RDogg wrote:
Apollo - I've noticed on this rotation the enemy is well.. Much better and much more well equipped and seem to be very organised. Is this all down to Alive now its fixed? I'm loving it so far. There seems to be more of the enemy even without a Zues. Just the other night myself and my friend Husky had both our section plus the section supporting us completly wiped out by an enemy counter attack which was basically an entire mechanized platoon. We survived by hiding in a building but could see the infantry searching for us, was pretty dam awesome!
We're pushing the boundaries a bit to see what the server can take in terms of enemy numbers.
Also there are a multitude of different ways to configure @Alive - invasion/occupation, constant/blocked logistical resupply, predominantly infantry/mechanised/motorised/armoured, customised objectives etc, the list goes on. Some maps seem to be better optimised for @Alive than others, especially regarding road systems for reinforcements.
Small changes in the Alive modules make large changes to game play. This mission went through some fairly major tweakage during initial play testing to get the desired results, so it's good to hear that it's proving fun to play on.
Here are some details about the @Alive module settings on the current mission (Operation Ursus) for those interested:
Virtual AI SystemSpawn distance: 800m
Spawn limiter: 35 (groups); at average 6 per group this can lead to around 200+ ai simultaneously spawned
Military AI CommanderControl Type: Occupation
Reinforcements: Constant
Mil Placement (Mil Obj.)Force Size: 1200
Force Weighting: Light Infantry
Random Camps: None (to reduce objective count)
Mil Placement (Civ Obj.)Force Size: 800
Force Weighting: Light Infantry
Roadblocks: High
Military LogisticsReinforcement Type: Static
Force Pool: 1000
All types allowed, except planes
Military CQBLocality: Headless Client
Type: Civilian
Locations: Complete Map
Probability: 10%
Density: medium
AI amount: pair
Spawn Ground: 800m