Bug #30380

Suggested Mod Improvement: Rarity of certain weapons, construction items, and vehicles.

Added by mawendt almost 3 years ago. Updated almost 3 years ago.

Status:In progress Start date:04/16/2012
Priority:Low Due date:
Assignee:- % Done:

0%

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Target version:-
CPU: Single / Multi Player?:
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Description

Figure out a rarity scale spawn for guns, construction items, and vehicles, and spawn accordingly - too many high value items spawn, so that possessing them is a 'meh', and people don't have an inclination to secure and fight over them.

Smaller numbers of unique items breeds competition. Unique items generally being: Urals, Double high bunkers and hescos, large bunkers, any sniper weapon, NVGs (God - we went from too few to too many), silenced weapons, etc.

Gun trucks and HMMWVS seem to be about right.

History

Updated by Tonic-_- almost 3 years ago

mawendt wrote:

Figure out a rarity scale spawn for guns, construction items, and vehicles, and spawn accordingly - too many high value items spawn, so that possessing them is a 'meh', and people don't have an inclination to secure and fight over them.

Smaller numbers of unique items breeds competition. Unique items generally being: Urals, Double high bunkers and hescos, large bunkers, any sniper weapon, NVGs (God - we went from too few to too many), silenced weapons, etc.

Gun trucks and HMMWVS seem to be about right.

In the next beta release I will be limiting weapons to russian based weapons as it would make sense that the AK series is more commonly found then US weapons.

Updated by Tonic-_- almost 3 years ago

  • Status changed from New to In progress
  • Priority changed from Normal to Low

Updated by mawendt almost 3 years ago

a logical consideration woul be to spawn (and Gunshop sales) all non-NATO eastern-only weapons, but allow the side missions to retain the NATO/western weapons.

There has been a definite evening of the playing field with the severe curtailment of TWS weapons.

I'm thinking if an all encompassing spawn script that has array lists tailored to the rarity of the item was developed, based on the DVS framework but unique in implementation, could make a big difference in gameplay. Particularly if each class (vehicles, weapons, ammunition, constructions, misc, ai) was scalable through parameters (like vehicles and weapons are now).

I stress that both ammunition and construction levels need to be added as scalable spawns to allow for different flavors of play; perhaps there should be an option for weapons to be parameter selected to allow for Spawn Eastern Weapons Only/Spawn Eastern and Western Weapons. That way it drops back on to the admin and players to choose.

A more complicated alternative is to develop arrays and call thm something like

50% very_common (like AK's, Ladas)
25% common (like AKMs, pick up trucks, cement barrers, concertina wire)
13% uncommon (like RU LMGs, RPGs, SUV, Ural 35s, HESCO walls, kits)
7% very_uncommon (NATO common Rifle STANAG class weapons, all RU Nightvision, explosives, bunkers, statics, URAL 50s, water barrels, food tables, medtents)
4% rare (RU snipers, MTBRs, Machinegun technicals, HMMWV, two-story construction items, NATO LMGs)
1% very_rare (All light armored, all AGS systems, all TWS, all other sniper weapons, mortars, unusual vehicles and extra helicopters)

in each class (vehicle, weapons, ammunition, construction, and miscellaenous) to allow for projected future editing. Maybe each array class can be given its own sqf for ease of editing, with a command script sqf that randomly selects if, where, what (IW2) something is, and calls each file as needed.

So the process might be
1 command script does If-Where-What (IW2)that would determine rarity, and special deployment locations like ports, factories, mines, towers, military bases, whatever
2 calls the WHAT array out of that rarity class sqf
3 IW2 spawns object
4 loops until all locations are resolved

Advantage here is that you can edit spawn lists either by allowable (as Craigs DVS script vehicle list did), or un-allowable (as Craigs DVS script for disallowed houses for locations did). You'd also be able to tweak in bite sized sections, or edit for parmeter settings, or whatever, easier.

Also shouldn't be any reason to add a 'specials' sqf covering armored cars and additional ai occupied 'bases' at start...

Point is, whatever is done you can make a quick fix and try to work it the cheap way, or put something together that is logical, scalable, and transferable to Arma 3 that has legs. I'm hoping you'd have the drive to do it the harder way, so that it'd be easier to tweak things as playtesting continues.

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