#Project: Sustain & Secure PVE game mode
1 messages · Page 1 of 1 (latest)
One idea that’s been sitting in the back of my mind for a long time is allowing players to use the radio through actions to perform useful tasks, creating some form of interaction with the AI. For example, I built a Supply Drop feature a while ago, and I’d like to expand on that for this game mode. It could even be used to issue orders to the AI, like “Defend,” “Attack,” and so on.
That would be sweet!!
Hi, sounds promising!
Not sure about the increasing difficulty, but maybe something like the option to choose targets, like one is more difficult and you earn more resources from this or earn the support Mortar Strikes, because you made a support route accessible?
Other idea, occasional small extra Events within a target zone, like find intel. Also possible, you find a special map/notes (which is placed random and you have no hints of the position), where secret areas are noted and when you find those areas you earn something (maybe fill up the resource bar). Free a civilian or bring them safely out, would also be a good addition to get some variance.
Thanks for the ideas and suggestions! they'll be very helpful moving forward with this. I know I can't really please everyone, but I like to take feedback from people
I design my game modes to be modular, so I build the supporting mods as dependencies. The first piece for the new mode is:
EE_Supply Drop
This mod lets players call in a supply drop during a match. To do it you need to hold and inspect your radio and look for a new action: "Request Supply Drop"
When you trigger it, your character makes a quick radio call, and after a short wait an airplane sound plays as supplies get dropped somewhere near you. A marker will show up on the map so your team can see where it landed. The drop only lasts for a while before disappearing, and you can’t spam it because there’s a cooldown timer. Depending on the settings, the cooldown can either be just for you or shared with your whole faction.
Currently only works for US faction.
https://discord.com/channels/105462288051380224/1420864447173623808
Alright so it begins! so far, I've created a component that automatically and dynamically generates an area of operations randomly. It also creates a red circle layout to delimit the AO. In theory you'd get a new one every time you play.
Working on a full integration of my EE_Radio Actions mod as part of this game mode. Each request will cost resources. There will be ways to gain more resources doing missions or something similar. If your resources hit 0 you lose the game. But there will be more ways to lose resources. Spawning vehicles, getting killed etc.
In a similar fashion the enemy will also have a resources bar which you need to try to empty...
How do you earn money or do you have a certain budget per round? Just read it in your other thread 😄
So far the idea is that you start the match with a set budget per area of operations. And it will reset after you completely capture it (enemy will also have a bar)
Still deciding if there will be ways to earn more budget mid mission, maybe yes.
Sorry if I use this space as some kind of "dev diary" but that's what this is so..
So after some thought, this is my current idea for progression in this new game mode:
Fixed Player Budget Cap: Players start with a fixed 25 million "budget" (actual amounts are subject to change...) and this budget resets back to 25 million after capturing an AO. There will be "side missions" to earn more budget if needed, but the budget can't ever exceed that cap.
Enemy Budget Scaling: Enemy ALSO will have some sort of budget or progress bar tied to their resources. The main goal of the game is to make the enemy run out in order to capture an AO. However... the enemy's budget increases with each new AO, making the game progressively more challenging. So, for example, at the start of the match players will have 25 million, while enemies will have 5 million, for example. but as you keep capturing AOs, the enemy budget will be growing. So, the more you play, the more difficult will be to beat them because they will eventually have more resources than you.
Optional Side Missions: Players can choose to complete extra objectives to earn more budget if they're running low... but like I said before, they can never exceed the 25 million ceiling.
With this system, early missions/AO captures are easier, and over time, the enemy's resources grow, making careful budget management and optional side missions more and more important as the game progresses.
https://www.youtube.com/watch?v=aLY0y_mSxLY
VERY W.I.P. just a small showcase video
UI change.
Sooo, lots of changes...
the dynamically generated AO is now composed of two areas... the main AO (the red circle) and a "kill zone" (the orange circle)
The kill zone is dangerous... if you stay too much you become a target for mortar fire. Enemy will drop mortar on bigger squads. if you go alone, you are less likely to get hit than if you go with a group of 3+
It's also patrolled by APCs amongs other stuff that I haven't implemented. bottom line is, you don't want to stay there for too long or you'll die a painful death.
In the actual AO you'll find 4 big radio towers (you can see in the image they are marked with a tower icon)
These towers are actually the main objective of the game mode. you need to hack them all to capture the AO.
The best thing about this mod is that it doesn’t require a specific scenario. It functions on ANY MAP as long as the mod is active. If the map includes a Game Master scenario, you can play there without issue. While it technically supports any scenario type, Game Master scenarios are essentially blank templates, making them the most compatible and efficient option.
Still pretty damn cool if you ask me since you don't need to set up the game mode in workbench if you want to port it to a different map!!
Simplified vehicle delivery request
How exactly does that work? Does the game master have to put down the objectives or something?
No, it's a game mode in itself but it's not tied to any scenario in particular. Basically the game mode activates on any map just by having the mod.
So if you have my mod active and open a conflict scenario you'll have the conflict with my game mode on top which is not good, that's why I recommend using the game master version of the maps because they are basically a "clean slate"
I've uploaded an alpha version in case you want to test it!
https://reforger.armaplatform.com/workshop/66A03723AD91F219-EE_SustainAndSecurePVETEST
I think I understand, I'm certainly curious as to how it'll generate AOs and such but I suppose that would be answered by me trying it out
Name of the game mode probably gonna change. If anyone plays the alpha let me know if you can think of a more suitable name lol
Would like it if the Control Bar and the Budget could only be seen when looking at the map. I just do not want extra things in the UI distracting me, or if possible give me the option to hide it.
i am probably going to ditch the whole game mode as I am not really happy with it
Ok, what is wrong in your opinion?
It’s not really the kind of gameplay I was aiming for. I want something slower, more deliberate and tactical, not chaotic. Micromanaging AI sounds nice in theory, but in practice, it’s just tedious. The objectives don’t feel earned either; “hack the antennas” doesn’t exactly carry much weight.
Respawning AI is a double-edged sword. If they don’t respawn, the challenge dies fast. The AI isn’t smart enough to hold its own, so their strength has to come from numbers. But when they do respawn, killing them starts to feel meaningless, which is the same issue I’ve had with my Domination PVE mode.
Or maybe it’s just creator’s fatigue. When you build the damn thing, you sometimes burn out before even playing it lol
I just need to find the right balance between tension and tactics. Not constant action but controlled engagement, something that actually feels earned.
This is why I've never really liked the classic Capture the island type of PVE that is so popular here but to each their own I guess
Ok, understandable and can comprehend your thoughts.
What i was thinking about a lot is a mode, were you just walk through the world and some patrols (could vehicles too) get spawned more or less around you and if you want you can fight them. Also some bigger targets like small field camps could be spawned and if you do not spot them yourself, it would be cool if you would find hints in the map of those patrols or in the world, maybe some civilians who give you a hint and so on.
This could be a more or less endless adventure mode, because i really enjoy to walk through the world and just have small to mid firefights with more realistic group sizes with a better skill level. Atm Combat Ops on Kolgujev feels a little bit like it, when you just walk through the world and not directly to the targets, but after some time you know where troops will be most of the times, so it gets less surprising, compared to what i have in mind.
It is all not thought through in detail.
It is a patrol in enemy territory mode, thinking about it, like in saving private ryan, when they discovered the MG on the destroyed radar station or the sdkfz in the field.
So basically something like Ghost Recon
Did not played ghost recon, you mean the wildlands one?
Both Wildlands and Breakpoint are pretty much like this. An open world game where you have main missions but side missions can spawn in as you travel the world. Is pretty fun actually. Specially wildlands
Ok, maybe i will try it sometime 🙂 But i like to play Reforger too much, just needs more different PVE for me