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- there is a respawn marker @ the airbase
- civilian vehicles are spawned if you want to drive back (out of the airbase marker only)
- view distance is now a mission parameter
I also added many other small things.
Thanks and have fun! Tell me if you think of something else :-)
After that I wanted to leave the choice to the player: he can choose to force-respawn, drive back, or have other players come and pick him up!
I admit, I didn't check war crimes with IDAP first…
Introduction and overall feel of the initial mission (briefing, map drawings, ect) could use just a bit of upgrade. Maybe just go with NATO vs American? Just sorta my opinion on it.
Gameplay:
Dynamic spawned air threats and such is faaaantastic. This is the Jets DLC showcase we really needed.
I think this could be further expanded into dealing with potential none-combat style missions as well. Intercepting and IDing a civilian aircraft, Search and rescue direction for ground teams, ect.
I +1 the SOAR helicopter rescue option once you eject.
If possible for SP mode, to have AI squadmates spawn in with you for multi-role vehicles, then despawn if you die or get out.
I would also love to see a AAF and CSAT variant as well!
First, thanks for all the good words!
Regarding other tasks, they are in the back of my mind. Right now, the task system I setup only works with "targets", so I first plan(ned) to add bases and camps, then maybe add search (& rescue?) missions.
Regarding the AI spawning in SP, I love the idea so consider it done ;-)
However I have one issue:
Enemy jets and sometimes helicopters often fly straight into the airport, where they are then destroyed by the Anti-Air. Would it be possible to have them only spawn/patrol far enough away from the airport, it's sometimes a bit boring when you are preparing for some air-to-air combat and the enemy is just shot down by the AA.
I am aware of this behaviour, and "not coming around the airport" is a bit problematic as the place is quite central to Altis - I actually had to reduce the airbase's AA range to 3km otherwise ¾ of the island was covered…!
It is currently up to the task generation randomness; in a future newer version of the tasks system, I will make sure they spawn/fly around but not directly over the airport.
I want AA at the airport so an AI helicopter doesn't stop by and keeps killing players/taking off airplanes without a chance of retaliation! I might instead add AA pods for players - I will check.
I fix a couple of other things and should release ASAP. Thanks again for the suggestion, I am always open to them!
Btw I love the dynamic mission, it helps me to learn how CAS works. I would love to see a harder mission like this (cmon we all love getting shot down by 5 AA) :)
Can't wait for the next update!
I don't have much more to add to this mission, so unless suggestions arise it should be bugfixes only. Again, open to suggestions :)
PS: thanks for your comment!
Here is where it happend, shot down 1 helicopter then the other one disapeared and the marker stopped moving:
https://imgur.com/a/fIlFmhJ