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Do you like AGM?
Poll ended at Mon Oct 20, 2014 4:50 pm
Yes 82%  82%  [ 23 ]
No 18%  18%  [ 5 ]
Total votes : 28
68 posts in this topic
Posted: Sun Oct 19, 2014 4:50 pm     Super secret spam barrier
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AGM on Test


AGM is currently being tested on Dev1 Server.
Use the Dev 1 Repo.
Password available in TS.

There's still a few mission scripting things to improve on, but it's close enough to test.

So, do you like it? 
Is the medical system more enjoyable than BTC Revive?
Would you want to see it as a permanent feature in our missions?

(We may also test CSE down the line, so liking AGM does not mean alternatives won't be looked at too).

How to use AGM: Getting Started


Posted: Sun Oct 19, 2014 4:54 pm     Super secret spam barrier
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No, don't like the medical system. Detracts from gameplay far too much and just doesn't work with the current damage model. I'd rather stick with BTC.

Everything else I really like (logistics, team management, fatigue system, recoil patterns, etc) - not sure if the mod's worth having just for those extra features though.


Posted: Sun Oct 19, 2014 5:05 pm     Super secret spam barrier
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This poll may go through a couple of iterations.
There are several configurable modules to AGM in the mission set-up, so after feedback it may be possible to tweak to our liking and test again.
All feedback related to AGM welcomed.


Posted: Sun Oct 19, 2014 5:30 pm     Super secret spam barrier
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For those unsure about it, here is the site listing the different modules that can be added to missions and the features they include:

https://github.com/KoffeinFlummi/AGM/wiki

Personally I am glad we are testing it again.

"Never turn down an ale, who knows if it may be your last."


Posted: Sun Oct 19, 2014 5:40 pm     Super secret spam barrier
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Please only vote if you have played it on our Dev Server from today onwards!


Posted: Sun Oct 19, 2014 5:46 pm     Super secret spam barrier
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Whiplash wrote:
They have a setting in the medical system module that basically disables the limb-system they use (1 bandage to heal them all and so on...)


This is exactly how it is set-up. Please play-test, then feedback. :-)


Posted: Sun Oct 19, 2014 6:54 pm     Super secret spam barrier
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Whiplash wrote:
Just mentioning it to make sure other people do as well. Because now it doesn't differ in any way from the ACE medical system that, at least at one point, was the "thing to be" and "why every other medical mod is s**t".

I was thinking the same, and wondered why I disliked AGM if I loved using the ACE medical system for so long. After myself and others being shot down a few more times I soon realised - we were (90% of the time) getting knocked unconscious the instant we get shot (rather than just bleeding or getting injured first). This takes out any sort of aspect of 'fun' for me as taking a hit in the leg, going unconscious, and then waiting 6 minutes+healing time (minimum 1 bandage + 1 morphine + 1 epi + possibly a blood bag) to get back into the game isn't enjoyable/fair (for me or anyone else) by any means.

If I make a considerable mistake (i.e. running straight into a squad of enemies), then yes I should be given a considerable punishment in return (being knocked unconscious/killed). But being unexpectedly ambushed and our entire team killed within 2 minutes without a fighting chance (as it did today - our entire team was wiped out in minutes without any chance for us to attack back) is not a balanced system and is extremely tedious.

Perhaps this requires further testing as, to be fair, we were only on the server for about half an hour. 


Posted: Sun Oct 19, 2014 8:37 pm     Super secret spam barrier
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It's probably configurable surely ?

I.e. damage till unconscious ?


Posted: Mon Oct 20, 2014 12:33 am     Super secret spam barrier
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You folks tell me what you'd like in these boxes and we'll give it a try.
What you see below are the current Dev Server settings.

Image


Posted: Mon Oct 20, 2014 1:56 am     Super secret spam barrier
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I like it but the handcuffing thing makes it very easy to get into "derp" territory. The feature is awesome, especially the escorting and loading into vehicles is really cool...but we need a way to make it work only on civi/opfor units, otherwise people *will* abuse it. (Obviously what was happening on the dev server today [everybody capturing everybody all the time] was a case of harmless fun/3CB-after-midnight, but today's op has shown me that there are always some people who're going to decide to be extra-funny at inappropriate times).

@AGM seems to have amassed enough awesome features to be worth the complexity (both technically as well as for people to use)


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