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[BR] Tigerian I


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16 replies to this topic

#1
bomber

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Mission making perspective AAR

Firstly, apologies to anyone who raged quit last night due to the mission not running as smoothly as it could have gone. In my lack of mission making experience and in hindsight, many issues could may have been avoided, with some extra issues thrown our way courtesy of Murphy's law.

Meet Miltia:
This task was set as a trap with a suicide bomber supposedly firing an ambush trigger. There was a problem with the trigger and the ambush did not eventuate. The light contacts we encountered were random patrols. The crossroads warning message for the Blufor soldier, Krongas, that interacted with the Militia guy perhaps could have been clearer in telling him to get away and/or gave him extra time to run after processing the message. Sorry Krongas, felt terrible. This leads to the re-spawn timer. I wanted most of us to survive the first 3 tasks, I was unaware the briefing cut in to that timer.

On exfil, aboard Xray, we were shot down. Not sure if this was a random patrol or not. I don't believe the CAF aggressors had many AA soldiers in the config file. I will check this when I get home. Random patrols were set at high by memory, this may have affected the spawning count of Opfor soldiers where I wanted them. From what I understand of the scripting the PO3 framework keeps counts of random and spawned units to not over extend server capacity?

Destroy Radar:
From Reddeth's feedback, the marker I gave you was too far from the objective and possibly could have been left alone to play out the way the SL saw fit. My reasoning behind this was to allow you to have some sort of firefights along the way, it was not to lead you into the mine field. The minefield was marked with in-game signage... keep your eyes open :)

I understood this was a long way to travel and did not expect that Xray was going to have trouble collecting you due to the AA incident above. I'll remember for next time not to make grunts walk so much, they don't like it :P

Diversion & Destroy Comms:
From Eighty's feedback he cleaned up easily enough. I would have thought this was the toughest task. The platoon sapper was not assigned to you as per Gelly's call. However, I was conscious throughout the whole mission to keep SPTCOY busy and from keeping bored. Thus the one slot and the understanding that he could be ferried by Xray to your Loc once Opfor had been cleaned up.

Scramble:
Like above, this was a task to keep SPTCOY busy. Perhaps I could have been clearer in stating a constant combat air patrol should be up at all times. It played out (due to Xray being downed) that we really indeed had to scramble with Eighty, Dash and Xerxes taking to the air.

Airbase:
This was a tough environment to fight. Especially with dwindling numbers. The AA units certainly bit back at us. It took a while for remaining troops to clean up stragglers - fix to complete the mission with a higher number of Opfor still present. Apologies for the 'where's wally?' toward the end as one member put it. It was everyone remaining credit that difficult situations were overcome almost by any means necessary (i.e. commandeering Opfor assets and using it against them) and without friendly air support when required most and not much in the way of our own AT.

Fixes / improvements:
- A lower count of random patrols
- Opfor AA soldier count check in config file
- Increase in re-spawn time to allow for mission briefing time or alternatively a non re-spawn TAC.
- Assume the worst and make more assets available (or back ups, in the case where a number of us had no way off the carrier - at least we got to watch the epic dog-fight)
- The Nimitz needs to be considered very carefully.
- Xmed consideration v game enjoyment
- Mission testing on the server (will discuss Wednesday night)

Special mention to Spectre for walking 10 to 12 km to get back to the front!!!


Feel free to add your feedback, good or bad, so I can learn more and better the experience.
  • Gelly, Spectre and Storch like this

#2
Piro

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My feedback as a FTL in Reddeth's section:
- Don't get too hung up on the walking thing on "Wake Island", it was a series of unfortunate events that meant X-Ray wasn't available for tasking. Alternatively, you could have added an enemy QRF to be inserted on the island to investigate the status of the comms station.
- More ammo for the AT soldier, whether it be in the pack or in the loadout of riflemen. Having 3 shots only in the section led to some hairy moments on the last phase.

- The xMed vs enjoyment is a bit of a touchy subject. On one hand, it adds a lot of immersion and detail to the game but on the other, it's still pretty buggy. I can't honestly tell you which way to go with this.

- Consider giving FTL long range radios as comms were a bit buggy at times, and having more radios to go around could definitely help with maintain cohesion between units and the ground commander.

- Consider adding an ammobox if you intend to the resupply phase in between large multiple engagements. As we lose people due to attrition (late nights) and causalities, it'd be ideal if you could maintain proper combat effectiveness with all squads (making sure each squad has a medic/AT specialist/MG etc.) Reddeth's section in the last phase ran into a few dire situations due to missing a medic and our AT specialist.

That said, that was a great attempt for a first mission. Baby steps, and in the near future, we'll be seeing some even better tacs from you.
  • bomber likes this

#3
Knight

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Since I couldn't make it. I can tell you only one thing. Caf Aggressor rifleman units can randomly spawn with AA launchers.

#4
Jazzakid

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hahah, that's the third time reddeth has unknowingly walked into a minefield.

for the diversion task, it seemed pretty chill. there wasn't too much hairy action, we just stealthed it till we got to the town. though it was good to have a hot extract from small arms fire.

#5
Spectre

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The mission concept was great and it was a shame that numerous bugs, (out of your control), withheld the mission from being what it could of been. I look forward to your next tacs.

#6
PabloElKillo

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My perspective as Bravo's medic:
  • Thanks Bomber for the mission, I know how much work goes into o putting these together so well done. I'm sure your next one will be even better having learnt some lessons from this one.
  • I am happy to put up with the odd mission bug when the mission concepts are so awesome. Keep those creative A3 tacs coming!
  • I LOVE XMedSys. Swimming down to the crashed, sunken chopper to drag unconscious players to the shore to get them back up was quite a rush. Also, it provides a more authentic alternative to respawns. I'd be happy to do more medic work.
  • I didn't mind being in a heli that gets shot down by AA. It's that kind of organic development in a mission that keeps things interesting. (Nice auto-rotation btw Ridge)
  • I have been using the event system in Arma3Sync for my mods and I recommend it highly as it's simple and foolproof.

Edited by PabloElKillo, 07 April 2014 - 06:20 PM.


#7
bangbang

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Out of curiosity, I was killed when Dash dc'd whilst flying us in a chopper. Is it ok to rejoin a no respawn tac under these circumstances?

#8
Knight

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Out of curiosity, I was killed when Dash dc'd whilst flying us in a chopper. Is it ok to rejoin a no respawn tac under these circumstances?


Ouch! thats a sucky death! if that happened, I dont think anyone would ever begrudge you for rejoining!

#9
Mullydawg

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My perspective as medic in Charlie:
  • First off I really enjoyed the mission even though it was tedious at times.
  • I really enjoyed being medic with xmed it made everyone more careful and kept them on their toes.
  • When using xmed medics should start with A LOT more medical supplies as these run out very quickly. (I guess that's what the extra medics were for).
  • There a few bugs with xmed, but the majority of complaints were just people used to the simple heal and go concept, people aren't patient when getting healed.
  • The biggest problem was people being healed before I got there and me not knowing what they stuck in them, this caused a lot of morphine overdoses
All in all great work for your first mission, thanks Bomber.
  • PabloElKillo likes this

#10
Knight

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My perspective as medic in Charlie:

  • First off I really enjoyed the mission even though it was tedious at times.
  • I really enjoyed being medic with xmed it made everyone more careful and kept them on their toes.
  • When using xmed medics should start with A LOT more medical supplies as these run out very quickly. (I guess that's what the extra medics were for).
  • There a few bugs with xmed, but the majority of complaints were just people used to the simple heal and go concept, people aren't patient when getting healed.
  • The biggest problem was people being healed before I got there and me not knowing what they stuck in them, this caused a lot of morphine overdoses

Xmed is a harsh mistress for those who go 'CHAREGH ALL TEH THINGS!' this isn't bad mission making, this is silly people catching bullets with their faces. This could be solved by an Xmed training course, or two xmed training courses.

Basic Medical and Combat Medic Qualification. Basic would teach everyone to not inject the morphines, and perhaps put in place a system of informing the medic what you have done to yourself/battle buddy before they inject the morphines. Combat Medic Qual would teach you the correct procedure of patching someone up in the quickest way possible to avoid doing things multiple times, like bandaging before blood (if you don't plug the holes, they (the patient) keeps leaking)

Seriously, stop injecting the morphines!
  • Krongas, Xerxes, Jazzakid and 5 others like this

#11
PabloElKillo

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The biggest problem was people being healed before I got there and me not knowing what they stuck in them, this caused a lot of morphine overdoses


I would be tempted to only give medics morphine for exactly this reason.
  • Xerxes and Skord like this

#12
Jazzakid

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yea i OD'd on 3 morphine for a broken leg an all i could see is green, i was blind

#13
bangbang

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Ouch! thats a sucky death! if that happened, I dont think anyone would ever begrudge you for rejoining!


Cheers Knight, if it happens again I will rejoin.

I loved the concept Bomber, looking forward to part two.

#14
Reddeth

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I thought it was a great first effort Bomber and I can see lots of great missions from you in the future. To assist in that regard, here are some of what I thought worked or did not work:

I liked everything going on at once over a large distance early on. We were so far apart we had to try and retrans comms on the Long Range to get effective comms with HQ.

Concur with Piro's comments re giving FTL's a long range. As Secco I had to swap between Cmd net and Support net often as things played out, meaning I wasn't always contactable depending on who was trying to contact me. A FTL monitoring the other net would have worked really well.

Ammo for AT launchers was critical. Perhaps more one shot AT4's or similar across the section would have helped in this regard. I think supply should be an important part of OA's decisions, but we seemed to be really lighty equipped for AT this time round considering the OPFOR

I really hated the deafness thing re Xmed. I suggest we all automatically get equipped with ear plugs or that feature is turned off in future. I spent 80% of the time deaf (amazing what that does for SA)

I put my hand up re the Where's Wally comment and I hope I didn't offend you mate. Trying to find some of the OPFOR lone survivors in that terrain was a nightmare.

Jazza - you will be glad to hear I didn't lead my section into the minefield this time. I ordered them forward and they found it for me instead. For once I avoided being a casualty of the minefield, though they continue to haunt my section regardless of which TAC I am in.
  • Jazzakid and bomber like this

#15
Piro

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Combat deafness was unfortunate timing on Bomber's end. It was added in a recent xMed update and most of us were caught unaware. Not critique on Bomber's end but making sure everyone is running the latest issue of xMed should alleviate some of the issues.

#16
Azer

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^i was running the latest xmed, i think we should stop using it untill its patched a bit, they added alot of new features recently and obviously they have a fare few bugs ATM

#17
Coder

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Xmed is a harsh mistress for those who go 'CHAREGH ALL TEH THINGS!' this isn't bad mission making, this is silly people catching bullets with their faces. This could be solved by an Xmed training course, or two xmed training courses.

Basic Medical and Combat Medic Qualification. Basic would teach everyone to not inject the morphines, and perhaps put in place a system of informing the medic what you have done to yourself/battle buddy before they inject the morphines. Combat Medic Qual would teach you the correct procedure of patching someone up in the quickest way possible to avoid doing things multiple times, like bandaging before blood (if you don't plug the holes, they (the patient) keeps leaking)

Seriously, stop injecting the morphines!


I like this a lot.
Basic medical should be something like; a) how to treat yourself for minor wounds. b) how to triage yourself and communicate effectively to the section medic. That's all you really need to know how to do.