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The WGL Goal
WGL
is intended to be the most comprehensive realism modification for
Operation Flashpoint. WGL has been developed using extensive research on
real world militaries. It has also had the input of real military
personnel from countries including the United States, the United
Kingdom, Sweden, Germany, and Finland. |
It
is intended to provide the most realistic experience and simulation of
modern warfare at the squad and platoon level available for OFP. |
The
overall goal of this project was to reconfigure OFP from the ground up,
replacing BIS values for more realistic ones where the game engine
allowed, from altering the muzzle velocity for the M-16 to changing the
visible names of the personnel/vehicles/weapons/ammunition (M16A2 for
M16, for example). |
Realism has been kept as the highest priority without making sacrifices to, and instead improving upon, OFP's gameplay. |
The WGL Experience
Whereas
in BIS' OFP a single man can have a large effect on the battlefield, in
WGL the individual's capability is reduced due to the implementation of
realistic changes to the game, so he must instead coordinate with other
forces to achive his objective. For example, in WGL the accuracy and
lethality of small-arms fire is less than that of BIS' OFP (changes made
by observing the mechanics of real-world engagements), meaning more
concentrated fire is needed to destroy the enemy. |
Anti-tank
(AT) weapons are harder to successfully fire and they do less damage.
The consensus of many ex-infantry consulted was that if an enemy tank is
approaching you in the real world, you don't even think about attacking
it, unless you have a direct order to do so and a surplus of AT weapons
available. |
The WGL Story
The
Wargames MOD was first made for the USA pvp community and has been used
in league gaming some time back. Originally a conversion of OFP done by
mainly 3 people, AngusHeaf, Phaeden and Tactician, Wargames was
developed, maintained and improved over the course of almost 3 years.
Two things were the main motivators, the two pillars of wargames, so to
say - making the game more realistic with taking own military
experiences into account and fixing some of the problems in MP MOD,
which became apparent in years of league gaming. The creators wanted to
introduce new possibilities in many ways ( graphics, athmosphere,
tactics and game play) and move the game focus heavily to tactical play
and teamplay. |
The current Wargames MOD is version 5.0 beta and there are further developements underway. |
WGL Features
The
balanced modifications of weapons and vehicles in Wargames is
impressive and creates a mod which has a lot more realism and
athmosphere than classic OFP. |
As
a result an emphasis is put on teamplay, which is a lot more in demand
and a lot more rewarded. Also a huge reduction of the so-called "target
locking" of weapons has been made. |
You
will be surprised about a completely new experience of being an
infantry soldier when playing without vehicles. The infantry weapons,
completely redone, enable the player to operate in groups and to have
real firefights. You won't be able to kill three enemies midrange with 3
shots without them even realising what is going on. In general, in
wargames, groups will always have a chance to successfully fight back. |
To make a long story short here are some more features of Wargames: |
| • | New effects (explosion, smoke, etc.) |
|
| • | Countermeasure system for air units |
|
| • | New binoculars / compass / nightvision goggles |
|
| • | Reworked target locking system |
|
| • | Config_Base and Models_Base system |
|
| | (dynamic adjustment of certain settings and models) |
| • | No crumble destructionType for tanks |
|
| • | No MP 'P' scores overview |
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| • | DMA unigen animation pack and leaning |
|
Why Wargames
| | Tired of OFP AIs' unrealistic ability to turn on a dime and kill you from 200m? |
|
| | Check out Wargames AI - it has been completely reworked. |
|
| | Frustrated of getting killed by a single shot to the leg? |
|
| | Check out Wargames damage system - it offers a very different kind of combat. |
|
| | Its
very important in what area you hit your opponent. Wargames also
features farious effects like bleeding, shock, blackout etc. |
| | Out of ammo again - wouldnt a ruck be useful in that situation? |
|
| | Check
out Wargames' revolutionary rucksack system - you are able to carry
additional magazines and other equipment in it for later use. If you
dont have in your ruck, your squad mate might! |
|
| | Not happy with OFP's laser-like tracers? |
|
| | Check out Wargames and see the most realistic tracers available for OFP, made by the scripting guru bn880 himself. |
|
| | Your hand aching after holding the RMB zoom for ages at a time? |
|
| | Check
out Wargames and see the unrealistic ability to "zoom in" disabled.
Weapon scope or bincoluars are the way to go now or what about
reactivating your DF1 pixel spotting skills. |
|
| | Tired of wasting time with the default animated GUI? |
|
| | Check out Wargames and enjoy instant action in the GUI, as well as the enlargement and new style. |
|
| | Wasted again as your AI took too long to react to your orders? |
|
| | Check out Wargames and see your squad move and react as fluidly and realistically as currently possible in OFP. |
|
| | Annoyed by OFP's ridiculous crumpling buildings and vehicles? |
|
| | Check out Wargames and see the effect disabled for new levels of realism. |
|
| | Can't find a single addon as the editor selection is too cluttered? |
|
| | Check out Wargames and and find a clean editor with the option to hide & display certain parts for your convenience. |
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The Jinef Story
The
slower speeds for infantry, it gave a lot more meaning to vehicles and
made you feel more human. In normal OFP you could quite happily sprint
for 2km at a rosy 22 kmph without any ill effect. |
The
field of view I made wider to give a better sense of perspective, while
the aiming was made more difficult (someone at 300 metres is now a very
small blob, as in real life). The operation of helicopters and fixed
wing aircraft was much better because of this change, as it allows for
better situational awareness. |
Sound ranges were altered so you can no longer hear vehicles from 10km away. |
Armor
values for tanks and stuff - I feel it should be rare for a tank to
explode and burn from every AT hit. Our system damaged the tanks
according to accounts from Chechnya and Iraq. It could take up to 6 RPGs
fired in succession at a T-80 to make it explode for example. It also
made for a lot more viable AT vs Armor situations. Because of this
increased armor you learned to operate in groups, firing from different
angles through covered avenues of fire (defilade) so that the tanks
couldn't react effectively. That is the theory anyway. |
More
dispersive fires from the AI using AIDispersionCoeff which gives the
feeling of suppressive fire from machine gunners (a fatal feeling if you
are stupid enough to stay in the open). |
In
practice this gameplay is much better than previous; for example if you
are a normal infantry platoon (30 guys or so) attacking an airfield and
you see enemy infantry at 500 metres, previously in BIS you could have
quite easily lay down, zoom in and start selectively killing them. In
WGL this simply isn't possible, as squad rifle fire is only really
practical in terms of ammo at 300 metres (depending on skill as well),
and your personal rifle fire is "comfortable" below 150 metres. |
So
you can tell your MG to engage and suppress to fix while your rifle
element advances to range (under risk of enemy fire) or you can try and
draw them into an ambush, or alternatively sneak up. This 'realization'
of perspective allows a lot more options to be available. It also makes
the AI seem more human and balances the battlefield a lot more. |
Adding
to the scenario a BMP comes along, in BIS you could order a LAW guy to
go at it at 400 metres or so; don't try that in WGL. Your best chance is
to keep your AI AT in cover behind your squad, keep down and wait for
it to close to 150 metres so your AT has a 60% or better chance of
hitting it .... not nice being infantry any more, eh? |
I
am a mission maker who likes missions that put teamwork to test and
organisation; I made "platoon vs. platoon" sized pvps and platoon vs
company sized coops. We played these a lot, we often found that the best
way to go was with bounding overwatch, multiple directions of fire and
always having a plan B (usually involving running in many different
directions shooting at anything that moved). |
I have forgotten most of the other stuff, however these were signifigant changes to the gameplay. |
Another
important thing done to WGL was code optimisations by Killswitch, our
resident scripting guru, and bn880, our almost-resident scripting god.
According to those two geeks optimization in the code makes for much
smoother gameplay. |
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