DUWS-R-Team / DUWS-R

ArmA 3 Dynamic Universal War System - Rebirth
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When officer gets killed make the Main Base operate like a regular FOB #87

Open Emton opened 9 years ago

Emton commented 9 years ago

It's kind of strange that the Main Base doesn't become like a regular FOB when the officer dies because it still seems to spawn attack waves, has some units guarding it, I can teleport to the base but I can't teleport away, get any vehicles or basic units. It kind of breaks the flow, I played a campaign where I had 3 zones to my west, and the last one I was capturing to my east. Well I was gonna hurry and mop up that last zone so I teleport to home base, and there I was stuck I had to run 4km at 4x time speed to get to the last zone. So I think it would be best if the main base got the powers of a regular FOB when the officer dies.

fritogotlayed commented 9 years ago

@Emton I'm not sure I agree with this. When the officer at the main HQ dies the mission should end with a "Failed" screen. It sounds to me that your game got bugged somehow. Do you know how you manged to get this to happen?

Emton commented 9 years ago

I think this is a feature from Modified DUWS I guess, I've been making changes but don't remember making this change. But I think it's better I don't want the whole game to end when the officer dies you should just lose the ability to buy new supports and the fancy units, the main base should become a regular fob. It makes more sense why should you lose when you might still have a whole army out in the field, it's just one officer.

Then again I can see why you might not like it as it sort of takes away the threat of losing, where if you have the unlocks already you will eventually be able to take the zones. But I think to lose you should have to lose your officer and lose all zones but the OPFOR should make consistent real threatening attacks on your zones so there is still the threat of losing.

In my version of DUWS I'm trying to balance it so you pick matching settings for AP, CP and AI and a default of 4 zones and you get a tough but balanced game. I redid the AP scale and I added more threatening groups at higher AP, so if you start at 300 AP the opfor will be sending you 4 tanks, that can sometimes end the game pretty fast if they just have to kill the officer.

I think the game is more fun if it goes back and forth so having it fail from losing the officer just gives less chances for that.