Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Ideas for the next update to Arulco Vacations (So, I wanted to create this new thread to bounce ideas around for the next update to AV)
Ideas for the next update to Arulco Vacations[message #361419] Thu, 01 October 2020 01:00 Go to next message
BlueWarrior

 
Messages:45
Registered:May 2019
So here's the first batch of ideas off the top of my head

- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW

And those are the twelve starters but I have plenty more to add over time, If anyone else wants to suggest any more to help out the project then post away. This is an incredible mod to play and also to play around with
Re: Ideas for the next update to Arulco Vacations[message #361422 is a reply to message #361419] Thu, 01 October 2020 02:46 Go to previous messageGo to next message
edmortimer

 
Messages:1352
Registered:January 2015
Location: Home Free
Quote:
- The rest of the Characters of Vietnam SOG'69
- The rest of the new characters from Flugente's Magika Workshop
- Miguel's Deputy skill is improved to Squadleader and the Leadership number is 100, Level 8 Experience
- Carlos has Level 7 Experience and his leadership being second in command is lower than Miguel but at 86 it's still a very solid figure
- More enemy screams when losing hitpoints (I recommend from The Delta Force series, There's plenty to choose from)
- Arriving at Aruclo at early morning (I pick 0200)
- IMP gear selection
- A 100 round Thompson Submachine gun
- Due to "Cougar" background in weaponry and being (Presumably) MERC's top performer, His Auto Weapons skill is improved to Machinegunner. I also gave one of the options A 23E with AR Suppressor. Coupled with his Stealthy Trait, That equipment will turn "Cougar" into a Stealth gunner
- Scope's Marksmanship is 100
- Bubba has 100 Strength, Bull has 99 and Steroid has 98
- Reflecting Len's past in the Green Berets, The Elite Weapon of Choice for him is now the M60 (Remind you of another fictional SF Operator? Hint: His first name is John) while Ice's Elite weapon is the M249 SAW
I appreciate all ideas. At the moment, however, I am playtesting v1.2. I had been totally overhauling every map sector (I'm halfway through). A problem with random items put the kabosh on my motivation for that. I was trying to give the mod more re-playability by random weapons and items - I randomized almost everything into a multitude of groups of things. As well, I was re-working every map sector with the knowledge I've gained in the past 5 years with the intention of making each one interesting and unique in it's own way - so that a diversity of tactics need to be used throughout the campaign.

Anyway . . . so I'm playtesting all the other changes I've made - a lot of the changes asked for by players, but not all . . . we each have our own 'relationship' (can I use that word? :-) ) with the characters, and the game/campaign, after so many years. Some of the changes to the starting gear that you mention are, to me, motivations to advance that character in-game to get those things. I might at a later date re-work every character's 'elite' gear kit to be the 'very best in-character' setup possible, but not for v1.2. I want to get this out before Chritmas, and when I started this series of updates I was hoping to get it out last Valentine's Day at the latest!

Oh, the enemy screams . . . seems there was some bug or glitch or other that kept the other files from playing . . . but they started playing a while back with Sevenfm's new executables (he must have cleaned something up that fixed that problem for me).

[Updated on: Thu, 01 October 2020 02:48]







Re: Ideas for the next update to Arulco Vacations[message #361445 is a reply to message #361422] Sat, 03 October 2020 17:45 Go to previous messageGo to next message
BlueWarrior

 
Messages:45
Registered:May 2019
Okay I have a few more quick ideas
First the MPi.44 picture looks like an AKMS
And Henning experience level is at 8; Because he was the replacement to Gus I decided to bump up his experience from 7 to 8
And Scully now has Level 7 combat Experience to replace Henning, Due to him having the most A.I.M combat deployments

[Updated on: Sat, 03 October 2020 17:51]

Re: Ideas for the next update to Arulco Vacations[message #361447 is a reply to message #361445] Sat, 03 October 2020 18:33 Go to previous messageGo to next message
edmortimer

 
Messages:1352
Registered:January 2015
Location: Home Free
Quote:
Okay I have a few more quick ideas
First the MPi.44 picture looks like an AKMS

Ah, well . . . shy . . . that's because the picture is an AKMS. Oops. A placeholder graphic until I put the correct one in, and I forgot to put the correct one in. I'm putting it in right now. Thank you.






Re: Ideas for the next update to Arulco Vacations[message #361455 is a reply to message #361447] Sun, 04 October 2020 03:30 Go to previous messageGo to next message
BlueWarrior

 
Messages:45
Registered:May 2019
By the way, I added 25,000 dollars to accommodate the mercs carrying extra ammo. Some kits double the starting ammo; This way, They are still outnumbered but certainly not lacking for bullets and when the Rebel army is getting rebuilt, You'll have to decide whether or not to keep the large amount of magazines and clips for yourself or to donate it to the recruits in the sector
Re: Ideas for the next update to Arulco Vacations[message #361619 is a reply to message #361455] Mon, 19 October 2020 21:37 Go to previous messageGo to next message
BlueWarrior

 
Messages:45
Registered:May 2019
Also are you going to include all the characters from SOG'69 into v1.2?
Re: Ideas for the next update to Arulco Vacations[message #361621 is a reply to message #361619] Tue, 20 October 2020 00:00 Go to previous message
edmortimer

 
Messages:1352
Registered:January 2015
Location: Home Free
Quote:

Also are you going to include all the characters from SOG'69 into v1.2?
No. v1.2 will include more in-country recruitables courtesy of The Scorpion, with more on the to-do list for me for the future. But first I finish this update - which probably has as much added/modified as all previous updates combined. "No brag, just fact" -Walter Brennan. Once v1.2 is out I'm going to play a long campaign . . . and then I have a couple ideas for quick mods of AV I want to try out.






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