Re: "1.13" Mod - Main Thread[message #10404] |
Sun, 21 August 2005 06:04   | |
Wil473
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Messages:2840
Registered:September 2004 Location: Canada |
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I'd suggest only allowing the sniper scope on sniper rifles and high-end /modern assault rifles advertised with WEAVER or STANAG (Standard NATO Agreement) rails.
- Just to make things interesting, make the scope a non-repairable item so that battlefield pickup won't be so convienent in drop all mode.
- The sniper scope could be more expensive than it is now, say by twice. In addition is there any way to stop Tony from buying them when they fall below 75%?
- I agree about the penalty with sighting through the Sniper Scope. Is there anyway to start the adding of AP to a shot at 3 instead of 1? (Either snap shot with no additional points or start adding at 3 minimum.)
By the same token, the Scoped Reflex sights sound like the ones that some modern Assualt Rifles have built in (see. South African CR-21) or the Elcan 3.4X in use by Canadian Forces or British SUSAT 4X which are mounted on standard type mounts (STANAG?). These are supposed to increase sighting speeds, while providing magnification. Complaints by the end users aside, I believe these are supposed to be more durable than true sniper scopes in 8x + range. I suppose these should be repairable as they aren't in the "high-end" optics class.
Reflex scope, those are useful for handguns, SMG's and carbines right? Pure speed bonus on targeting?
Technically, any weapon with a mounting rail could take any compatible sighting aid, but this would have game play implications.
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Re: "1.13" Mod - Main Thread[message #10432] |
Mon, 22 August 2005 07:44   | |
Checkmaty
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Messages:3
Registered:July 2005 |
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I don't think enemy behaviour improvements should be restricted to one difficulty level. Sometimes you just want smarter enemies on the tactical battlefield without all the extra Map/difficulty changes.
Some behaviour changes if possible:
1.Have the enemy fire from behind hard cover and if possible, alternate between Prone/crouch/stand to pop off shots then duck back behind cover.
2.Should never have enemies out in the open unless there is no cover available. They should allways try to find and fire from suitable cover when in any kind of danger. They should be able to tell the difference between hard and soft cover. I always see enemy take cover behind tall grass or some kind of useless soft cover...they should only do this when there is no available hard cover.
3.Enemies should try to move from cover to cover when in combat.
4.Suppressing fire. Have enemies with high rate-of-fire weapons supress your squad. If they can't see you, they should fire in the general direction of your squad. This could also be used to improve Mortar behaviour.
5.Some kind of ambush behaviour? Enemies will wait behind cover and ambush your mercs when they get close.
6.Maybe some kind of advance group behaviour and maneuvers? Like having a group split into two with one laying down covering fire and the other assaulting/flanking. Probably too much to code though...
7.Give the AI the ability to heal eachother if they have medical supplies. This may effect the balance of the game?
8.Fallback/retreat behaviour could be improved. The death rate in JA2 IMO is way too high. Maybe have the enemies retreat and fallback more often when outgunned/outnumbered. Not sure how others feel about this though.
9.Better militia behaviour. The banzai charge tactic that the militia use is the biggest problem I have with the AI in JA2!!! Would be nice if the militia were atleast as tacticaly able as your enemies. Militia medics would be nice aswell, so I don't have to manually heal them with my merc after battle.
Other features that would be cool if possible:
10.The ability to use militia to attack towns(Up training cost) or add a super expensive/long training option to train regular soldiers that you can maneuver on the map. They will be controlled by the AI in any tactical battles. Leadership will be more important now. Upping the difficulty and amounts of enemy on the map would probably be needed for balance, insane difficulty looks good though...
11.Friendly NPC rebels or other parties that wander around on the map? Would be cool to run into battles where you can watch them duke it out instead of just Bloodcat vs enemy battles. I want to feel that there are other active things on the map besides just my mercs and enemy patrol/attack squads.
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Re: "1.13" Mod - Main Thread[message #10434] |
Mon, 22 August 2005 09:38   | |
Madd_Mugsy
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Messages:635
Registered:July 2005 Location: Canada |
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Scorpion,
To get the weapons.dat changes to work, just save the file and start ja2.exe.
To get the prof1-4.dat files to work, you must start a new game. The 1-4 indicate the difficulty level (easy=1, insane=4).
Checkmaty,
1-3 are already being done by enemies.
4. Supressing fire is basically the same as the sniper code I've got in there already, and I did have it in there, but people were complaining they were being shot at and didn't know where from. Now just enemies with sniper scopes can shoot from out of range (hmmm... should I include the new ACOG scopes in this check?) Enemies also fire bursts more frequently, esp. in insane mode, where if they get within 10 tiles, autofire/burst is almost guaranteed.
5. I changed the ambush code so ambushes should happen more often in Insane. These are basically like the bloodcat ambushes though. It'd be hard to code in tactical ambushes, as every map has different good ambush spots.
6. I wish. Ideally, the enemies would form small fire teams of whoever's nearby and then stick together, covering each other and flanking the mercs (think Full Spectrum Warrior). The way the code is structured, it'd be hard to do this... Not impossible, however. I'll look into it some more...
7. There is some stuff in the code pertaining to medical attention. I think the devs either took it out because it was unbalancing the game (probably made it too easy, as you could just sneak around and shoot the medic & patient while they're busy bandaging), or they couldn't get it to work. Either way, it's not a high priority. Could be a good idea for militia though...
8. When they retreat, the enemies just run as far as they can from the mercs, not necessarily looking for the edge of the map. This is annoying as it means you need to hunt them down while they keep running further away everytime you get close. I'll see if I can increase the distance they try to run, and then make them run more often.
9. The militia actually use the same AI code as the enemies. (I think green militia = yellow shirt enemy, blue = red, and dark blue = black) They should be doing all the same new things that the enemies can do.
10. This would significantly change the way the game works, I think, as your mercs would be leading a small army around the map. I think it would probably unbalance the game too much.
11. Maybe...
Fume,
This would greatly increase the amount of micro-management in the game, as you'd need more mule-mercs to haul around stuff to sell somewhere else. A pain in the ass, if you ask me. I personally rely more on the mines' income and don't bother with running around selling things locally, unless it's convenient or very profitable.
I'd be more inclined just to increase the mercs' salaries in the prof.dat files; that way everyone can play the game the way they want to.
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