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RTS-4 ArmA released
Armed Assault
Steel rat den 2007-03-31 14:10
Building a Base and Commanding
Commanding in RTS-4 is much, much easier. No longer does the commander have an overwhelming burden on his shoulders to build the base and baby-sit it for the entire game. Instead, he can build the base and concentrate on motivating his squad leaders to take territories. Since all vehicle build commands are handled "wirelessly", i.e. the squad leaders don't need to physically be at the base buildings to create units, the commander doesn't have to deal with a flood of build requests.

Territories:
At the moment there are 12 territories in this version. Territories can be captured in any order. Each territory provides one of three resources: Oil, Ore and Energy. You can only capture a territory using a Repair truck or an Ammo truck.

If you capture the territory with Repair Truck, a Level 1 Refinery is automatically built and your team gains use of that territory's resource. The longer you hold the territory, the more a refinery will upgrade--to a max of level 4. So at first you'll gain 1 unit of a resource, and an additional unit of that resource for each level. Also, the refinery becomes more difficult to destroy for each level it gains.

If you capture the territory with an Ammo Truck, your team will not have use of that territory's resource, but you will gain a Level 1 Forward Base which will allow you to spawn and deploy vehicles from that territory. As that base automatically upgrades over time, you'll have more units available there, and the building will become more difficult for the enemy to destroy.

The only way to take a territory from the other team is to destroy their forward base or refinery. Then the territory goes neutral and your team can capture it with either a Repair or Ammo truck.

Strategically, it makes sense to only put forward bases where you need a foothold in enemy territory. From there, you can create more supply trucks and send them out to other nearby territories for resource captures.

Resources
Oil and Ore are the primary resources needed to manufacture vehicles. Energy is important for building speed. The more energy your team has, the faster units will build. Also, if your base buildings are destroyed, the more energy you have, the faster they'll repair.

Your team does not "Earn" resources like money. Resources are a constant amount.

For example, if a unit costs 4 Ore, 5 Oil, and 1 energy and your team controls resources in that amount, then you can build that unit. That cost of building the unit is not deducted from anything. But if you lose a territory, then the resource loss is immediate and you cannot build that unit if your resource level falls below it. Think of it more in terms of capacity. Either your team has the resource capacity to build certain units, or it doesn't.

Building Vehicles
Action menus for each factory are no longer attached to the buildings. Instead, all orders are handled from your -Status Menu-. There's also a Help menu with information for beginners. To create vehicles, you pull up your status menu. This menu will show you which base buildings are online/offline. Click on the base unit name and click the Inventory button. Now you'll see all the available units at that factory.

There's no longer a need to "Upgrade" to advanced air, or advanced tanks, etc. In order to use more advanced units, you need more resources.

How to Win
There are currently 2 ways to win.
1. Control all territories and your team wins immediately
2. If the enemy holds 3 territories or less, you can destroy their base to win.

So in other words, during the mission, if the other team holds 4 or more territories, they will not lose if their base is destroyed. Also, base buildings auto-repair so the commander no longer has to baby-sit them with the MCU. The more energy resources you have, the faster they repair. In other words, to cripple the enemy base, take away their energy territories and destroy a couple of base buildings to put them out of commission for a while.

Repair Pads
Each territory has a white Heli Pad which can rearm/refuel/repair all vehicles and even heal soldiers. Only the team which controls the territory can use these pads.

UH60/Mi17 Tow script

The UH-60 and Mi17 can hitch and tow light vehicles and carry them across the island. This is particularly important to facilitate the quick capture of remote territories, especially if you want to sneak one in the enemy's back door.

Ammo Crates
Any support truck - Fuel, Ammo, Repair - can drop ammo crates anywhere.

Join In Progress (JIP)
JIP works almost perfectly. As usual, there's a chance of a red broken chain, or yellow chain, but it almost always clears up after a minute when a person joins. Aside from a minor glitch in synchronization, all variables work fine, base buildings and deployments work fine for anyone who JIP's. We played for 2.5 hours last night and had a lot of people JIP with no issues. Two of us crashed out last night and re-joined without a hitch. Since I re-wrote the code from the ground up to support JIP, I think this helped a lot.

Known Issues

Client-side AI and Vehicles
Client-created AI does not immediately "see" AI created by other clients. And Clients don't always see vehicles built by other clients functioning, i.e. wheels turning, rotors rotating, etc. This is an ArmA netcode issue that I've seen in other MP games. I'm testing some work-arounds for it, but there's not much I can do ATM unless 1.06 fixes this.

Territory Refineries and Forward Bases dont' collapse

Team base buildings do collapse and "grow" from the ground when built, but territory refineries and forward bases don't. I may do the same thing for territory buildings, but I'm not sure I need to. After a great 2.5 hour play last night, things worked really well, so I'll have to think about it.

Whew. Well that covers the basics. There's a help menu in the mission itself that can also help you out. It's under the -Status Menu-. I'll add to this if people have more questions.
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