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noms

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Posts posted by noms

  1. It doesn't make sense for BLUFOR units to have OPFOR vehicles. You guys will get new BLUFOR helicopters in a matter of weeks anyway with the BETA, so it's a simple case of waiting for it to appear so we can put in a nice mix of vehicles for everyone to use. I think the best mix would probably be two little birds and a merlin that can also lift light vehicles; but that's up to the big boss.

  2. As danne said, using land vehicles to get around the current map doesn't take long at all, maximum 5-10 minute drive time if you stick to optimal road routes.

     

    I do however have a mobile HQ script already pretty much finished, but it needs some work. That's not to say it can't be used yet; I'm fairly confident we can throw it in and see how it works on a test server sometime. I'll put it together and test with danne sometime this weekend.

  3. I think a respawning mine-field (with a 1-minute respawn if destroyed) that leaves one clear path to the firebase is one way to prevent the newbies/trouble makers from running up to it and messing around with it. Problem is we cant have the same kind of spawn protection we have in the base because that means they won't be able to fire at all. 

     

    The best way forward is to just re-spawn the mortars if they're disassembled/destroyed.

  4. Introducing FOB noms!

     

    Just kidding, but on a serious note with the help of danne and Kamaradski today I have been working on a really cool remake of the current base. It's far from finished, but let me highlight some of the important changes for you.

     

     

    Gear Up!

    The 'gear-up' area has now been placed into the barracks. Players spawn inside the barracks and can gear up in the cubicles. Privacy is important when gearing up, y'know? Like changing rooms.

     

    Included: Officer's Office (wat?); Main Prep Area; Briefing Room.

     

    28J9ZBSb.jpg mzPlgpLb.jpg oSj5UgUb.jpg

     

    Airlift!

    When you're done gearing up, you gotta get to the AO, right? What better way than walking out of the door and finding yourself face-to-face with helicopters ready to take you to your destination!

     

    Included: rotor-blade suicide prevention obstacles, signage, flags, resting area, three pads.

    HkjlVDHl.jpg

     

    Motorised Infantry

    Oh, did I mention that only Delta and Charlie are technically Air Infantry? Alpha and Bravo get the luxury of having ground-based vehicles at their doorstep in the Motorised Infantry Barracks, right next door. A full compliment of 8 Hunters and 8 ATVs ensure that nobody goes without the means to travel.

     

    Included: 2 Quick-Access Hunters, 4 Quick-Access ATVs, 6 Stored Hunters, 4 Stored ATVs (In the carpool behind)

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    Repair!

    While the Helicopter Repair point has remained in its current location (it's great there!) I have made a pretty sexy new vehicle repair point. Introducing the patented pit-stop-repair-point! 

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    It's the Little Things that matter!

    Of course, no base would be complete without the little details! As I said, it's still a work in progress but I've added a few cool little bits.

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    Helicopter Spawn

    The Helicopters have been moved to a neater little location, with easy access and no obstacles between them and the Pickup Pads.

    RJKLtwSl.jpg

     

    Unpictured:

    Boat/Ship Repair: In the bay to the south of the base is a 25x25m repair point for boats. Easy enough.

     

     

    Let me know what you guys think. If you guys are madly in love with the base so far, I can arrange for a personal tour, and also spend a lot more time perfecting it. Muchos Gracias, amigos <3

     

    - noms

  5. Hey Chris, welcome!

     

    In addition to kamaradski's response, and with the added benefit that I am somewhat involved in development, allow me to respond to some things:

     

    1. While I do agree that security of the landing pads and base-area is important, you should take into account that when making a map we need to balance authenticity with player protection. With an active administration team the official AhoyWorld server has avoided the brunt of the players who tend to ram into helicopters. To quote myself when I design anything like maps for games - we shouldn't have to design around people who will try to cause trouble, only provide the means for those who wish to prevent it to do so.

     

    2. In my working version I have a working copy of a ship repair. Hopefully it'll get incorporated into a release soon.

     

     

    3. Unfortunately the current Arma Alpha doesn't allow us to place streetlamps, however we may be able to look into additional methods of lighting. I will spend a little bit of time researching this over the next few days because I agree, the lighting on base is quite pitiful at night, which is a shame because it can be so pretty.

     

    4. This wasn't done on purpose, and as Kam stated, it does make a great newbie filter. It's easy to change if you open the map up in the in-game editor though.

     

    5. In our current dev versions we're now using little birds instead of KA-60's and they've been working great. 

     

    6. It's more of a balancing issue than anything else - the ability to rearm CAS little-birds and hunter GMGs will just mean people will hog the vehicles and spam the heck out of the AO, essentially ruining the enjoyment for other players.

     

     

    Hope I helped. <3

     

    - noms

  6. I can't remember who told me to put up a thread about Centration, but one of you crazy people did, so I figured I'll put one up and see what you guys think.

     

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    For the past year and a half, I've been working with a full team to create a game called Centration. It's a survival-horror-sandbox game played online in rounds that could last from 5 minutes to 5 hours. 

     

    The overall purpose of the game is to survive and work together as a team. The two are related - You often cannot survive without working in a team, but working in a team does not necessarily mean you'll survive. You work together, you keep the space station operational, you role-play and you have fun.

     

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    The current feature-set we plan on having for release:

    • Fully Dynamic Airflow (I've already demonstrated this to some of you lovely people)
    • Realistic Physics and Interactions
    • Fully Interactive Environments
    • Realistic Heath - Bandages, Surgery, etc.
    • Realistic, brutal, visceral combat - Everything is a weapon!
    • Sandbox Gameplay - The gameplay flows from you, your actions dictate the direction of the game
    • Electronics - Everything needs to be powered, and amusingly, you can mess with the power too.
    • SCIENCE!! No, seriously. Chemistry, Biomedical Research, and poking animals with a stick to mention a few fun things
    • Script-driven machinery/electronics - Everything needs instructions to work in real life? Why should Centration be any different. Mess with the airlocks, close in front of people, make lights flash, display naughty pictures on your workmates computer. The possibilities are endless.

    Up until this summer we've been mainly focused on getting our core mechanics and framework set up, and now we can finally say we've made some great progress into that; but unfortunately our focus on the code as opposed to art means we don't have much in-game gameplay footage to show off. 

     

    So instead, take a look at concept art!

     

     

    ElzSt2ab.png eGnv5M8b.jpg

     

    YJu4ZJvb.jpg oy6InEhb.jpg

     

    kHwos9ib.jpg C2mD7YOb.jpg

     

    0c8UAAOb.jpg MBmARafb.jpg

     

    We'll shortly be launching our kickstarter in July to try and raise £50,000 for our total budget. It's a high goal but we've got the team to pull it off, and the alpha gameplay footage will be ready by then too! 

     

    So anyway, the main reason I'm posting this here is because I want you lovely folks at AhoyWorld to be among the first to jump in and test our Alpha builds - mostly stress testing and other such things. You guys have been a great community and welcomed me without hesitation from the start; and I love you guys.

     

    The first test will actually be getting all of you guys on a server and running around doing things while we record the first gameplay footage videos. We want it to be authentic. ;-)

     

    Let me know if you're interested, any questions you have about the game, or anything else, and I'll be updating closer to July when we'll be after people to help us out. 

     

    Oh, and if you want to find out anything else about the game but don't want to ask me here or on Teamspeak for whatever reason, feel free to visit our website and forums at :

     

    http://www.centration.co/

    http://www.centration.co/forum

     

    Thanks for reading guys <3

     

    - noms

  7. I agree that penalising players for quick respawns is a good idea, though I wouldn't reward players for waiting on the ground; that's just a weird game mechanic! :D

    Often, in the gaming world, weird game mechanics turn out to be the best. ;-)

     

     

    Perhaps it is possible to at least reverse the death score if one receive first aid, because in a sense, you don't really die until you re-spawn. In my personal op, this is enough encouragement to wait for a medic, as I try to play the game without my death score accumulating :)

     

     

     

    In the original domination, you would simply go 'unconscious' if you are hit. This doesn't affect your score at all, and you only receive a 'death' score if you re-spawn  It's possible we could replicate that behaviour. I'll look into it.

     

    As for the reward/penalty idea, I think a double-point system would be perfect - you lose a point for being hit, and you lose another point for re-spawning - a full hit and re-spawn would remove two points from your overall score; thus eliminating the need for uh.. weird game mechanics, as Rarek put it.

  8. How about NOT to place a ammo crate at the mortars, but let the players bring ammo by hunter and Heli ?? (i would love to keep a motorized supply route open)

     

    This is actually a very good idea. Have it so only a certain amount of ammunition is available at a specific point in the base every [x] amount of time, and then have a Hunter transport it up. Promoting supply chain and convoy ops is always a good thing. Roaming enemy patrols could also intercept the supply routes from time to time for added immersion.

  9. That's fine though, to play Devil's Advocate, what's the point of a player waiting to be taken back to base to be revived when they could just respawn at base anyway? You have to make sure that you're forcing immersion on the players.

     

    Simple. You reward the player for taking part in the immersion. Award AhoyCoins / Points to the players with the least amount of deaths at the end of the round. Award a point for a player who allows himself to be med-evac'd back to base.

     

    You need to make 'death' (in this case, respawning at base) punishable in a passive sense. Deducting points per death, and awarding longevity is a great way to do that without interfering with the players who 'just don't care about that sort of thing'

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