0dd1 wrote:
There's nothing wrong with taking Russian vehicles, though in my testing I only captured them when really needed to. Which is why the following slipped my mind. Now, only as much as is needed for people to drive is carried over, and the vehicles are prioritized so they can still take the Russian ones if there's nothing else available.
Could you make it so that a player can choose what vehicles his men will appear in instead of being randomised then? Half-Tracked Siberite Rocket Launchers are next to invaluable in this mission compared to hovercraft light guns for example.
[quote=""0dd1""] Now you will be getting just slightly less by destroying than by capturing.[/quote]
Okay, although that's gonna be a huge reduction - if you're lucky enough, you can get up to 20 hundred siberite at the moment, not to mention the oil you can mine from the middle base and the obtainable crates.
[quote=""0dd1""]
Gonzo is treated the same way as any of the characters, only excluded from selection screens and such to avoid bugs. As far as I can tell he levels up same as any of them. Can you be more specific about this?[/quote]
It's possible to give him medal + mission exp by the end of each mission - it's not an issue as long as he's not level 10 in combat as you'll just give him levels there. It arises in Ar14, because he's 10 by then (or well, that's when I noticed something) - he doesn't carry any of the level-ups in mechanical and scientific skills he'd gain through mission reward exp at all, which is sad as it'd make him even cooler of an apeman than he is right now. (And he's one hell of an ape)
[quote=""0dd1""]It's fixed now.[/quote]
Thanks a lot.
Another thing I noticed:
In Ar15a there's no quote or anything coming from the Alliance once you deal with Russians compared to the ones you hear after having dealt with Americans. Is it intended or is there some text line missing?
I'm certain it's intended for the base in Ar07 not to be able to have all 4 resource nodes (southernmost oil, oil and siberite, northernmost siberite) within its reach but is it really intended for it to have only one spot in the entire map where you can get 3 of 4? (either oil, oil and siberite or siberite, oil and siberite) I like how that oil tower is in such a satisfying place from a geographical perspective but it's a bit of a stretch.
Could the dialogues in Ar09 indicate that you need to hurry before the Russians announce a cargo to be missing? It seems logical, but a dialogue reminder wouldn't hurt.
I know it's a weird request, but is there any chance we could get a mechanic together with Aviradze's reinforcements? In AM and RU campaigns we get one pretty much right off the bat and it'd be nice for Arabians to get one with him as well. I noticed that the random soldiers from his reinforcements always seem to have someone with proficiency in mechanical skills (level 2 base) so it'd be nice if he/she could have exp moved aside from combat to mechanical skills.
Speaking of Ar04 - perhaps you could - in the future - offer us an option to get that 1 American guy we save in Ar01_cont to join us? It'd be a lovely addition and would strengthen the theme of Arabian forces made of mercenaries, sheikhs and people who no longer deem their former side's case to be worth their blood.
Back to Ar14 - why is there no explanation behind being able to research biodetection? It just is there. Will it appear as an extra quest in Ar12?
By the way was it ever intended for the escapees to serve as reinforcements pre-Omar's arrival in Ar13? I'd command all of them to stick to my 3 groups and in a short time I'd be able to outlast any Russian army out there. Feels cheap. Perhaps make them flee if within attack range of Russian weapons?
Why is there no dialogue line for Omar's death in Ar15a? Powell and Platonov have one, I suppose the Alliance does as well (I sided with them so no clue), but Omar just dies in silence. I hoped to hear something like "I'm sorry, Heike" or "Perhaps you were right" with three periods in between every second word to imply he's dying (E.g. "I'm...sorry...Heike..." or "Perhaps...you were...right...". It'd add to the scene and amplify the feeling Heike and Omar had a thing for each other.
Any chance you could name the Muddy River base in Ar14 intro map? It was one of the bigger Arabian bases, considering it had 2 other ones so close to it. Perhaps the trio could be named (in Am11 as well if Stucuk or anyone updating the core campaigns of the game is reading this) New Riyadh (Easternmost in Am11, The base we're in in Ar14), New Jeddah (Westernmost in both Am11 and Ar14) and New Dammam (Easternmost in Ar14, Southernmost in Am11 aka the one we strike at the beginning)? I suggest that since the towns brought up here are the 3 largest metropolies of Saudi Arabia and Arabians have a tendency to name their bases after the biggest cities of Arabic world. What do you think? By the way I'm suggesting the name order to be like that because of the size of these towns in real world (From largest to tiniest in the order I presented them)
By the way once you get done with the missions and start working on the cutscenes, may I suggest using diary/letter format? McMillan has the artbook, Gorki a primitive computer, it'd be nice if Heike simply writes letters while saying things from her perspective. We'd have all forms of "leaving a print" that way. It's also much easier to make a cutscene that is just some text being written with style + a change of light via candle / shaky lamp than the artbook/computer JMM/Gorki have.
Anyways, keep up the good work! I'll post some more once I spot something that'll happen to irk me. Also sorry for twisting my post into "add this plz" halfway through reporting stuff. I'm just really enthiusiastic about Arabians (fav nation and all) and want to help.