Squad Level Tactics is a mission for Operation Flashpoint Dragon Rising that focuses primarily on the players ability to command a squad of AI soldiers through a gauntlet of hostile PLA forces in an attempt to complete a series of dynamic mission objectives. This mission offers a completely dynamic tactical gaming experience. With random weather, time of day, infantry and vehicle spawning, objective placement and the complete use of the island of Skirinka in addition to the entire island of Skira, anyone will be able to play this mission with virtually unlimited outcomes.

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Since the last release I've been working almost non-stop on what will prove to be the most in depth freeroam tactical combat experience you can get from Operation Flashpoint Dragon Rising.

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This version will be in the same vein as the original Squad Level Tactics, but with some major improvements and huge additions.

The most important improvement of all is the ability to run Squad Level Tactics reliably as a campaign so you can save your progress and pick up right where you left off. I've been chasing down issues in the native campaign save since I started development on SLT and I'm happy to say that I've finally figured out how to work within the confinements of the engine and create a massive open world mission like SLT at the same time. It's only been 2 years and I've finally made progress on this issue!!

There will be the addition of hotkeys in the new version which opens up an entire pallet of options for the direction of development. You will now have several support options available to you as you roam the islands. Instead of reinforcements just appearing out of thin air, they will now move to you on foot from the nearest base or be flown in via transport helo. If you don't feel like walking back to base, you will be able to call for a transport helo to pick you up and take you there. In addition to transport, you can also call in a cobra to give you close air support when the situation gets too much to handle on your own. All of this is contingent on your ability to eliminate PLA anti air batteries located at strategic positions throughout the islands.

That's not all, you will now have to dodge mortars as they fall from the skies when you get spotted within the striking distance of mortar bunkers scattered out across the island. When the pla get a fix on your position, they will let the mortars fly, so staying out of sight as much as possible is a good idea. As dangerous as that sounds, the PLA aren't the only ones with mortars to turn loose, as you will now have access to a deployable mortar bunker where you will be able to launch mortars on targets which you or your squad leaders have established a line of sight.

Even that's not the end of the list of new features, as you will now be able to switch your camera view to any of the members of your fireteam and any of the fireteam leaders of the teams attached to your squad. With this, a new level of strategic gameplay can be achieved as you will be able to much more easily diagnose a situation and order your troops accordingly.

Last but not least, you will be able to change time and weather conditions to your liking at any time during the mission, so if hiding in the shadows of the night is your thing, you can create those conditions at will.

I've completed most of the development of the core features listed above, but I will not let this version go until I'm 100% certain that every bug has been squashed out. In the past I've let my excitement get the best of me and rushed them out, but this time every detail will have to be to my satisfaction or I will not let it go. I hope there are plenty of players out there that will still take up the call to OFDR as I believe it is a great game. This mission will in part redifene the gameplay and hopefully bring some players back that might have left. I'll do my best to keep the page up to date, but my main focus is on the project.

Cheers!!
tvig

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