Night ops features for 1.13[message #224060]
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Mon, 29 June 2009 03:31
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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Night ops seems to have quite some fresh and interesting new features.
what i want to know is, which of these features do you like the best and which of those would you like (or which would make most sense) to be integrated into standard 1.13?
overheating of guns sure is a nifty feature that would help balancing out the new power of full auto fire granted by HAM through suppression.
rolling when prone clearly is a good thing.
loss of stamina when firing guns also seems interesting, though it needs to be carefully balanced.
firing heavy hitting guns with lots of kickback should cost you much more stamina than light caliber guns with little to no recoil.
which features do you think have most impact on gameplay and would be worth to be included in 1.13?
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First Sergeant
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Re: Night ops features for 1.13[message #224062]
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Mon, 29 June 2009 03:49 
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Shanga |
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Messages:3481
Registered:January 2000 Location: Danubia |
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Overall gun balance is superb. I don't know what they did and how they did it, but a typical battle in NO is like this:
Shoot, miss, shoot, miss repeat 20x times. from BOTH PARTIES (no magic bullets)
Bam! You are hit / you hit some - armour protects him.
More shoot, miss, shoot miss.
Bam! Second hit. Out of breath, desperately seeking to get out of fire line.
More shoot, miss, shoot miss.
Option A: You move, you stay alive.
Option B: You stay, 3rd Bam! kills you or leaves you totally crippled and dying.
Thats with my nub squad.
With pro squad it's super too. Phrak! Headshot! Phreak! Headshot! You are swimming in a sea of bodies and crap... Phraaakk... you left you head exposed... You are dead!
In all JA2's I've played so far enemy always hits you with small guns, while your top mercs struggle to hit anything. Not in NO. The CtH seems superbly equal. It doesn't forgive one wrong move, but it also rewards great play and strategy.
I wonder if all this comes from tweaking the guns or from a new CtH calculation...
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Re: Night ops features for 1.13[message #224107]
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Mon, 29 June 2009 11:59 
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Shanga |
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Messages:3481
Registered:January 2000 Location: Danubia |
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Yep, especially after that long talk about Drassen counterattack that I doubt that led to any major fixes.
I like the random maps too. But v1.13 should make them not random, but timed alternatives. Aka tie them with the plot and load them when X event happens. Imagine the queen giving the order to bomb a city and you going there... smoke...ruins... crows...
I've noticed some externalised settings that I don't know if are in v1.13 - like enemy loadout/map, exit grids, entry points. I have little knowledge of v1.13 mapping so might be old stuff. In general, NO isn't revolutionary - like v1.13, but evolutionary. Everything looks like basic JA2, but has been brought a notch up. I am pretty early in my campaign, maybe I stumble on more goodies later, tho.
PS: Did I mentioned building defences with sand bags?
[Updated on: Mon, 29 June 2009 12:00] by Moderator Report message to a moderator
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Re: Night ops features for 1.13[message #224312]
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Tue, 30 June 2009 06:54 
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whoami |
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Messages:73
Registered:May 2009 Location: Russia, Uljanovsk |
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Mauser
just try to analyze which features make this mod unique
Balance
Shanga
In general, NO isn't revolutionary - like v1.13, but evolutionary. Everything looks like basic JA2, but has been brought a notch up.
[Updated on: Tue, 30 June 2009 07:17] by Moderator Report message to a moderator
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Corporal
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Re: Night ops features for 1.13[message #225348]
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Sat, 04 July 2009 01:08 
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Shanga |
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Messages:3481
Registered:January 2000 Location: Danubia |
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Communication with NO team isn't the most direct possible, whoami is doing a tremendous job to get our wishes over to them, but he doesn't have inside access to dev forums. So we can only hope.
They clearly opted for the "Russian model". Think of it in terms of AK vs OICW. Ak you can pee on it and still shoots, doesn't look more fancy than it did 40 years ago, yet it gets the job done damn well. OICW (v1.13) has all the bells and whistles you want, you could probably attach an expresso machine to it if you really wanted, but if you're caught in a sandstorm I doubt it will function (gun experts might hang me for this, but lets accept this for the sake of the argument).
So... what I clearly want in v1.13 would be NO's guns, ammo and cth functions, plus the nice unique features like sandbags. Overall, NOs balance. But with the million guns and ammo v1.13 has, I doubt that's possible. We'll see.
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Re: Night ops features for 1.13[message #225408]
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Sat, 04 July 2009 10:56 
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Off_Topic |
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Messages:997
Registered:January 2009 |
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Mauserare the modders and coders of NO currently still working on the mod and further improving it or are they free and willing to take on new challenges?
Night Ops as we know it now was only released officially before Christmas, from what i gather the core team has disbanded, The guys behind the gun Mod, Neyros their Map Maker etc...
A guy called Therapist is still working on it though, a new patch was released only a few weeks ago. So, to answer your question: There is still a lot of activity on the Russian JA site AIM.
The good news is he provided an English EXE for Night Ops & the source code. Maybe he is open to helping out.
ShangaSo... what I clearly want in v1.13 would be NO's guns, ammo and cth functions, plus the nice unique features like sandbags. Overall, NOs balance. But with the million guns and ammo v1.13 has, I doubt that's possible. We'll see.
I wouldn't say it's impossible, just a bit of research, trial and error. It would make a huge difference to 1.13 though, if every weapon and armour set were given the Nops treatment, think of all the fun to be had!
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Re: Night ops features for 1.13[message #225856]
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Mon, 06 July 2009 18:13 
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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allrighty now, i
[Updated on: Mon, 06 July 2009 18:15] by Moderator Report message to a moderator
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First Sergeant
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Re: Night ops features for 1.13[message #231183]
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Mon, 17 August 2009 09:00
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Nappy |
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Messages:6
Registered:August 2009 |
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Mostly just started and had file structure problems. I got my mercs down in Arulco with empty weapons and the wrong type of amo. So something's wrong. I will fix it.
What I like:
rolling when prone and throwing grenades when prone
jeeps (don't know about the paras yet)
The queen can hire mercs (many I hope). This is my favorite.
The evolving map idea sounds great.
Sandbags. Very good idea.
Dislike:
The crap thing.
(I'm not sure about this) you can't get more than 1 IMP.
The accuracy of hand guns in the hands of soldiers.
Still it is a very challenging mod.
N
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