MiscSunday 23 April 2006 - 17:18:21
Announcing CoIn2
It seems like a long, long time since I hesitantly released the first CoIn. I almost didn't do it, and if you look up the original thread (or look at the original scripting), it's easy to see why. I was a pretty much a n00b. Regardless, some members of the community showed interest, one thing led to another and somehow I was lucky enough to end up in a mod team with two fantastic guys.
Soppy reminiscing aside, I'd like to start spreading the word about CoIn2. It is being designed to be single-player and coop. The theme is similar to CoIn, with the players fighting an enemy insurgency, trying to grind the enemy down in a series of engagements over a wide area against varied enemy forces. However, whereas CoIn was basically a series of randomly generated firefights, CoIn2 is basically one big continuous mission over a very wide area. This of course means that there are a lot of units on the map, but thanks to Mapfact's Dynamic AI Creator, this is possible without making the mission unplayable.
CoIn2 will feature free-roaming gameplay, strategic upgrades (eg. artillery, airpower, etc), enemy upgrades and more. One of the main goals is to allow the players to decide their own missions. Should they target enemy HVTs first to reduce enemy resources? Should they try to destroy the enemy camps to prevent enemy units from respawning? Maybe they should follow friendly AI squads on patrol to help them out if they get into a firefight or simply bide time until enough resources have built up for decent upgrades.
Anyway, here's hoping that CoIn2 makes it through it's development period in a timely fashion. Stay tuned for more updates in the near future.
Soppy reminiscing aside, I'd like to start spreading the word about CoIn2. It is being designed to be single-player and coop. The theme is similar to CoIn, with the players fighting an enemy insurgency, trying to grind the enemy down in a series of engagements over a wide area against varied enemy forces. However, whereas CoIn was basically a series of randomly generated firefights, CoIn2 is basically one big continuous mission over a very wide area. This of course means that there are a lot of units on the map, but thanks to Mapfact's Dynamic AI Creator, this is possible without making the mission unplayable.
CoIn2 will feature free-roaming gameplay, strategic upgrades (eg. artillery, airpower, etc), enemy upgrades and more. One of the main goals is to allow the players to decide their own missions. Should they target enemy HVTs first to reduce enemy resources? Should they try to destroy the enemy camps to prevent enemy units from respawning? Maybe they should follow friendly AI squads on patrol to help them out if they get into a firefight or simply bide time until enough resources have built up for decent upgrades.
Anyway, here's hoping that CoIn2 makes it through it's development period in a timely fashion. Stay tuned for more updates in the near future.
MiscSunday 12 March 2006 - 14:39:09
DMA Finally found a Home
We, the members of the Dynamic Mission Alliance (Tacrod, Sanctuary and Honcho), would like to thank OFPC.DE and its site admin anderson for giving the DMA team the possibility to present itself in the internet. Also thanks go out to Raptor, for pointing us to OFPC.DE and Anderson, to get this on the road. As well thanks to foren.hx3.de for hosting our forums.
Thank you, you have our deepest sympathies and thanks.
All DMA content will be displayed on this site for download, as well as updates on our work.


Thank you, you have our deepest sympathies and thanks.
All DMA content will be displayed on this site for download, as well as updates on our work.








