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Macrobiotic

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Everything posted by Macrobiotic

  1. *BUMP!* Hi again! Just thought I'd revive this thread, as there is something that I would like to see added to DT. Would it be possible to have 'jump view to here' command on the tactical map? This would be particularly useful on maps where there is very little flat ground on which to place turrets. As is, I waste a huge amount of time zooming around the map to carefully place turrets, just to avoid having them topple over when they land.
  2. I think it would be possible, but the gaming experience wouldn't be anywhere near as good as on more capable graphics chips. Also, do you know if the GMA 945M has its own memory, or uses shared memory with the rest of the system? Shared memory would slow things down even more. In the end you'll have to try it and see. What is acceptable for one user could be utterly unacceptable for another.
  3. Hi, I just came across something I suspect is a bug relating to the infantry units. I was playing Battle Creek in Standalone mode, and was experimenting with saturating the area with AA units, so that any dropships or pods would be destroyed. I then put sensors and automated turrets at the 'home' area of the opposing force. After a while, I appeared to have complete control of the map. However, at the very north, I spotted a red triangle popping up every now and then, but there was never any report of the AA units shooting down anything. (Because the obvious thing would be that it were a pod or a dropship.) I decided to investigate, and took control of an infantry unit. (Rifle unit) I worked my way towards the red blip, whenever it appeared. It turned out to be a lone infantry unit that had managed to move beyond the edge of the map, and kept falling off the edge. I suspect it was trying to move away from the turrets and sensors that I had scattered around the map. I moved my units out as far as I dared, but it seemed they would also drop off the map if I had gone further. I tested using weapons while beyond the play area, and they fired, but the point of origin seemed to be the boundary of the play area, rather than the muzzles of the weapons. Vehicles bumped into the boundary, as I expected, and I was unable to shoot the lone opposition infantry unit while it was outside the play area. I also noticed that the 'camera' wouldn't follow the units beyond the boundary either. I experienced this while using version 1.3.1 of DropTeam on a MacBook Pro CoreDuo 2.16GHz with 2GB RAM and Mac OS X 10.4.10. Hope this helps.
  4. I just spotted another little niggle. Not sure if it's just me. The icon for the driver/pilot, in the top left corner of the screen is inverted on my Mac. (10.4.8) Has anyone else noticed this? Also, once I capture an AA tower, the green glow looks pixelated. (Might just be me, but I guess it's worth mentioning.)
  5. Hi impworks. I've had the same problem. There are two possibilities that I can think may explain the scoring, although I haven't managed to figure out if either is correct. The first one, is that the game expects you to remain in control of the objectives at all time through the game. This means having a unit near each of them, and ensuring none of them get taken over by an enemy Cutter. The second possibility is that you need to have captured all three objectives BEFORE the enemy dropships are released. In addition to this, you would also have to ensure that no Cutter gets close. My guess is that it's the second possibility, but I have yet to succeed in capturing all the antimatter storage depots before the dropships come. I have found that the southernmost depot is the easiest to recapture, as it has the most firing positions that overlook it. (If you put a unit on the other side of the bridge, the enemy tanks won't attack it for some reason, but it can pick them off quite easily.) I can't imagine that the game will penalise the player for allowing one of the depots to be overrun, as it doesn't seem to be possible to survive if you try to remain in control of them all the time. A far more likely scenario is that the enemy will try to capture the depots one at a time. Possibly sending out Cutters to capture the two other, while you try to drive them out of the one they have stormed. The AI seem to be of limited use here, except as defensive units guarding the other depots. I have also found that putting the Shrikes near the depot that you expect to be attacked first, will help cut down the number of enemies who make it to the ground in the first wave. (Extract them as soon as the enemy tanks start hitting the ground, as Shrikes are not very well armoured.) Hope some of these thoughts help a bit. I would also like to get past this part of the campaign.
  6. Could it be useful to have the option to define a perimeter on the map, that would be out of bounds to friendly artillery? That perimeter would be possible to override, but that would have to be a conscious decision, when a defensive position is in danger of being overrun. On a different topic. do sensor jammers affect AA fire? I've been wondering about the feasibility of making a 'dropship corridor' that would get me as close as possible to an enemy stronghold.
  7. How about a Stalin Organ style item that can be mounted on it? It would be a one-off weapon, which could be used to saturate an area with rocket fire. For instance, if you want to soften up an area before attacking, you would place one of these trucks behind a hill, and use a spotter to adjust the firing solution. Once the attack is imminent, let loose the rockets! It could be a combination of high explosive and smoke. This should soften up lighter units nicely, leaving only the heavier ones to be picked off by more accurate fire.
  8. The honour system in America's Army is based around earning or losing points due to the actions you make within the game. A player will earn points for killing opponents and lose points for killing teammates. Points are also earned for medic duty. If a player heals a teammate, he will earn points. Also, additional points are awarded to the entire team for a victory. The rank within a team will have an impact on the points earned. A squad leader will earn the most points. Team leaders will earn slightly less. Grunts will earn a basic amount. The idea behind the system is to encourage team-play and discourage players from just killing everyone in sight. Players with less than a certain amount of points are often prevented from joining the more popular servers. The honour system also transposes in-game points earned onto a graph that increases geometrically, to convert them into 'honour' points. A player starts with 10 'honour' and earning enough game points to achieve 11 'honour' is fairly easy. Getting up to 12 is a bit harder, and so on. For a player to achieve 100 'honour', he would theoretically have to have played every day for several years. Hope that is a reasonably clear explanation.
  9. Could an 'honour' system, similar to what America's Army applies, be used? I quite like that approach. Particularly as it's designed to reward teamplay. Isn't that what these games are all about, anyway?
  10. In the second campaign scenario (Recon in Force, I think), I have had most success when I get a few of the tanks with heavier guns to land with me at the very north of the map at first, and they will race towards the objective, roughly in pace with the enemy. This causes them to exchange fire. I tend to hang back and blast the enemy bots from behind. After doing that with the two first waves of attackers from the north, I switch my attention to the south, and do a repeat performance. The enemy tank AIs seem completely obsessed with driving out the lighter tanks, which I placed at the objective. This means that they won't pay a whole lot of attention to the heavier tanks chasing them. I also try to use the Fire Mission as much as possible. The EMP mission can be useful, but only when I put sufficient space between its impact and my units. Learning how long it takes for a an orbital bombardment to reach the surface is very useful in this situation, as you can aim ahead of the enemy tanks, and stop them in their tracks with an EMP mission, before nailing them with the Fire Mission. Just a few thoughts.
  11. And please, please, please, someone make a rough guide to the Campaign. It doesn't have to be a detailed strategy guide or anything. All I am looking for is something that will give me an idea of which conditions are required to win a level. For instance, whether all enemy units have to be destroyed. Whether I need to remain in control of all the facilities on the map for a certain length of time, etc. In some cases I've been convinced that I should have succeeded in my mission, but the game still claims I'd failed. I'd like to know more about how/why I failed, so I know where and how to improve next time. Otherwise it's just blind luck.
  12. I was wondering if there were any plans for things such as boats or even floating mines, turrets and rocketlaunchers? That would provide for scenarios which were water rich, possibly with lots of small islands and only a few bridges.
  13. Hi Hawkslayer. You may have saved it as RTF. Try saving it as raw text, as TextEdit will default to RTF format. Under the Format menu, in TextEdit there is an option to convert whatever you are writing to plain text.
  14. Hi guys, I'm new here as a poster, although I bought Drop Team a while back. I've been dropping by the discussion forum from time to time to lurk, but usually the one thing that I've been looking for appears to be missing. Discussions about strategy. As a fairly inexperienced player of sims involving armoured combat, a lot of the basics may be escaping me. However, I'm hoping this is the right place to pick up pointers on good ways to play. I've picked up the basics, such as the fact that the armour would be thinner at the rear. Also that rounds that don't have explosive tips are likely to bounce off an angled piece of armour. Hopefully this thread will spark some interest, as a good strategy can often win the game against superior forces.
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