Savage-Game-Design / Mike-Force

Mike Force is cooperative, capture-the-island style gamemode for the Arma 3: S.O.G. Prairie Fire CDLC.
Other
33 stars 37 forks source link

Rebalancing of Green Hornet AO Smashing #103

Open commash opened 3 years ago

commash commented 3 years ago

Is your feature request related to a problem? Please describe. Many people who play ground have been annoyed with Green Hornet Players that either do not communicate, or do not take tasking from ground, and go straight to the AO and smash all sites with CAS before the infantry can even deploy and do their job. This is specifically a fix for site wiping, and not for the overall issue with CAS killing VC forces before Mike Force can do anything.

Describe the solution you'd like As a player that enjoys to play as FAC or transport pilot, I was thinking about how useful the markers on the map are, and came up with what I think is an elegant solution for the issue with CAS wiping the AO. Hide the markers for AA and artillery positions from Green Hornets players. In this way, LZs will have to be set up by ground forces, and sites will be better hidden from high flying CAS pilots, forcing helicopters to either fly lower and risk themselves to find AA and artillery sites, or to wave off until tasked by ground.

Describe alternatives you've considered Once Spike Team is implemented, have a task specific to this unit, which has them go to the enemy HQ in a zone, and locate intel. You can also have missions such as deploying wiretaps or placing booby trapped ammunition.

Once Spike Team returns to base with the intelligence, or once they collect it, Mike Force and Spike Team players are given map markers for all the sites on the specific AO, as they do now. Green Hornet players never receive this update on the map.


Idea 2: Have a way to punish Green Hornets players for wantonly destroying an AO. One way would be to implement collateral damage. Either add some agent AI (using the script that the editor uses for ambient civilians) to AOs that are active, or just have a script that counts the amount of ambient buildings destroyed. Once a certain amount of collateral damage occurs, the mission ends as a failure for Blufor, or perhaps resets some previously captured AOs to hostile. I am less certain about this idea, as it will cause much more issues for the server itself in terms of server load.

Additional context One nice aspect of this change, is that it will not stop players from performing SEAD missions or just brute forcing an objective with a horde of Mike Force. It will also reward teamwork and raise the skill cap.

Spoffy commented 3 years ago

This is definitely a thing that needs addressing! Some really interesting ideas in here - we'll take them on-board!