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MO3.0 Feedback // MISSIONS/CO-OP


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#421 Colonel Angus

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Posted 21 October 2014 - 08:21 PM

It's hard to make the game detect if the player is already in the impossible situation in some cases. For example, imagine you've discovered all Scientists in The Gardener already and it would be no problem for you to escort them to the evacuation point when suddenly you lose the Guardian GI. Should this end the mission? I think not.

Fair enough on that. I'd say if nothing else a text notification (ex. informing the player that they need the Guardian GI to rescue the scientist) should be there.



#422 D1ngo

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Posted 21 November 2014 - 02:21 PM

I would like to suggest one more thing:

An additional conversion of Co-Op maps to singleplayer ones, the missions are fun but they are unplayable if one doesn't have internet connection/someone to play it with.

I do realise that adding an AI option is practically out of the question, however simple conversion of ownership to one "house" would mostly do the trick, allowing the player to have some fun with those missions (I do realise that they are thought out to be played cooperatively, however it still is better to have them avaliable as additional SP missions than to not have them at all).


Edited by D1ngo, 21 November 2014 - 02:22 PM.


#423 RP.

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Posted 26 November 2014 - 12:41 PM

The entire concept of cooperative mission is that they are in fact, cooperative missions.

They were designed in such a way that it requires two players to work together to accomplish the mission.

 

Converting these, cooperative based, missions would remove the entire element of working together and planning combined strategies.

It is therefore not 'better' to have them available as singleplayer missions. There are too many factors and design issues that would surface.

 

I think it's safe to say that we, the Mentalmeisters, will not be converting cooperative missions to singleplayer missions.


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#424 Petya

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Posted 26 November 2014 - 02:23 PM

On the other hand there are cooperative missions which you can complete alone, but it will be much harder and longer. I think most of them are just fillers, which will tell you background stories of certain events (Ego Ergo Hax tells how the Chronosphere was hacked). They are also considerably easier than singleplayer missions.



#425 doctormedic

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Posted 18 February 2015 - 12:36 PM

Which faction has the most protect the objective unit missions?Probably epsilon (Never forget the snipers)



#426 doctormedic

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Posted 18 February 2015 - 12:36 PM

Which faction has the most protect the objective unit missions?Probably epsilon (Never forget the snipers,its not like the armor the hotdog man gives you changes anything)



#427 Martinoz

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Posted 19 February 2015 - 02:26 PM

 

Which faction has the most protect the objective unit missions?Probably epsilon (Never forget the snipers,its not like the armor the hotdog man gives you changes anything)

 

From the Allied campaign

01 Red Dawn Rising, 02 Eagle's Fly Free, 03 Road Trippin, 09 Zero Signal, 11 Panic Cycle, 12 Sunlight

Soviet

05 Peace Treaty, 09 Road To Nowhere, 11 Unshakeable

Epsilon

03 Scrapyard, 09 Killing Fields, 10 Focus Shift, 12 Moonlight


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#428 CLAlstar

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Posted 20 February 2015 - 06:35 PM

We can also count Warranty Void for Epsilon if we count "protect the bridge" part.



#429 doctormedic

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Posted 21 February 2015 - 01:09 PM

I wonder if some missions have some super secret easter egg in the mission or a super secret primary objective the developers added and forgot to make it obvious (cough stinger cough)



#430 Asylum

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Posted 27 June 2015 - 10:21 PM

I believe Speeder asked for thoughts on co-op missions in newsposts #10 and #11... so I thought of a few mission ideas, and finally got around to posting them.  Most of these would take place during Act One though. 

 

- PsiCorps/Soviet perspective prior to A05 (Bad Apple) (one player as Russia, and one providing tactical support with the PsiCorps commandos) — in other words, a more direct remake of RA2 S03: Big Apple
- Soviet takeover of Chicago before A06 (Beautiful Mind) would make sense as a co-op since there seem to be two distinct Soviet bases in this one; also, I assume they had to overcome a substantial American military presence in Chicago before building the Amplifier
- remake of RA2 A08: Free Gateway (the liberation of St. Louis) — though I imagine this may already be planned for Act Two
- remake of RA2 A09: Sun Temple (maybe one player as the 'local freedom fighters' and one as the SEALs — or just split commandos and reinforcements from the beginning)... seriously, this mission is just begging to be made hyper-difficult, Mental Omega style
- Low Rider looked like a pretty fun mission, even if it does reuse a vanilla map... which I don't see as a crippling flaw.  Maybe it could do without Soviet heroes though.  
- Latin Confederation mission to overrun Guantanamo Bay
- there was never a mission to capture or defend the White House, surprisingly

I also thought it was bizarre that the Stalin's Fist being stolen was an integral part of the Act One plot, but there wasn't any ludicrously difficult micro-intensive mission to commandeer it using Epsilon Adepts.  

Finally, just because Yuri pointed out in the briefing for Killing Fields that rescuing Rashidi from the GULAGs would be near-impossible, I think there should definitely be a mission in Act Two that involves rescuing someone from a GULAG camp.  (In other words, challenge accepted.)



#431 Omega Legion

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Posted 05 October 2015 - 11:07 AM

In some missions, the maps haven't been fully used, especially A10 'The Gardener' and E09 'Killing Field', which will still remain a large part of gap after finishing them. So can you make the rest part of maps useful?

e.g: Add a fourth target for E09: destory all the SAM launchers to secure Rashidi's evacuation, and those missles are all placed in the unused areas.


Edited by Omega Legion, 05 October 2015 - 11:20 AM.


#432 Thor_Hammerschlag

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Posted 05 October 2015 - 06:01 PM

To be honest, the missions were a huge letdown for me.

 

Way to hard, gernerally by the devs a hard missions seems to be considered a good mission.

 

Cant agree less at that point. Additionally you cant save in the current ARES release.

You generally have to RETRY RETRY and RETRY again. But i dont have time for that in gernal besides work.

 

 

I play cnc to relax. Relaxing is not possible when you cant save especially when you dont have a base. The ability to save, and more maps with bases for the easiest level would be a good addition.



#433 Speeder

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Posted 05 October 2015 - 06:29 PM

If you want to relax play other C&C.

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#434 Thor_Hammerschlag

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Posted 05 October 2015 - 07:28 PM

If you want to relax play other C&C.

Exactly what i do when i want to play missions.

 

Nevertheless i felt like sharing my experience, because its not a good thing for a mod to be not beginner-friendly.



#435 Solais

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Posted 07 October 2015 - 01:45 PM

I do have to agree. I do read feedback and comments on the mod, and the high difficulty (especially without saving, but really, saving is a technical problem, unlike difficulty, which is a design problem) seems to be a turn off for a lot of people. Which is kind of a shame considering how much more the mod is advertised lately, judging just from the repeated reminders of the mod's existence on Twitter and Facebook. (And of course, the amount of effort.)

 

One thing I really learned since getting a gamedev job, is that difficulty is one of the most pivotal reasons people would quit and never finish a game, causing an incredible lost of sales just thanks to word of mouth. Of course, this mod is for free - though personally I think it would worth the money - so sales are of no concern, but would be still great to see it succeed, and known by many.

 

I do hope that in BR2, the Easy and Normal difficulties will be something most people can complete, especially if the Save/Load system will be restored till then.



#436 CLAlstar

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Posted 07 October 2015 - 02:00 PM

Most of those missions are hard because you simply cant save. Also afaik all of them will be toned down (at least easy & normal, mental must remain mental for yerr minds) so relax.



#437 Solais

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Posted 07 October 2015 - 05:03 PM

Yeah, I know, and from Speeder's playthroughs, some missions are visibly toned down even on Mental. I'm just sharing the sentiment that I hope the changes will be able to make the mod more popular.



#438 Speeder

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Posted 07 October 2015 - 05:52 PM

Mental Omega even MOre popular than it already is? Let's give other mods a chance. ( ͡° ͜ʖ ͡°)

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#439 Solais

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Posted 07 October 2015 - 07:21 PM

Never enough, always MOre!

 

But yeah, despite that holy shit download number (even my most popular mod/addon work only received 7000+ downloads), sometimes it feels that not enough people know of it.


Edited by Solais, 07 October 2015 - 07:25 PM.


#440 Speeder

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Posted 07 October 2015 - 07:55 PM

We don't have a marketing team or fund like EA has with every Command & Conquer game it releases.

Knowledge about the mod's existence is spread through word of.. a friendly internet message.

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