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DOI-Suggestion Day Of Infamy Suggestion


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if not twenty maybe somewhere like 12-14ish?, and the commonwealth vs wermacht isnt considered custom, as the base game has all 3 factions playable, it would just be an alternate version of a vanilla server. the main thing that would make it considered even remotely custom is the adjusted times/difficulty/equip points. :)

 

That is why i am afraid of doing any changes which may cause it to become custom, as alot of you guys have told before that custom server wont let u rank up or etc. 

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I see your concern. I think custom by XP is determined with workshop maps and such, not by config. but as a description of Custom, yes, because we (being yall smart pple that code and such) would be tailoring it to a specific setup. I think config wont affect XP gain, only if we were to add maps/ other types of mod material similar to that. I dont truly know enough about it though, however next time i speak with J i'll ask him what is determining factor.

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Anything that makes your gameplay longer/shorter or you gain more or less xp than vanilla servers is considered custom imo. So editing the beginning points isn't custom, but getting more than 2 points for completing an obj is custom afaik. So that should help you decide!

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As we saw on the CDN server tonight, we can make the game play much differently and still get XP. We can use that as a baseline, and see what else we want to tweak after we get some feedback?

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Here are the things I think might be good. We can implement these with config changes fairly easily.

  1. Increase supply to 20 points.
  2. Set it to Commonwealth vs Wehrmacht only.
  3. Increase bot difficulty to 2.
  4. Increase bot suppressing fire.
  5. Double the amount of bots.
  6. Increase round timers to double current value.
  7. Double time needed to capture points

 

All these sound great and would really encourage teamwork. In the meantime, it would really be great if someone could install the setting that randomly switches campaigns on the server, just so we wouldn't always be stuck with the Americans as it can get quite repetitive.

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- can we make it so if we win the obj we can continue to kill the last few bots alive?

- Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too)

- vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses

 

- i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically

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- can we make it so if we win the obj we can continue to kill the last few bots alive?

- Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too)

- vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses

 

- i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically

 

u can have second radioman, There are radio kit available for assault and riffleman i think. i shall check and let u know.

We cant kick bots as per DD ( once said for ET ) 

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- can we make it so if we win the obj we can continue to kill the last few bots alive?

What do you mean?

- Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too)

I am making a mod to kill and change class for bots, it's in the works.

- vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses

We will be able to kick bots

 

- i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically

This would require a custom server

We can kick bots once I get SourceMod working

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to clarify the first question, hypothetically one man with an eagerness to kill final obj (officer) can run ahead and prevent last 10+ kills to be made. it adds up over time. i was thinking we could get obj but still potentially get the last couple kills or have a round timeout if enemy AI still live

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Not really. I can trigger end round conditions, but not prevent them. It's a problem that I've had since Insurgency, so much is baked into game logic that monkey-patching with SourceMod is very difficult to get working. It would also likely get us on the Custom list.

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any chance some new configs are coming? iI know a bunch of us have had a good time recently, but there's still a lot of room to make the server grow. 8 people feels so small now. Plus a killfeed is amazing

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New configs are up, I have a thread in the DoI game forum with the changes ( https://fearless-assassins.com/topic/91059-doi-server-1-changes/?do=findComment&comment=788661 ). Please head over, let me know what you guys think.

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