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"You are leaving the mission area" message


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Is the AWOL thing really there to keep everyone plaing as a team, or is it because the game will have to render too much stuff if everyone is spread out.

What I mean is if we are in an area of the map, (say, the area thats visible in the command map when you scoll as far as it will let you) is the rest of the map still 'active'.

Or is the awol thing there to stop you interferring with enemies that havn't spawned yet. Maybe the game is trying to prevent the "don't shoot the black shadow" thing that happened in [GR] mods.

I wanted to try a different route into the square, one where I'm not forced to walk straight into the MGs firing arc, or at least be able to approch it from a better angle. Some guy told me I was leaving the area, but I thought if I run fast enough I might make it to the corner :shifty: But it said game over.

Now I thought losing your health (BF2) took the buscuit, but game over....? :rofl: I could understand if i'd tried to run out of Mexico City :D

My point is, do you think it will be possible for someone to mod the game so you can go anywhere, (like in an Operation Flashpoint map) or will that put extra strain on low-mid range PCs?

Thanks in advance.

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The game only renders on each individuals machine the area that the individual is in. That is, it doesn't matter to rendering how many different areas people are in, each persons machine only needs to render what's around them. There's only 2 reasons I can think of for it, one is to keep people 'on mission' (or at least the games interpretation of it) the other is that nothing actually exists outside those areas (no building, no street to walk on etc). Of course I could be proven totally wrong if a whole team tried to go off some way and they were able to.

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Would be nice if those areas where clearly marked on the Tac map at least, maybe darker areas where you can't go would help.

Hmmm yeah, it's a bit of a shock the first time cos you don't expect it. But that guy is bound to tick some people off after a while. There isnt really a way around it, is there? This beats invisible walls or worse yet, playing within a fenced area.

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...There's only 2 reasons I can think of for it, one is to keep people 'on mission' (or at least the games interpretation of it) the other is that nothing actually exists outside those areas (no building, no street to walk on etc). Of course I could be proven totally wrong if a whole team tried to go off some way and they were able to.

Yeah but I tried to go down a street that was a block away from the square, I could see more stuff ahead of me. Besides we know theres stuff there cos we fly over buildings etc at the beginning. I guess it's just to keep people on-mission then.

Which brings me to another point. I know it's meant to be tactical. But surely if the president got kidnapped there'd be just a tiny bit of urgency. I reckon if you dilly dally about that guy should come on the cross com and tell you to move it! :D Don't want to keep drawing comparisons between this game and [GR], but it's a good way for me to give examples.

There was a mission in [GR] desert siege where you had to blow up a missile site, secure a camp, secure some buildings and recover some secret stuff before it got destroyed. Now if you weren't quick enough you failed that objective, so you had to prioritise for what was important to you... comleting the mission or getting the secrets (unlocking a specialist)

Now... the President of the USA is missing... the most powerful man in the world.... But it's perfectly ok for me to chill in the noon day sun shooting doors off cars etc and nobody says anything? :rofl::rofl: I'm NOT bashing the game, it just occured to me as I was asking about going AWOL? Maybe there more urgency after the limo, I havn't tried. I'd let go of the mouse and sat back expecting the president to come out of a hole somewhere and tell me to hunt the perpetrators or something. When that guy started adding objectives I just thought nah I need to stop playing now.

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It kinda is, When you open the tacmap click the M in the top right corner, youll see the playable roads are bright and the nonplayable roads are darker.

Oh is that what its for. I saw that but everytime I tried to click it the map woud scroll away and the mouse lag would carry the pointer past the M anyway. I'll have to go back in and have a look at that now that it's playing a bit smoother.

thanks.

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Lool i never pressed M whilst on the Tac map.

Will try it.

I was pressing M in game and wondering why nothing happend, and assumed it must just be a Multiplayer Map key.

I thought he meant the M in the top right hand corner of the tac map with the + and - next to it....

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The AWOL thing is really a downer...

I was also trying to take a "smarter" approach to the square and flank that damn machine gun. I could see enemy movement on the Tactical Map. I figured why face them head on? Then of course some guy in an airconditioned room starts telling me I'm leaving the mission?!?! Then he has the nerve to pull the plug on the mission. I hope the President died because of that one idiot's lack of tactical initiative.

Ok, now I guess I understand the real reason for this. I guess it is a limitation of the engine. The mission could be doing this because it is a DEMO or because it is simply an SP mission (fencing in the loose kidies). Maybe a custom mission wouldn't do this.

It would be nice if we could mod out the AWOL situations. If it is really a limitation of the engine, oh well. Maybe GRIN can patch this?

silent_op

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Yeah, at least the good thing is that you can send teammates into the zones where Mitchell is otherwise restricted (from my experience). I think the feature is forcing you to use your crosscom and plan things out tactically, man per man- sending one guy on a route to distract the MG while you take a shot at the gunner's side. The downside of this is the fact that the distraction guy is on a suicide run if you can't neutralize that machine gun within fractions of a second. It makes the game harder- keeps the player from being Rambo and killing every single one of the tangos. At least the team is somewhat good shots, even if their intelligence is questionable at times.

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Born to Kill

Good Point in the Maps they shold be marked the limits , "of ur going Home" , not that crappy lil window with a cartoonish character telling you "get in the battle captain !! :rofl: OMG that take you all of the IMMERSION OF THE GAME !!

We just dont like that window with "Cartoons" animations "bad" timing when talking etc. just take you out of the immersion of game , maybe for Nintendo kids will be ok , but this game supposed to be rated higher that that so pls. if you guys make a patch to get rid of that "cartonish animations" will be cool , if is a No No....... well, ......... a mod we build will do .

Its a NO NO :nono: for that cartoonish window u guys have till july to fix all this issues , and the :rofl: PERFORMANCE issue . u guys dont get it , I think someone is gonna get fired , 2 proyects in a row wasted ? LOL omg.

Edited by Cuchillo*
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Flanking, Wide

Playing the demo gave me some thought.

I was trying my best to flank very wide, then I was told: "You are leaving the mission area. Get back into the battle solder!" I wasn't leaving, or going awol. From playing BF2, Special Forces, I came to an addiction of using ziplines and the grapple hook. When encountering these walls, I come to a point that they could come in very handy sometimes, even for sniping. But this is no Special forces game. This is in a war zone. I got to remember that. I can not wait for this full version coming my way. Wondering if the full version has a wider range for flanking. 4 guys in one team against an army is to much. I can not imagine 20 guys holding a position, not moving at all and engaging when 4 guys are up against them alone. That is suicide.

[Merged into existing thread]

Edited by Pave Low
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Lool i never pressed M whilst on the Tac map.

Will try it.

I was pressing M in game and wondering why nothing happend, and assumed it must just be a Multiplayer Map key.

I thought he meant the M in the top right hand corner of the tac map with the + and - next to it....

Thats what i said. Not the key M but the M in the top right corner of the screen...

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it think it is just a real life thing, in real life you have boundries just the same

if you go to work, you don't leave the building unless you are supposed to or allowed

if a soldier with this kind of gear went of to find an easy way way of the line of battle planning then he would probably be corrected as well

as for outflanking with the machine gun nest, try splitting your team up the streets down of the nest, make one shoot at the far end of where you are standing, then when the gun is turned you shoot and have flanked him simply by averting his attention

i think this is a good thing, maybe a childish manner of managing the player, but more likely to be as it would be in real life

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The only thing that I got confused with ...

I use the furthest road that show a clear flank route to the first wide open area and guner position in the demo .. I set waypoints for my team and its didnt do what GR1 did and make a bleep noise to let you know you cant place a waypoint there, so clearly i set them.

So ... my men ran down that road to the set waypoints .. I ran with them and then got shouted at to return to battlefield!

I think its a good thing for varying reasons BUT ... a clearer shadow effet in your real time map view (not the "m" overal map view) and also waypoints should not be able to be placed where YOU cant go.

I never realy did leave it to find out if they would still flank, but I couldnt go down. Or even find out if my team mates would still make it game over if they ran down even if I stayed withtin the correct zone .... hmmmm, Im going to go and test that theory out.

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why can't i walk north all the way out of mexico and visit my home in the USA, grin sucks..

/sarcasm

lol the maps are big enough already i think..

Hopefully someone clever will mod it then. The map looks huge when you are flying in in the beginning. But how much of that is just there for show and how much will we be able to explore? I thought i'd read that it was one big map, but its a shame we're limited to what we can see of it until the game decides we're allowed to. It'll stop us spoiling the surprises though. In fact I just thought, there we're people that used to go and spawn kill the enemy in certain missions (tank + soldiers in embassy), this will definitely cut that down. So I guess it's a decent thing after all.

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  • 5 months later...

I searched the forum and didn't see this anywhere so maybe I'm the only one it ever happened to?

I'm on Fierce Resistance and, after destroying the first scrambler, I head south to get the one that is the furthest away. After a bit of this and that, I see I am approaching the gas station that I blew up a few missions ago. Without giving anything away to those who haven't been there yet, suffice to say I have a good reason (at least in my head) for going to the right of the burning gas station. As I'm sidestepping right, Louie - the guy with no left knee - shows up in my video feed and tells me I'm leaving the mission area. So, I take a few steps back left and then head forward. After about 5 or 6 steps Louie comes up again, only this time he says: "Whiskey Tango Foxtrot interogative" and it's "Game Over." :rofl: I thought I might pee my pants, I was laughing so hard.

Has anyone else had Louie swear at them?

Never mind the pros and cons of the whole mission area thing: it is what it is. I just am amazed at the flaming I got from Louie.

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it think it is just a real life thing, in real life you have boundries just the same

if you go to work, you don't leave the building unless you are supposed to or allowed

if a soldier with this kind of gear went of to find an easy way way of the line of battle planning then he would probably be corrected as well

as for outflanking with the machine gun nest, try splitting your team up the streets down of the nest, make one shoot at the far end of where you are standing, then when the gun is turned you shoot and have flanked him simply by averting his attention

i think this is a good thing, maybe a childish manner of managing the player, but more likely to be as it would be in real life

No in real life a Good Soldier would find ways around obstacles instead of putting his men at risk when it is not necessary. The only time you rush headlong in to an enemy position is when you have been surprised in an ambush zone. In real life a soldier is rewarded for taking the initiative and flanking the enemy and wiping them out instead of charging headlong in to a MG nest. In real life a good Soldier thinks of ways to flank the enemy every time they encounter them.

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