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PostPosted: Fri Nov 01, 2013 11:36 am 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
Hi,

I was wondering what the settings are for accuracy and max. number of soldiers for the campaign levels.

Also, I think it would be more fun to randomize the levels in the campaign, so that you do not always start with the same maps. For example, it would be nice to have no rank yet in Al-Tabul or actually have a squad in Coast. Now it's always the same, repetitive scenario.

Being able to change the settings of a campaign match (accuracy and number of soldiers) would also be a nice addition.

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PostPosted: Fri Nov 01, 2013 12:59 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
in the campaign the accuracy of the enemies is lower in earlier maps. The bot number is the default bot number you also have in the quick matches. In 0.93 you'll be able to travel to different maps (not all of course but often more than 1 possibility).
I wouldn't want the campaign to be completely random, so that a rough linearity (with the mentioned different travel options) should be respected.
Until 1.0 we might add some other twists to the campaign, like you need to go to a previous map to finish an objective but you'll be alone on this one, no allies, just you vs. the enemies which might not respawn after death or maybe even bonus missions where you arent allowed to die and will need to complete a map without dying once.
Anyway, this is all controllable over scripting, so you can just adjust stuff yourself there if you feel like it ( media\packages\vanilla\scripts\ )


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PostPosted: Fri Nov 01, 2013 7:45 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Quite right. Initially campaign was supposed to be largely what it currently is, with added objectives & full content, a linear system of maps and match configs that allow you to fight through all the content in the game with a persistent profile. The bright point with this approach was that it's fully compatible with online, both game-hosted and dedicated servers.

At some point a conclusion was made that we can go one step further than that, in more spirit of an open world, that will allow you to travel between the maps using extraction points. This obviously opens possibilities, e.g. starting the campaign in any given map as the player can indeed then reach any other map, making a decision when it's crossroads time. It'll still make sense to start the campaign from a dead-end map and have a predefined set of connections between the maps.

This system allows online, but only the hosting player can influence which map will be entered next. Therefore the invasion servers can't really use this new system, unless it's hooked up some other way.

A menu UI for the campaign settings will be made at some point, offering bunch of multipliers and options to influence the campaign experience a bit. No idea what all we'll include there, but anyway, all settings are and will be open directly there in the scripts too. Quite soon it should also be possible to conveniently create mods including campaign scripts.


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