Kirjaan nää asita äkkiä tännekin, niin helpompi mahdollisesti löytää:Some general feedback and possible vectors for developing the SOB big-tvt eventMods and the setup
The repo was very well done. You had a very limited repo fit for the mission. You used easily available common versions of mods. They were not changed etc. before the event.
It was nice to have a test mission where to test things. It would be great if it would fully match 1:1 the actual mission to be played. Things that I noticed were missing from it:
- Vehicle weapon ammo loadouts changed from test to actual
- Start positions were not the same
- Buildings/ammo boxes were not present in their correct location or loadouts.
- Boundaries/rules for the mission
One thing I do not like to be doing is making the following work on behalf of the event organizer:https://armafinland.fi/forum/viewtopic. ... =30#p39015https://armafinland.fi/forum/viewtopic. ... =30#p39016https://armafinland.fi/forum/viewtopic. ... =30#p39017
I had to specifically ask and write up and depict the Mission rules, area and game-mechanic descriptions.
I wrote the last part specifically in English because I wanted to show you guys different aspects.
This is something that should be done by the event organizer.
The way the mod testing was handled was excellent. The servers were up when they were promised to be up.
Special thanks to you from our mod guy!Communication
I think communication related to event management went well. I could reliably reach people and had multiple contact points if needed. The only strained communications hapenned at the start of the missions. This was due to other tasks for you guys(Company leader/gamemaster).
I would try and develop more centralized way of communication. We did a lot in PM's so others might have been left wondering about different things.
Also some documents were written in "immersive" manner. This atleast for me lead to confusion regarding the actual start timings etc. I think it would be great if splat text was kept strictly separate from the actual organizational info . I refer specifically to this document: https://drive.google.com/file/d/17eIoFy ... VjQPe/view
One thing baffled me. Why on earth cant the server password for the actual event be given out earlier? I have a million other things to do before event starts and I do not want to be updating and sharing password around at that point. If it needs to be kept hidden until event time, then tell me so and I will only auto update them at xx:xx time or some such.
All of the above issues were mitigated by good communication!Mission
This section is going to be annoyingly negative. I am sorry about that. Don't take it as if I am not appreciating the amount of work that has gone into it.
In the safe-time before the mission is actually a go, it would be great to be able to set markers on the side channel.
This helps leaders coordinate efforts during the mission and visualize any plans better.
RUS Plan - This was a disaster. In a single life-all evening event, you have to consider your subordinates play experience when planning. You cant just go and tell everyone to rush. Best case scenario both teams suffer immediate casualties. Worst case, the other team is just going to die without doing anything. The event kind of bombed due to this. Mission planners have to consider if we are here to play roulette where 90% of players are just collateral, or play something tactical and engaging. Luck based tactics are bad tactics.
I am sure that whoever decided on the plan has already gone through and learned from what happened. But in case of things like this in the future, I think the organizers should always prep and notify people of a Backup-mission possibility. This way we can always have another go if the first is a bust. The missions can be even that we play the initial mission again, with quickly revised plans.
Some other factors in the mission that did not really come to play due to above issue:
The mission area was huge for less than company sized formations. It leads to diluting the forces and creates a series of smaller fights. The scale gets lost.
IFV's dominate in that kind of terrain. VD was around 4km without the fog. INF AT weapons were effective to 600 meters max. If Inf is expected to fight against IFV in this sort of terrain, then they need organic ATGM sections, to support their own platoon operations.
IFV were not comparable. The Bradley had better TOW missiles available. Bradleys commander position is far supperior to BMP3 commander position, and leads to better target acquisition capability.
The way rearm was set up was a bit dangerous. You could take any ammo for the vehicles and as much as you liked. This meant that the initial loadout that was set for the vehicles meant nothing. The better TOW missiles were loaded in asap. They were the top attack missiles and the thermobaric missiles. Both can be seen used in these videos: https://armafinland.fi/forum/viewtopic. ... =60#p39130
In the future you should use the specific magazines option: https://ace3mod.com/wiki/feature/rearm. ... -magazines
This way you can limit the total ammo available and types, easily.
I guarantee you, if the mission had gone on longer any remaining RUS INF would have felt the unlimited rearm-able ammo on their skin.
Repair also had its flaws. You did not need the repair truck close to fix the vehicle hit-points. All you needed was the crew kit and the toolkit. This means, that post TANKS-DLC, vehicles are never gone for long. Our vehicle crews fixed any hit-point damage almost the second they received any. On the RUS side this was of no use, since their BMPS were taken out by TOP attack TOWS. This means that they 90% time they are total losses.Server performance
I think this was an area with issues so I appreciate your effort in making sure the numbers did not bloat beyond what you had set as max. This said:
I think your server can realistically handle max 110 players in it current configuration. Even this is questionable. So it may be even as low as 100. At the mission start we had 137 players. This was too much and great amoun of lag was created untill people died off and disconnected.
I wrote in #server-perf-settings channel how you could maybe try and boost performance. IF you need further help, then just ask.Eyes on the future
I am looking forward to the next one. Especially since I think the next one wont be featuring a rush of such magnitude.
If you are willing to have us we would gladly join you. I see great potential there and appreciate the effort you guys have shown.
I hope to hear from you guys when you have the next event coming.