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=VG= XOR

VG Clan Member
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Posts posted by =VG= XOR

  1. #Weekend-Warfare  2000 UTC+0, (SaturdayApril 23rd) 

    SERVER: VETERANS-GAMING | Domination 1 | TS3.VETERANS-GAMING.COM

    IP: 5.9.23.136:2342

    Modified Dynamic Recon/Combat Ops:  1 - 1 .5 hours
         • Factions (selected on start), Terrain (selected on start),
         • Assets (selected on start(2-5), 1-10 min respawn),
         • No Zeus • what will be, will be,
         • Vanilla Revive • No ACE,
         • Mission Fails if all players die or too many civs die,
         • 8/15 Players Max (variant selected on start depending on number of players)

    Mods/Add-ons: Only CUP Weapons/Units/Vehicles/Terrains Required for the duration of mission.

    • Like 2
  2. I was unable to setup that last one as I was stuck in traffic in a storm but for those of who did show up on time, you have my thanks, there's always next weekend, so we'll do it then, I'll leave the server up with Domination CUP for the duration of the week, before going Vanilla again, so you can hop on & have good ol' time with the USMC on Chernarus Winter till then.

    Cheers

    • VG Spirit 1
  3. #Weekend-Warfare  1600 UTC+0, 10AM CST, (Sunday April 17th) 

    UPCOMING DATE CHANGED TO TOMORROW SUNDAY APRIL 17TH, 1600UTC+0

    SERVER: VETERANS-GAMING | Domination 1 | TS3.VETERANS-GAMING.COM

    IP: 5.9.23.136:2342

    Modified Dynamic Recon/Combat Ops:  1 - 1 .5 hours
         • Factions (selected on start), Terrain (selected on start),
         • Assets (selected on start(2-5), 1-10 min respawn),
         • No Zeus • what will be, will be,
         • Vanilla Revive • No ACE,
         • Mission Fails if all players die or too many civs die,
         • 8/15 Players Max (variant selected on start depending on number of players)

    Mods/Add-ons: Only CUP Weapons/Units/Vehicles/Terrains Required for the duration of mission.
     

    • Like 1
    • Upvote 1
  4. Carrier Ops this time around, use of CUP gear from the Arsenal enabled for you those of you AddOn hoes, while still remaining optional for those of you who're not inclined to download or install mods.

    More procedurally generated dynamic tasks and VON system optimised & It's range limits discarded per feedback.

    Join us yet again for high fps Arma, more polished and more refined every subsequent week, yet again, If you enjoy PR, you shall enjoy this Version of Domination as well, If in doubt, no better way to find if you do or don't than to try.


    Cheers.

    • VG Spirit 1
    • Upvote 2
  5. Nice turnout last week, a little rough around the edges in the begining, so I've refined the gameplay more for upcoming saturday.

    Doing a significantly modified version of Domination this time around, my modifications make it a challenge but not a slog, gameplay is as close you get to PR in Arma 3 as possible, so you won't feel as lost as some of you did, very straight forward & more polished, combining the tug of war you find in AAS with more objective driven specialized tasks/missions embeded within, in more focused but still randomised AO's, active one at a time.

    Please read the map briefing upon joining, everything about the gamemode is explained within.

    Since Domination is a dynamic long winded gamemode, your objective for the session will be to complete 3 randomly generated missions & to secure the active AO and all random objectives within it. You are free to use any and all assets available to you & no more, all destroyed HEAVY assets available at main will need to be recoverd to Main Base for re-use, no respawn, similar to Mike Force, for those familiar.

    Cheers.

    • VG Seal of Approval 1
    • Upvote 1
  6.  

    VETERANS-GAMING | Domination 1 | TS3.VETERANS-GAMING.COM

    5.9.23.136 : 2342
    [1-2.5hrs] 1900UTC+0 Saturdays

    Arma 3 events are too few and far in between, and there's not enough of you who play regularly and those of you who do, do so elsewhere, myself included, so I figure I'd give weekly 'sessions' a shot, lasting 1-2.5hrs on procedurally generated dynamic missions with completely optional mods, at 1900UTC+0 Saturdays, unless there's an event. Mission scope & type are randomised & anyone is welcome to join in progress , barring disruptive behaviour, all are welcome.

    I'll also be on that ancient contraption you call teamspeak during these sessions incase anyone needs help joining up. A good time if nothing else, a superb time at best. I can only guarantee lots of fps'sss & seamless join & play, everything you'd need to know will always be in the map briefing & task list.

    Post up below if interested to let others know you are too, If you're looking for an Arma 3 Unit or just a regular group of people to play Arma with, join up & more will surely come, someone's gotta get the ball rolling, might as well be
    YOUIf you can't attend due to a time conflict, you can always catch the next one or hop on the Domination gamemode always online on that server at your leisure & ping [conservatively] @Arma on discord to join you.

     

    List of Modifications to Vanilla Gameplay [missions pbos patched automatically with these changes]:

    Spoiler

    List of Modifications to Vanilla Gameplay [missions pbos patched automatically with these changes]:

    FPS optimisations ensuring 45+ server fps and making 60+ fps possible on any half decent pc, because it doesn't matter how good a mission is if it runs like a slideshow, enjoy high fps Arma.
    Addon Free Scripted Radio integration,
        • All Content is Already in ArmA 3:                |
            -Clients don't need to download or setup anything    |
            -Less files added means more optimized mission filesize!|
            -Radio sounds are audio files pulled through the game    |
            -Character using radio animation is an Arma 3 animation    |
            -Default ArmA 3 "ItemRadio" is used for radio comms    |, used for Group/Command/Vehicle channels
            -ArmA 3 Livonia DLC radio backpacks used for radio comms|, UAV backpacks can also be used in the same manner for Infantry to access Air Channel
                                        |
        • Radio Effects:                        |
            -Press & hold a 'PushToTalk' key to talk on radio    |
            -Pressing a 'PushToTalk' key will play a radio sound    |
            -Pressing a 'PushToTalk' key will play radio animation    |
            -Pressing a 'PushToTalk' key will alert nearby enemy AI    |
            -Releasing a 'PushToTalk' key will play a squelch sound |
            -Speaking on VON channels broadcasts a radio squelch and|
            noise sound for players with a radio            |
                                        |
        • Radio Interface:                        |
            -Pressing 'Diary' key will bring up radio        |, default 'J'
            -Click the center knob on radio to cycle thru channels    |
            -Click the top-left knob on radio to adjust radio volume|
            -Click the 'Mode' button on radio UI for AFAR settings    |
            -Press 'Esc' key to put away radio.            |
                                        |
        • Automatic TFAR / ACRE2 Detection:                |
            -Script wont initialize if TFAR/ACRE2 is enabled by host|
                                        |
        • Radio Item Must Be Equipped To Communicate:            |
            -Player without a radio cannot talk on radio channels    |
            -Player without radio can still speak in Direct channel    |
            -Player cannot talk underwater without a rebreather    |
            -Handheld radio's maximum range is 3200 meters        |
            -RTO backpack radio's maximum range is 9600 meters    |
            -Players become less audible the farther away they are    |
            -Terrain interference can greatly reduce audibility    |
            *Disabled Range Limits per feedback
                                        |
        • Side Channel: (DISABLED BY DEFAULT IN 'CFG.SQF')        |
            -Allows all players on same Side to communicate        |
                                        |
        • Command Channel:                        |
            -Radio works only for group leaders            |
                                        |
        • Group Channel:                        |
            -Radio works only all players in your group        |
                                        |
        • Vehicle Channel:                        |
            -Radio works with land, sea, and air vehicles        |
            -Allows talking with other players in your vehicle    |
                                        |
        • "Air" Channel:                        |
            -Each faction has their own "Air" channel        |
            -Radio works for:                    |
                -Players with a vanilla radio/uav backpack equipped        |
                -Pilots                        |
                -Copilots                    |
                -Gunners                    |
                                        |
        • Spectator Channel:                        |
            -Spectators/dead players have their own channel        |
            -Only works in missions which use EGSpectator        |
                                        |
        • AI enemies near talking player become alerted     |
            -AI enemies within 9 meters of player are alerted    |
                                        |
        • Compatible with Arma's Revive template:            |
            -Incapacitated players cannot communicate via radio    |
            -Incapacitated players can still talk on Direct channel    |
            -Dead players cannot communicate at all            |
                                        |
        • Compatible with Arma's Dynamic Groups system            |
          *Script BY: PHRONK
          *Radio Defaults to group channel on respawn
    Combat Realism Scripts integration
        • Backblast:                            |
          -Knocks down & severely injures those in your backblast radius|
                                        |
        • Disposable AT:                        |
          -Single-use disposable launchers                |
            -M136 (CUP Weapons)                    |
            -NLAW (CUP Weapons)                    |
            -PCML                            |
            -RPG18 (CUP Weapons)                    |
            *Disabled per feedback
                                        |
        • Flashbang:                            |
          -RGN Grenade acts as a flashbang (blinds players/AI)        |
            *Disabled per feedback
                                        |
        • Fragmentation Grenade:                    |
          -RGO Grenades spew shrapnel upon detonation            |
                                        |
        • Holster Weapon:                        |
          -You can holster your sidearm/sling rifle on your back    |
                                        |
        • Tactical Point:                        |
          -Player points at what he's Tactical Pinging            |
                                        |
        • Weapons Animations:                        |
          -Appropriate animations when mounting/dismounting attachments |
                                        |
        • Weapon Jamming:                        |
          -Rare chance for weapon to jam while firing            |
            *Disabled per feedback
          *Script BY: PHRONK
    Fire For Effect Integration
        "Fire For Effect" provides fully autonomous AI artillery, that reacts to current situation by smart shelling enemy targets spotted by allied forces. "Smart" means reasonable target choosing, avoiding friendly fire or civilian casaulties and ability of predicting, where moving target will be at impact by analyzing its movement vector. FFE provides also simulation of targeting errors due to factors like human mistakes, weather and more.
        *Script BY: Rydgier
    NR6 ZBE_Cache Integration
        *Script BY: Zorrobyte with Modifications by NinjaRider6000, featuring a number of bug fixes from original for high perfromance AI caching
    Vehicle Appearance Manager Integration, accessible when near a Repair Vehicle like a HEMTT Repair vehicle, allows changing vehicle texture,cammoNet & cage armor configuration on supported vehicles
    Dynamic Vehicle Loadout aavailable by enabling the optional addons, 'Plane Loadouts Everywhere' & 'POLPOX's Base Functions', which allows changing aircraft loadout anywhere with engine off, you'll need to rearm after changing loadout though, so it's not exploitable.
        *Feature available without using these addons in Domination at mainbase, though even there it extends the system built into Domination, by allowing it's use everywhere with an ammo source.
    Added PhysX based Tank/APC Recoil, firing main gun on Tank/APC physically affects vehicle and gunner gets a more immersive visual feedback ontop of physical recoil
    Increased vehicle fuel consumption, so that refueling will be necessary more often, as by default you only really need to refuel when you take too much damage and leak fuel.
        *Script BY: Wyqer, kp_fuel_consumption.sqf
    Dynamic Addition of Flare Dispensor & Incoming Missile Warning to any aircraft without one such as AH-9/MH-9 littlebirds, at runtime & compatible with ANY AIRCRAFT without countermeasures.
    Ability to attach explosives to vehicles with selective detonation via action menu.
    Disabled Scoring & Scoreboard, the only signifier of your actions on the battlefield IS the state of the battlefield, no more, no less
        *Scoreboard can still be viewed however when leaving mission or at end of mission by cycling pages on Debrief window.
    Datalink Sending/Receiving Enabled for all compatible vehicles & turrets, drones not connected to player also set to Autonomous mode automatically
    Disabled AutoHover & AutoLand
    Disabled Player Voices(Auto Spotting) & AI Voices(AI Auto Spotting)
    Disabled Enemy & Mine Map Markers, Tactical Ping && Friendly Map Markers remain enabled to reduce team kills & simplify comms
    Disabled Ammo Count for Infantry, you can always check ammo left in mag by opening Inventory & visually inspecting loaded mag, magazine count visible.
    Disabled FLIR/thermal view for all but Launchers, Vehicle Gunners/Commanders and UAV's(when fewer than 10 people are online)
    Toolkits can not repair Heavy Armored Vehicles at all, with repair vehicles being the only means to perform repairs on APCs & TANKs
        *As a general rule, toolkit repairs can be performed on any aircraft and anything less powerful than an APC/IFV, including MRAPS
    Weapon Sway Disabled
    Stamina/Fatigue Enabled to force a deterministic class system, where though everyone can equip anything, people can only carry so much & so must carefully pick what they need
        *All players have ENGINEER,MEDIC,UAV OPERATOR Traits, the only thing that determines what traits you can use is the tools you pick in the Arsenal, so a fair compromise, you have complete freedom in how you play constrained only by your chosen loadout which in turn is constrained by the Stamina & Fatigue system limiting HOW MUCH you can carry.
    60xTime Acceleration(24min == 24hrs ingame) & Accelerated Dynamic Weather for greater environmental/combat variance & ambiance
    ************************************************************************************************************
    Press 'O' to toggle HUD incase you want less hud clutter for a screenshot, recording or anything of the sort.
    ************************************************************************************************************
    Dynamic HUD,
        Group Info Bar, for SL's only visible when unit is selected or in Inventory menu or when action menu(scroll wheel menu) is visible
    Dynamic Forced First Person,
        Third person is allowed up until the moment an enemy is spotted AND/OR engaged by a friendly within 2km of player,so First Person is forced if there's a KNOWN/SPOTTED ENEMY within 2km of player, so, Third Person View Disabled While A Known Enemy Is Within 2000m of Player. It might be a cheat-y way of knowin if enemies are nearby, but sure beats looking around corners or over walls in third person to actually see the enemy.
        *This is to allow cinematic third person view up until the moment it can be used as an axploit to look over obstacles players should otherwise not be able to see, without risking their virtual lives.
        *Intended to increase combat intensity
    Disabled TACTICAL VIEW for SL's, accessible using default Numpad Del, which basically gives SL's a birds eye view of player which has no place in coop.
    Disabled Third Person Zoom, what ever you zoom into, should at the very least be able to see you & shoot at you,switches to First Person on attempt.
        *Note: if you're current optic/optic-mode has no zoom you can freely switch between third person & first person using right click, otherwise you're forced into first person zoom.
    Disabled High Command 3D/Map Markers that otherwise reveal blufor AND opfor in 3D space & Map view to any unit with High Command.
    Cammonets & Cage armor is randomly applied to AI vehicles as well, where applicable.
    AI vehicles automatically unflipped to allow their use on mountainous terrain like stratis where they tend to flip & get abandoned by AI.
    Aircraft Collision Lights enabled automatically for night time visibility to reduce likelihood of mid air collisions & tks
    Aircraft Searchlights enabled for More Immersive AI Airborne patrols, currently that only applies to the AAF Wildcat as It's the only aircraft with search lights.
    Enabled Cruise Control for Drivers of ground vehicles, scroll to the very bottom of your action menu, useful to move vehicle at a slow enough pace to allow infantry to keep up for instance, or simply to drive without depressing 'W'.
        *Activating cruise control while stopped, creeps vehicle at minimum speed on any terrain, typical infantry walking speed.
    Reactive Spawn System;
        5% probabiliy AI will delpoy Mobile AA battery(Radar,SAM,CIWS) attached to tempest vehicle on first use of any air vehicle, every subsequent aircraft you enter makes the skies dangerous for YOU
        5% probabiliy AI will delpoy MLRS Arty on first use of any ground vehicle 
        *Most missions incl domination have adequate internal logic for CAS & Armor response, so this simply fills a void in regards to AA & Arty.
        1% probability AP mine gets spawned on body of killed enemy infantry
        1% probability live grenade gets spawned on body of killed enemy infantry
        1% probability AT mine gets spawned around destroyed enemy vehicle
        5% probability Loitering Munition(suicide drone) gets spawned @100-300m alt & within 100m of any killed enemy unit
    Chained Spawn System;
        This spawns assets otherwise not available in missions by chaining their spawn to that of an already existing asset,this removes the need to edit mission files to extend mission with additional assets for example
        *ex: Static/Mobile SAM sites & CIWS spawn around any active radar unit, making them actually challenging targets
        Quadbikes are used as proxies for other vehicles
        *Quadbikes can be converted to light utility vehicles seldom available in most scenarios, so if you want an assault boat,SDV,slingloadable ammo/repair/refuel containers or flatbed HEMTT's that can uniquely be used to transport other vehicles & cargo, simply find a quadbike & convert it via action menu.
        Carrier Aircraft, cas/stealth variants of carrier jet added to any existing aircraft carrier,5-10min respawn,they respawn in groups if multiple carriers are available
        Destroyer Aircraft, blackfoot added to helipad of any existing destroyer,5-10min respawn,they respawn in groups if multiple destroyers are available
    Faction Restricted Arsenal
        *Disabled per feedback, seems people like to hoe* out on their loadouts, enabled for DUWS_X however to account for faction differentiation based on chosen factions
    Added ability to taxii helicopters, turn engine on, turn on lights & switch to first person to taxii while on ground.
    Dynamic Tasks, tasks/missions defined not as objectives but as actions you must perform as a consequence of their mere presence,
        *Instead of destroy AA mission, you must find, hunt & destroy AA sites denying you use of an Airspace you wish to fly through
        *Instead of destroy Arty mission, you must find, hunt & destroy Arty sites attacking your positions
        *Instead of convoy mission, you're forced to use convoys to transport supplies & MHQs to an AO without them being destroyed enroute
        *etc...
        Quiet a few of these further enhance existing side missions & primary objectives for more emergent gameplay.



    Cheers.

    • Like 5
    • VG Seal of Approval 1
    • Thanks 2
    • Upvote 5
  7. On 1/27/2022 at 10:14 PM, =VG= Kavelenko said:

    Sorry for the late response @X0Rand please dont take this as a criticism of your ideas but here's my take on it. Yes, it would be more interesting to do that IF the server population can handle it otherwise it is a nightmare for low server pops. We've tried a similar idea in the past on Muttrah City and all it does is clean the server out when players fail to recapture Docks. It might be fun for experienced players to up the anti but we know how that turned out with maps like Khamisiyah lLRG (until it was re-designed), and Outpost both of which were designed by Double_13 who's aim was to make it hard or near impossible for us. He got bored with rolling through maps as well which I can sympathize with because some maps bore the hell out of me too.

    We also had to create a map rotation list to deal with low server populations. There comes a time where veteran PR players always get bored with certain maps and then want to change the dynamics of the game to make it more challenging (for themselves) and it always becomes a nightmare for times where there are less experienced players on. Its always been a fine line between making a map playable for all conditions without it boring the majority of players. Hence the rules we have concerning heavy assets, spawn camping, flag jumping and the rest.

    What I would like to see personally (if someone has the time) is maps like Kokan LRG being adjusted so we have more than one logi for the whole team, and the SL respawn fixed on that map.

    And the ticket bleed issue as mentioned by @=VG= Zeee here:
     

     

    I welcome all criticism of my ideas, and all fair points, and certainly there're maps where giving up neutral flags on start is impratical and maps where starting neutral all but ruins the maps IMHO like muttrah which is down right boring starting neutral - arguably a crime against an otherwise fantastic map, and accommodating different 'settings' for different maps would be a trivial matter either way.


    And your point about kokan lrg is my overarching point exactly, there's lots of little things like that than can be sorted using server side scripts without touching a single file, if we were inclined to, changes allowed by the server license but muddled by confusing outcries by some devs during previous attempts at modifications, that seems to have convinced far too many it's not worth the hastle, which tbh I agree with, but I digress, short of making these types of posts when something aggravates me enough, despite having a trivial solution, not much else I can do other than hop on some other game until I need my dose of PR.
     

     

    • Upvote 2
  8. 3 hours ago, LangMaster said:

    So you cannot run severside modifications yet a script that changes a map from what it is supposed to be is fine. Seems legit.

    I get it you are just sharing your thoughts though if you don't wanna go against the rules you might still wanna go somewhere else than the VG forums Connor.

    You really should read the entirety of my post, incl hidden section.... I'm not entirely sure if the first statement was sarcasm or in jest, regardless, the foundation of facts isn't subjective interpretation but logical coherence, what this script does is nothing more than a manipulation of time, it alters nothing but progression of bots vs players, giving one a boost and tugging on the other.

    That said, this post is in no regards about features for PR, been there done that, over it, It's  just me making an observation and exploring one of many possiblities in a public forum with like minded individuals like yourself. And like a majority of people who write code, 99% of what I write never sees the light of day, It's more about exploring possibilities than writing code in & off itself.

     

    4 hours ago, LangMaster said:

    I also wanna mention that many maps that have a neutral flag at start gives you time and saves you from ticket bleed within 15 minutes. But if you wanna point this out, this place is not the best for it.

    I know, and I don't. If..else if the foundation of a great many things... need i say more.

    • Like 3
    • Upvote 1
  9. 16 minutes ago, LangMaster said:

    Which map are you exactly talking about, my maps have neutral flags for a reason, black gold, adak, bijar, all of them have one neutral flag, so it gives the bots time to spread out aswell it gives players time to join and load up, i've recently added two flags to opfor on marlin inf aswell since that map was very simple with just the base.

    Any map, and considering what you said yourself, It also gives bots a reason to spreadout, having neutral files capped by THEM on round start, gives them more time to do so, as such flags would need to be neautralized and then capped by players.

    • Upvote 1
  10.  I'm just putting this out there, because It's one of those little things that bug me to no end, an itch in my brain. Neutral flags on round start just make maps even more boring than they might otherwise be, Muttrah, a shining example, attached is a trivial script that showcases a runtime fix that transfers ownership of neutral flags to bot team on round start, and yes, "VG does not use server side modifications...",  just me sharing my thoughts here as i seldom do.
     

    Spoiler

    For brevity, script falls under the scope of admin scripts per server license, as it makes no changes to gameplay, mechanics, nor client side modifications, to quote the docs, "# This file can be edited by any server (public or private).", there is a very deliberate reason that line exists at the very top of __init__.py,  It's as a reminder that you can make additions but not changes, as long as those additions don't modify gameplay in any way shape or form, a very simple example being addition of a custom !command.

     

    Cheers.

    NeutralFlagsToOpfor - ExtractTo - mods,pr,python,game.7z

    • VG Spirit 1
  11. AAs are easy, assuming multiple active AAs for example,place Mark on AA pos,fly to 5000+, fly to mark diving slightly down until you're directly over AA Mark then dive staight down until minimap shows you flipping back & forth signifying you're going straight down...  Then drop your bomb blind  from about 2k & it's a guaranteed kill with no need to visually Id AA or any Target on Mark.

     

    too many people fail to use the minimap as a flight instrument instead of just using it for navigation, do that & shit gets easy, enjoy.

     

    ps, you'll likely get banned on deployment for a tactic like that, so keep that in mind

    • Like 1
    • Thanks 1
  12. I got quiet a kill streak to this bug 😅, killed two whole Squads... 

    And then found out I'd lucked out with an even rarer bug, where if I even selected a grenade after that, grenade would automatically drop but animation would show it was still in my hands, 4 more guys died before I just dropped my kit for the rest of the round 😂

     

    I got 16tks that round, Vadso Inf, iirc

    • Haha 3
  13. 9 hours ago, Zeee said:

    Haz something like this been done? is their a mod already for this?

    Yes & Yes. And IIRC some dude who goes by thy name wrote a swarm logic subsystem years back to allow bots to dynamically swarm players like 'zombies' might, It was a sort of Survival Conquest mode.

    But yeah fantastic idea 🤗

     

    • Upvote 2
  14. Event was previously postponed due to an Arma 3 bug where the 'doStop' command on stable branch dedicated servers resulted in infinite loading & spawning as seagulls, It's since been fixed and thoroughly tested prior to upcoming event, SignUp for a fun time worth your 90GB+ Arma 3 Install. o7

     

    EVENT TIME:  Sunday, 8th of August 2021 - 1900UTC/1300CST

    REQUIRED PLAYER SLOTS: 14
    TOTAL PLAYABLE SLOTS: 42
    EVENT SERVER: VETERANS-GAMING | Arma 3 Testing | TS3.VETERANS-GAMING.COM
    SIGN-UP  Please Do, It's Appreciated
    , All Who Don't Are 
    STILL Welcome To Join using available slots
    PASSWORD: sumboody

    REQUIREMENTS:

    •     ARMA 3 installed and up to date

        All Steam Workshop Mods here https://steamcommunity.com/sharedfiles/filedetails/?id=2540017521 ) downloaded and installed
    [SIDE NOTE ON MODS]  Modset Contains RHS & 15 additional gameplay and ai enhancement mods no more than 50MB combined.

    BLUFOR[ MARSOC, USMC Aboard the USS Liberty

    OPFOR[  RUSSIAN VDV, AAF ] On the Island of Stratis

    AO[  The Whole Island.  ]

    RADIO[  TFAR with PRECONFIGURED CHANNELS  ]
    All channels are preconfigured so there's no need to fiddle with frequencies, simply switch to your squads channel using tfar default numpad1-9 channel keybinds.

    Simply Opening & Closing your inventory automatically assigns the appropriate frequencies for all radios in your inventory.

    Spoiler

    Channel 1- Command, Channel 2- Alpha, Channel 3- Bravo, Channel 4- AIR(shared by phantoms & FAC), Channels 5/6/7  Reinforcement Romeo Squads. You may cycle/navigate channels using Numpad1-9, default tfar keybinds.

    50 is default common long range frequency & it functions as a command channel, with all SL'S having long range radios, others may access long range radios from vehicles or by taking backpack radio of a downed person.

    All You Gotta Do Is Show up.

    SQUADS (Dynamic Groups Enabled)
     

    Command
        Platoon Lead:

    FAC: 
        Platoon Medic:
     

     


    Alpha

    Squad Lead: KVSH_420
    Rifleman:  STIXON

    Engineer: X0R 
        Medic: The_Polish_Guy 
    AR: GRNANDGLD

    Rifleman:  Sausage
    Marksman:  Timan


    Bravo

    Squad Lead: 

    Rifleman: 
    Engineer: 

    Medic:
    AR: 

     

     

    Phantom 1 

    Pilot: Connor

     

     Phantom 2

    Pilot: 

     

    [AIR ASSETS AVAILABLE]
     5x AH-9/MH-9 Mission Enhanced Little Birds & 1 CH-53 Stallion
        2 pilots, switching aircraft per mission/task requirements, with access to Dynamic Vehicle Load-out for Armament
    Aircraft may only be operated by player that selects a pilot role in lobby, though anyone may still takecontrols from copilot seat.

    Romeo 2-1
       12 Playable Reinforcement Slots, DO NOT JOIN UNLESS SLOTS ABOVE FILLED
    Romeo 2-2
        6 Playable Reinforcement Slots FOR PILOTS, DO NOT JOIN UNLESS PHANTOM

    Romeo 2-3
      6  Playable Reinforcement Slots, DO NOT JOIN UNLESS SLOTS ABOVE FILLED
    Romeo 2-4
       6 Playable Reinforcement Slots, DO NOT JOIN UNLESS SLOTS ABOVE FILLED
    The Size Or Composition of Squads Is Not Fixed, Anyone Can Join Alpha or Bravo after slotting in as one of the Romeo units, using Dynamic Groups, default key 'U'.
     

    [BRIEF]
    Russians have occupied a Greek island as part of  an agreement with a nationalist government in Greece, as part of a ploy to force the EU to expel Greece from the union, after Greeks voted to remain.  The Russians get a Naval Base in a small Mediterranean Island and the Greek Government gets to bypass the popular vote by forcing the EU to expel Greece from the union. You are tasked with denying the Greek government diplomatic leverage by forcefully & covertly removing the Russians from NATO territory and laying the groundwork for a possible invasion of the Island. Detailed Brief in Mission.

     

    [OBJECTIVES, OVERVIEW]
    A chain of 2 Primary Objectives and 9-12 Procedurally Generated Chained Secondary Tasks
    *this sometimes results in an obviously bugged task, MAP on ship contains override to force task completion should  procedurally generated task be bugged*
    Mission Succeeds when All Objectives Are Complete and ALL PLAYERS EXTRACT TO THE USS LIBERTY
    Mission Fails if more than 10 civilians are killed which surrendering enemies are considered to be, so beware, there are civilians & ai do surrender.
    Mission Fails if all players die.
    Mission Fails if friendly fire results in more than 5 deaths.

    [RESPAWN]

    NONE, however....
     

    Spoiler

    Vanilla basic revive system is used and will always result in a wounded state for maximum 5minutes, while medics are capable of reviving in only 20sec anyone with a first aid kit may do so in 60sec, this gives ample opportunity for people to stay alive and in the game with medics being vital, best case scenario, you die & there's most likely a playable slot available for you to rejoin as reinforcements. Though to be clear to those not familiar, playable slots get depleted when no respawn is available, so every playable slot used, is one less playable slot for a subsequent rejoin, so stay alive if at all possible.

    [THINGS TO KEEP IN MIND]

    Spoiler

    Due to time acceleration 24minutes irl is 24hours ingame.
    For optimisation reasons AI VEHICLES Autorearm every 5minutes as the alternative would degrade performance.
    Vehicle HUD is disabled, you may activate it by activating action menu(scroll wheel) or opening inventory.
    Fire support is available to platoon lead in the form of a VLS cruise missile battery & a naval gun that may be used as artillery.
    You have access to 2 deployable containers at the bow of the destroyer, that allow creation of a very basic field base which gives you access to rearm,repair,refuel & medical containers that may be transported using cargo HEMTT's to any location, with cargo HEMTT's also able to transport vehicles back to field base for recovery.
    Limited & function Annotated Arsenal Crates are available on the destroyer to prevent people playing dress up for hours, but crates may also be redeployed via aircraft.
    Dynamic Vehicle Loadouts allows Aircraft to configure loadout near vehicle ammo source while having engine turned off.
    Vehicle Appearance Manager to change vehicle appearance for meaningful changes like removing doors for FFV, at players discretion.
    IR strobe automatically attached to players at night to reduce possibility of friendly fire.
    Map is dynamically populated with very few manually placed objects/units outside of primary objectives.
    Thermal Imaging, Automated Spotting, Auto Land, Auto Hover and Ammo Count are disabled.
    Extended Map Info is disabled,You Need to Use GPS(Ctrl+]) to see YOUR OWN pos on map, and not much more
    Finally keep in mind, Loitering Munitions & EMP devices are active so mind your surroundings.


    [REMINDER FOR THOSE WHO SIGNED UP FOR PRIOR EVENT DATE]
    I won't assume your availability, so please RSVP again with your preferred role, thankyou.

    [SERVER DIFFICULTY]
    First Person Forced, Standard Flight Model

    • VG Spirit 1
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