Chain of Command missions

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Sgt_Anderson
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Chain of Command missions

Post by Sgt_Anderson » 2006-04-15 01:44:02

Hey guys, congrats on the new release. I have a few things I wanted to comment on protaining to the command sp missions that have been in the last few releases.

Im not sure if its just my setup, but when I save my progress on one of these Command missions and try and re-load or load that saved game at a later time i get a CTD. Any suggestions?

Id like to see some command missions on the newer islands you guys made. Oh and one other thing, extra supply vehicles/equipment to use when your bases supplies run out if you decide to drag a mission out;)

Snake_Man

Re: Chain of Command missions

Post by Snake_Man » 2006-04-15 02:22:14

when I save my progress on one of these Command missions and try and re-load or load that saved game at a later time i get a CTD.
This is the known OFP savegame bug, nothing we can do (well, except making smaller missions, but thats really not an option).
Id like to see some command missions on the newer islands you guys made.
I'm making the PMC NAM SEAL campaign to cover all islands (well not RIJ as its so small heh), in fact just yesterday I put together first mission on RSSZ.
Oh and one other thing, extra supply vehicles/equipment to use when your bases supplies run out if you decide to drag a mission out;)
Do you have specific mission name in mind where such items would be helpful?

And what kind of supply vehicles/equipment are you talking about, those basics like ammo/refuel/repair trucks, m113 ambulance, then ammo boxes... what else?

Btw the AI at aircrafts handles the reammo/repair trucks really bad, they fly over to them, hover and try to repair but they do not understand to land, heh weird. Thats why I have added automatic rearm/repair/refuel feature to the base, when you land the gunships they get rearmed. Yes its somewhat cheat as its instant rearm and you have endless rearms available that way... but I think its better that the AI not be able to rearm at all.

If you have ANY other suggestions, feel free to post as I'm always interested to improve the missions.

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Re: Chain of Command missions

Post by Sgt_Anderson » 2006-04-15 19:39:46

-K, the 2 command missions I was referring to in which more supply vehicles would be handy are called PMC Command #1 and #2 if I remember correctly. What I wanted was maybe 2 empty fuel, ammo, and repair vehicles that can be used as replcements if say Supply 1 runs out of fuel to supply, they simply drive to the vehicle lot and replace the empty fuel truck.


-Is there anyway to have troop #'s in groups replenished besides reorganizing units from group to group?


-An armoury would be useful (not just crates by flag) but an actual building with the crates inside. Hopefully for future missions you'll use the newer maps and the good bunker objects you guys have for the bases.


-I started playing the Tour of Duty Command mission last night and I have ta say I like that one the best out of all the command missions, cause you gotta keep troops around regions that have been previously cleared so the VC dont just walk back in and take up position again, and ya get points for holding regions longer. One thing though, there is a statistic in the round/score/stats window called US Supply or something like that, what is that?


-Id like to see a MACV-SOG command mission. Kinda like the setup they had for the show tour of duty when the group gets transferred to SF. Region heavily occupied by NVA regulars with support from VC guerillas operating in the area and must be cleared. Have VC ammo and fuel dumps scattered throughout the jungle that the MACV-SOG will eventually stumble upon. Also, I dont know if it would work but having random VC attacks on US firebases would be pretty neat but maybe toomuch to micro manage?


-I noticed too that AI pilots wont be able to repair/rearm/refuel effectivley so I usually have them land, then have the support vehicle drive to the helicopters location, switch to the helicopter group and turn remote camera on, then tell em to rearm.


-Sorry but I gotta say this, SEB Ia Drang must go. I understand everyones love for it but enough is enough. The terrain is like a golf course and it looks like it pre-dates OFP;)
Last edited by Sgt_Anderson on 1970-01-01 00:00:00, edited 1 time in total.

Snake_Man

Re: Chain of Command missions

Post by Snake_Man » 2006-04-16 00:21:50

if say Supply 1 runs out of fuel to supply, they simply drive to the vehicle lot and replace the empty fuel truck.
Yeah good idea, I'll add few empty support vehicles to the base.
-Is there anyway to have troop #'s in groups replenished besides reorganizing units from group to group?
I believe there is some medic tent/reinforcement system on one of the NAM Command missions, not sure though, its been so long that I edited and not to mention played them.

It works like when you bring your squad to the medic tent, after like 1min it has full squad strenght again.
-An armoury would be useful (not just crates by flag) but an actual building with the crates inside.
Wonder if this causes the re-arming AI to need to navigate its way inside the building, would be kind of stupid to wait long time when they do that.

Also I'm wondering how could a CoC CE mission commander choose gear to all his squads at mission start, or even during mission if squad comes back to base to refit. That kind of feature would be really nice. Of course we can do hardcoded script which gives unit4 weapons X and unit7 weapons Y, but thats really not a good solution. During mission (or campaign? perhaps) situations change and different weapons would be needed, like say AT weapons.
Hopefully for future missions you'll use the newer maps and the good bunker objects you guys have for the bases.
Yes definitely. Like I posted above, I'm going to continue the PMC NAM SEAL campaign to all the VTE islands and next are the new ones. So lot of ground to cover there, all ideas and suggestions/wishes are most welcome.
-I started playing the Tour of Duty Command mission last night and I have ta say I like that one the best out of all the command missions, cause you gotta keep troops around regions that have been previously cleared so the VC dont just walk back in and take up position again
Indeed Tour of Duty was a mission that kept me glued on the computer screen for NIGHTS at row (yep, I have no life) and still occationally I play it. But if I'm not mistaken, it also had pretty vague ending conditions and dunno if I never actually finished it completely. Hmm.
One thing though, there is a statistic in the round/score/stats window called US Supply or something like that, what is that?
I believe as there was only score/stat for enemy, I added same for US side. But cannot really remember as it was long time ago when doing the edits.
-Id like to see a MACV-SOG command mission.  Kinda like the setup they had for the show tour of duty when the group gets transferred to SF.  Region heavily occupied by NVA regulars with support from VC guerillas operating in the area and must be cleared.  Have VC ammo and fuel dumps scattered throughout the jungle that the MACV-SOG will eventually stumble upon.
Hmm anything more specific, player being a SOG commander, hes SOG dude himself of course, but what kind of troops were under his command?

Enemy would be just covering the whole island and the task / mission goal would be to neutralize enemy presence completely?

Throw me some more specific ideas/goals etc and I'll see what I can do :)
Also, I dont know if it would work but having random VC attacks on US firebases would be pretty neat but maybe toomuch to micro manage?
Random attacks? Hey thats dead easy, but how about some little bit coordinated attacks. Hmm sounds good :)
-I noticed too that AI pilots wont be able to repair/rearm/refuel effectivley so I usually have them land, then have the support vehicle drive to the helicopters location, switch to the helicopter group and turn remote camera on, then tell em to rearm.
Works like that. But I think the automatic rearm/repair ain't too bad after all. We could always try to make a system that tracks down how many rearms/ffars/missiles/gun rounds the helos have been re-arming.

Actually to come to think of it, my PMC CE1 mission on Everon did track down each ordnance fired by the Apache...
-Sorry but I gotta say this, SEB Ia Drang must go.  I understand everyones love for it but enough is enough.  The terrain is like a golf course and it looks like it pre-dates OFP;)
Well its good that we have so many new object islands. Hell, did you check out Bra yet, its like ridiculous with the vegetation, in that map you REALLY need to figure out where the closest Landing Zone is as you cannot land helo just anywhere there :)

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Re: Chain of Command missions

Post by Ragman » 2006-04-17 00:29:11

ain't MI_FRED working on a SOG command campaign that's plays out at the Bra???

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MI_Fred
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Re: Chain of Command missions

Post by MI_Fred » 2006-04-17 17:35:05

Who what :o

If I'm going to, it's prolly not going to be a 'command' one, just a linear story campaign with the weaponpool enabled. That's if I do it alone and have any time besides wrp/addons/rl. Even though that's an old plan, I wonder where'd you get that idea ;D

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Re: Chain of Command missions

Post by Sgt_Anderson » 2006-04-18 03:59:41

K heres my idea for a Chain of Command mission.

Map: Khe Sanh (SF forward operating base)

Force(s): U.S. Special Forces MACV-Studies and Observation Group, element of South Vietnamese Army's 37th Ranger Battalion

Situation: Khe Sanh base is 10 miles from Laos and 15 miles from the line marking the demilitarized zone with North Vietnam. The area is a hotbed for VC/NVA activty, and an operation is underway by U.S. and South Vietnamese forces in the area to counter the enemies ability to operate in the region by conducting vigilant long range recon patrols and sweep and clear missions through out the area to route out the NVA/VC, their supply dumps, and forward operating bases.

The player's role: In this mission, the player assumes the role of a U.S. Special Forces Captain who is stationed at a MACV-SOG forward operating base north of Khe Sanh. The player has been put in command of a group of U.S. Army SF, and South Vietnamese Rangers and has been given the responsibility for planning and carrying out various operations in the region north, northwest, and south west of the U.S. Marine Base (Khe Sanh) with the primary intent being to locate and destroy the enemy and their forward operating bases/supply caches by means of ground operations in the form of long range recon patrols, sweep and clear ops, indirect assaults (and other forms of unconventional warfare), with the assistance of artillery strikes from Khe Sanh and airstrikes via USAF air sorties.

Base Roster:

HQ Squad (6 man squad)

MACV-SOG (12 man squads)
Alpha1
Alpha2
Alpha3
Alpha4

South Vietnamese Rangers (12 man squads)
Bravo1
Bravo2

Specialist Squads (8 man squads)
Charlie1 (Snipers)
Charlie2 (Engineers)

Tactical Air Support Squadron (Callsign Knife)
Knife1 (2 UH1 Gunships)
Knife2 (2 AH1 Attack Helicopters)
Knife3 (2 UH1s)
Kinfe4 (2 UH1s)
Last edited by Sgt_Anderson on 1970-01-01 00:00:00, edited 1 time in total.

Ragman
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Re: Chain of Command missions

Post by Ragman » 2006-04-19 18:22:48

i like that idea :) get some MACVSOG missions ;)

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