new NPC or mercenary than on getting (new)weapons.I don't understand this obsession for item diversity,or for realism."Yeah!Gimme more,more,more!" As long as the tools of the trade are not crappy or ugly I can live with them, and the original number of them.

STORY in a new mod is very important for me!It doesn't have to be a complicated intrigue.
When,years ago, I first finished Wildfire,I was charmed by the maps and weapons(the graphics,not their deadliness) and said to myself:Christ,this beautiful and dangerous,remade, Arulco deserved another story!

You know,IF I ever release that "blitz reconquista" mod of mine, it will be another Arulcan story,one year after Miguel's death, when a military junta has taken power."General","Sargeant" and a druglord in San Mona provide the bad heroes. The "new" rebels(Jenny,Vince,Shank,Matt) are totally surounded in Estoni.You must be there by sunset-arrangements have been made, and Maddog expects your team somewhere between Omerta and Cambria with transportation.Interfere in the fight and protect them, or they will die.Or revenge them-"general" must die anyway.Conquer the SAM sites immediately or they won't get supplies.AIM pilots you through(mails).You now know the field,and have more money plus splendid equipment now-let's show them what we are made of!
Even considered eliminating side-quests, to enable exclusive focus on one goal:speed.Good timing and coordination of independent teams is what I'm after.
(Except the maps of the rebuilt Arulco, got almost every technicality out of the way-including enemies using almost exclusively good russian equipment,and pistols more rare than high-tech western goodies(!). Drassen militias uses AKs in their first ever fight now. Made even a compilation of WF and Vengeance maps to provide inspiration for whatever my maps will finally look like,though I have serious doubts they will ever look that good...)

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