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Project Reality Event Week II 31.10.2020 2000 PRT Download : Click Here! Password : spooky Install instructions : 1. Download event2.rar 2. Unpack event2.rar 3. copy/cut & paste the 3 folders (c20_2a, c20_2b & c20_2c) to your PR levels folder (default - C:Program Files (x86)/Project Reality/Project Reality BF2/Mods/pr/Levels. *4. If you participated in map testing, delete the 3 folders from your levels folder before installing the maps. Do not overwrite. *5. In order for the maps to be loaded, restart your PR if you installed them while program was running. 6. If you have any issues or find a game breaking bug on the maps, don't hesitate to let me know. Second part of the campaign. Maps will be uploaded by sunday evening europe time. It is highly recommended to have a commander for the third map of this event to coordinate defensive efforts. 1. Situation After a successful invasion, coalition forces have made good progress pushing deeper into Iran meeting minor resistance. Recon indicates that Iran forces are massing near cities of Bam, Jiroft & Forg. Also a heavy tank and mechanized companies have been reported moving rapidly towards Bazman Oil Fields. 2. Missions : 2.1. Mission 4 : Clean Sweep German KSK unit is tasked to clear out Iranian forces and neutralize their AA emplacements on the island of Qeshm. Expect heavy enemy reinforcements from the airbase. Assets : 6 x RHIB 3 x Jeep 2 x Fuchs 2 x Troop transport 1 x Logistics 1 x Puma APC (15 minute delay) 1 x Puma IFV (15 minute delay) 2.2. Mission 5 : Assault on Khash (Karkand redux by Rabbit) Polish GROM is tasked to capture Iranian city of Khash. Assets : 3 x HMMWV 3 x Honker 2 x Troop Transport 1 x Logistics 2.3. Mission 6 : Bazman Oil Fields. French Commandos Marine is sent ahead of the main force to capture the Bazman Oil Fields before Iranian forces arrive. Their task is to hold the oil fields until main french force arrives and then counterattack the Iranian forces. Intel suggests large enemy assault force will arrive within 10-15 minutes consitsing of heavy armour, long range artillery and air support. Note : None of the initial french assets will respawn. Take good care of them as they are the only support assets you get until the main force arrives to back you up. Initial respawn points will be removed once the enemy assault begins. From there on your only respawns will be from the FOBs, Rally points and 3 rally points on the first flag that will disappear when enemies get close. Resupplying is only possible from supply and ammo crates. Rifleman kits DO NOT have any ammo bags !!! The blue line on the map shows suggested defensive line. Enemy will recieve additional reinforcements when they capture the oilfields, marked with ! on the map. Assets : 4 x VAB (No respawn) 2 x Troop Transport (No respawn) 1 x Logistics (No respawn) 3 x Leclerc (French main force) 4 x VBCI (French main force) 6 x VAB (French main force) 2 x Logistics (French main Force) 1 x Tigre CAS (French main Force) US f-16 CAS support (Main Force) 3. Rules 3.1. Standard VG server rules
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OPERATION FROSTY DAGGER (ARMA 3) 08/02/2020 2000hrs GMT Max 20 Players On Event! EVENT BRIEF: WHO: OUR TEAM: British Armed Forces - 7th Infantry Brigade - 1st Battalion (Royal Anglian Regiment) - D Company - A Platoon ENEMY TEAM: Chernarus Russian-Backed Seperatists OBJECTIVE: Using the British FOB set up in the Castle, Set up attacking patrols to clear out Enemies positioned in nearby villages Hold a Defensive Position on the Last RV and expect enemy Rapid Reaction Forces to attack your position (They can come from anywhere) Intelligence about where enemies are, will be linked to the RV points on the MAP - Will be Marked in RED EXPECT LIGHT ARMOUR, MOTORIZED INFANTRY OR TRANSPORT HELICOPTERS IN THE RRF! TIME FOR AMMO WILL BE PROVIDED AFTER EACH COMPLETED ASSAULT ON AN RV! ASSETS: 1x MAN HX60 6x6 Infantry Truck 2x MAN HX60 6x6 Ammo and Equipment Truck 1x MXT-MV RULES: The Basic ARMA VG Rules Apply All Transport Vehicles Carrying Troops must dismount near RV-1 Before proceeding the patrol ALL PLAYERS MUST REMAIN AT CASTLE UNTIL COMMANDER GIVES GO AHEAD TO START PATROL TO JOIN EVENT PLEASE COMMENT WHICH SQUAD YOU WANT TO BE ASSIGNED TO AND WHICH ROLE YOU WANT TO PLAY AS (LIST WILL BE PROVIDED) MODS LIST: CBA_A3 3CB BAF Equipment 3CB BAF Weapons 3CB BAF Vehicles 3CB BAF Vehicles (Servicing Extension) 3CB BAF Units L3A1 Bayonet - 3CB RKSL Studios: Attachments v3.01 CUP Weapons CUP Vehicles CUP Units CUP Terrains - Core CUP Terrains - Maps Interiors for CUP Enhanced Movement Advanced Towing Blastcore Edited (standalone version) Bloodlust Camofaces Shacktac User Interface SQUAD LIST: THERE WILL BE 4 SQUADS IN TOTAL To get registered for this event please comment the squad you want to take and which available role you want to take - I will update as time goes by ALPHA SQUAD (1) 1. SQUAD LEADER = =VG= keed 2. MEDIC = Hoops0320 3. MEDIC = =VG= Orracis 4. AUTO-RIFLEMAN = JCLA 5. HEAVY AT = =VG= TEDF BRAVO SQUAD (2) 1. SQUAD LEADER = =VG= Ciro 2. MEDIC = =VG= SemlerPDX 3. MEDIC = =VG= .Blizzard. (tentative) 4. AUTO-RIFLEMAN = Finsam 5. HEAVY AT = CHARLIE SQUAD (3) 1. SQUAD LEADER = 2. MEDIC = 3. MEDIC = 4. AUTO-RIFLEMAN = 5. HEAVY AT = DELTA SQUAD (4) 1. SQUAD LEADER = =VG= Kavelenko 2. MEDIC = =VG= Fastjack 3. MEDIC = = VG= Blazer 4. AUTO-RIFLEMAN = =VG= I3RY4N 5. HEAVY AT = =VG= Deathdealer Update/Bump: If you have not downloaded all the required mods please urgently download them AS SOON AS POSSIBLE! The mods required require a few Gigs of space and downloading will require some time. DO NOT LEAVE IT TILL LAST MINUTE! 2 Ways of Downloading all the mods effectively: 1. Find the server that is currently open and running (Playing a custom game) and attempt to join FROM THE LAUNCHER! This will download all the mods required and will prepare you for the event on the 8th. Steam Listing: VETERANS-GAMING | OPERATION FROSTY DAGGER | TS3.VETERANS-GAMING.COMGame port: 2302Password to connect: event 2. Use the steam workshop link below to subscribe to a collection (kindly assembled by =VG= I3RY4N) that contains the majority of the mods. https://steamcommunity.com/sharedfiles/filedetails/?id=1980039013 If any additional mods are required with short notice, they will be small enough to download at the time of the event from the launcher, so no need to worry if anything else needs downloading. As long as the CUP and BAF mods are downloaded before the event, you'll be fine.
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VIP Rescue 23.11.2019 1800 PRT Server PW : vip (Hostage takers (2) : If you are interested in playing as hostage taker, send me a PM on the VG site.) 1. =VG= Vanillapop 2. FinWeirdo VIP : 1. =VG= Ciro It's been a while, but but it's time for a new round of COOP events. With the 1.6 just around the corner, it's logistically not practical to do any huge events due to the sheer amount of changes the update brings, but we can still do some of the smaller scale ones, so here we go. VIP Rescue event : Objective : Basically your regular COOP match with a little twist in the victory conditions - Instead of capping all enemy flags or reducing their tickets to 0, to win, BLUEFOR has to locate and rescue the VIP before time runs out. To achieve this goal, BLUEFOR has to first gain intel by attacking enemy forces. Intel system is pretty simple : 1. Every captured flag gives BLUEFOR 10 intel points. 2. 35 kills gives Bluefor 5 intel points 3. Every lost flag reduces intel points by 15. (Minimum amount of possible intel points is capped at 0) 4. To recieve a hint about VIP location, BLUEFOR has to gather 20 intel points. 20 Intel points are reduced after each hint. VIP is guarded by 2 "hostage takers" (human players) who will have 10 minutes at the beginning of the round to transport the VIP to a location of their choice. From there, it's up to them to relocate the VIP or to fortify the current location. (Rules for Hostage Takers : 1. You are only allowed to use unarmed civilian transport vehicles. 2. You are not allowed to use any kind of AT weaponry 3. You are only allowed to use victim detonated IEDs / Claymores. 4. You are not allowed to excecute the VIP until the time has run out 5. If both hostage takers are killed during the firefight, they are not allowed to return to the fight 5.1 if only one of the hostage takers is killed and other manages to escape with the VIP, the killed player is allowed to regroup with the other hostage taker.) Hostage takers are allowed to use civilian vehicles to move around the map and BLUEFOR is allowed to open fire on the vehicle. If the vehicle is destroyed with the VIP inside it or VIP dies during the shooting, BLUEFOR loses. Hostage takers are required to stop and exit the vehicle when it has sustained enough damage that light engine smoke is present. Once the VIP is secured, BLUEFOR has to designate a transport vehicle which will be used for VIP transport and bring it to the VIP. If that vehicles is destroyed during the VIP transport, VIP dies and BLUEFOR loses. WIN / LOSS Conditions for BLUEFOR : 1. BLUEFOR wins when the VIP is safely transported back to the main base. 2. BLUEFOR loses when the VIP is killed. 2.1. If VIP is killed within 30 minutes of the round start, the mission is replayed. If more than 30 minutes has passed, BLUEFOR loses. 2.2. If VIP is killed by a griefer / intentionally, the VIP will respawn and return to the area. WIN / LOSS Conditions for OPFOR : 1. OPFOR wins when BLUEFOR is unable to locate and rescue the VIP within given time limit. 2. OPFOR loses when VIP is returned to the BLUEFOR main base. Additional info : 1. All heavy, medium and air assets are disabled for BLUEFOR. All heavy assets (Tanks, APCs with autocannons) are disabled for OPFOR 2. Engineer kits are disabled to avoid VIP getting killed by a random mine 3. All changes will be server side, so no download is needed. 4. All flags will be active at the same time. Event rules : 1. BLUEFOR must remain in the main base for the first 10 minutes. 2. Regular =VG= server rules. 3. Commander is not allowed to use the UAV Maps : (Ignore the assets, if theres interest in continuing after these 3, more rounds will be done on different maps) Mission 1 : Sbeneh Outskirts Mission 2 : Op. Marlin Mission 3 : Ramiel
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Operation Red Dawn 02.02.2019 1800 PRT Download : Click Here Server Password : event42 Situation : Early 1989 - Soviet Union's leadership, paranoid of imminent NATO invasion, decides to launch a preemptive strike against NATO in Western Europe and the United States. After years of development, Soviet scientists have developed a computer virus that when inserted into radar comm link, will effectively disrupt any radar connected within the system and will make it near useless for hours. Using this to their advantage, Soviet leadership authorises the launch of operation code named "Red Dawn". At 0300 in the morning, several Spetsnaz units are sent into Western Europe to infiltrate key enemy radar bases and to upload the virus into the network... Equipment : Rifles : AK74 / AK74m / AKMS / AKS-74u / Saiga12 MGs : PKM AT : RPG 7 HEAT Rifleman AP has access to RPG 7 w DZGI40 airburst HE-FRAG Medic bags haven't been developed enough for area effect ( Deployment settings, meaning that medic has to treat people one by one) All units have binoculars. Heavy AT, AA, Sniper, Spotter, HMG kits are currently unavailable. All deployable assets except HMGs and Sandbags must be dug. HJ-8 / AA / Razorwire is unavailable. Mission 1 (Original map : Siege at Ochamchira by Irontaxi) assets : 8 x RHIB - 1 minute respawn While the main focus is on attacking the Western European mainland, a Soviet naval battlegroup is sent out to attack British isles & Norway. Under the cover of darkness, Soviet Spetsnaz platoon is sent ahead to infiltrate British naval bases and to upload the virus into UK's radar network so the main invasion force may approach undetected. Weapons are free and we are now at war. The enemy will be unaware of your presence. Mission objectives : 1. Infiltrate British mainland, plant a jammer outside the base to block any enemy radio traffic. 2. Capture the base entrance (Objectives Anna & Boris) 3. Upload the virus into British radar network by capturing two enemy HQ buildings ( Objectives Dmitri & Yelena) 4. Exfiltrate (5.) Supplies are unavailable. Use rally points for additional spawn locations. (6.) To avoid people abusing the boats, off map timer has been reduced. Mission 2 (original map : Borovsko Bridge by [R-CON] Rusty_42) assets : 4 x Tigr (Unarmed) - 5 minute respawn (2 at obj. Anna, 2 at Obj. Gregor) 2 x Tigr (Armed) - 5 minute respawn 1 x Logistics truck - 10 minute respawn The main invasion has begun. Spetsnaz platoon is paradropped to British countryside with the objective to capture and secure vital supply lines. British fusilier company and some scorpion IFVs have been spotted in the area. Mission objectives : 1. Establish a perimeter around the drop zone. You will be dropped from relatively low altitude, so be ready to open your parachute quite early. ( 9 ) 2. Capture objective Anna so we can open up the supply line and send in additional equipment. 3. Capture two villages to the south west. 4. Secure the main road by capturing the objectives along the way 5. Eliminate any British resistance
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VETERANS-GAMING is Proud to Announce a New System for our Project Reality COOP Server: Huge thanks goes to Xenalite for creating this system - next time the server crashes, and you DON'T have to play Muttrah once again, be sure to give him your thanks!! In the past, we have used systems that forced the server to restart at a certain time once a day to change to one of 4 pre-set maplists that we created. Though this was a great start to relieving the annoyance of playing Muttrah after every crash or restart, it introduced another annoyance in the forced restart itself and never really removed the problem of playing the same map over and over in one day surrounding crashes or restarts. This randomizer will ensure that the VG Project Reality Server map rotation will remain fresh and new after every restart or server crash. Each time the server restarts or crashes, a new maplist will take effect, with the first several maps being chosen from a select few we know to be good seeding maps. VG PR Maplist Randomizer features: Randomizes the map list, with a unique map at the beginning (following a crash or restart). Excludes maps (which we place on a list) that were broken by an update or otherwise undesired on our maplist. Starter maps are random and unique, i.e. No 2 of the same map in first 10 rounds. Round 11 and on are non-starter maps taken from discarded starter maps and all other enabled maps. Remaining maps are random and non-adjacent, i.e. No 2 of the same map back-to-back. If a map is on disabled maps list, it will never appear in the final map list. The odds of playing the same starter map after crash is max 2% when running as designed
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Project Reality COOP Campaign 2018 Veterans - Gaming and MelonHQ are happy to announce the upcoming Project Reality COOP campaign 2018 that will begin on 3rd of February. The fighting will take place between 5 factions with a goal to control the most territories and resources in the world, with each faction having their strenghts and weaknesses. Before we begin, I'd like to address those who get easily triggered : Yes, the campaign map is mostly hand drawn and therefore the real life borders don't apply. Yes, some countries have been combined together into one sector, Yes Australia belongs in the euro family now. Yes there are over a 100 typos in this post. The entire campaign will be controlled by the Game master and the High Commander. Game Master (TEDF) : Provides the maps and generates automatic battle resolves on non battle active weeks (more info below). High Commander : Leader of the human players faction, Chooses a faction and doctrine/policy/action, if available. Commands his units in the battle, moves units around on the campaign map. Appoints a 2IC in case of absence. Chooses research and divides resources as he sees fit. Humans will be playing and can pick only one faction. Others will be controlled by AI! High Commander signups are open! To apply for team lead, send me (TEDF) a PM on the forums with the following form : 1. Name (duh) : 2. Preferred faction : 3. Few encouraging words for your future followers : Signups close on 26th of January Information : Full information with the boring little details that are not mentioned here will be provided to the High Commander Factions : Eurocorps, MEC, Red Dragons, Russia 1. Eurocorps : (GB, Netherlands, Germany, France, Australia) Poor early game equipment, lacks proper air force and early game armour. Fields low amount of manpower - Divisions have less tickets than other factions and also start with small amount of units. Starts with outdated equipment and vehicles. HQ Location : a. Germany - Armoured and Mech. Units can move 2 slots instead of one. b. UK - Periodically recieve Canadian and australian units. c. France - 50% chance that the african union will ignore the bounty and will go after another faction d. Netherlands - Free deployable defenses on defensive battles. France and Netherlands are immune to naval invasions. 2. MEC : (M.E.C. , FSA, Taliban, Hamas) Very poor equipment and vehicles. Lacks proper air force. Slow research. Disliked by it's neighbours. M.E.C. available only if faction controls turkey, Israel and Iran. Has access to large amount of trash units. Doctrines : a. insurgency : On defensive battles, recieve randomly placed ammocaches that acts as a foward spawn point that can not be overrun. b. Economy : Recieve a huge income bonuses due to oil trade. Makes MEC more prone to be invaded by NORAD. 3. NORAD : (USA, Canada. (AI Controlled)) Superior to other factions in terms of equipment and firepower. Fields wide arsenal of air and armoured units. Branches : a. USAF + US Army - Is able to paradrop inf and light vehicles into occupied enemy territories. Landed units will always start in the middle of the map and must fight their way through enemy defensive lines. Is also able to drop in heavy units once the territory has been secured. b. USMC - Deploys a mighty navy that is able to strike any coastal territory with ease. 4. Red Dragons : (China, Vietnam, North - Korea) Fields large amounts of manpower - each division has more tickets than other factions. Policies : a. The Korea question - Assist North Korea in their struggle against south. takes away half of the Chinese forces for 4 weeks, but deploys mighty North Korean fleet after completion that prevents any future naval invasions to originally controlled chinese territories. Also gains access to the mighty North Korean Air Force and turns Korea into China's puppet (resources). Also grants access to one free rocket techie that carries the name of the great leader. b. Chinese war machine - Chinese armoured units deploy faster and are cheaper than other's faction units. 5. Russia Controls large amount of land, but is prone to attack from all sides and it can take a while to move your units to other fronts. Militia uprisings may cause militia faction units appearing on undefended territories and some of russian units turning over to them. Actions : a. Purge the military - Takes 4 weeks to complete and will result in 50% of the divisions being permanently removed from the game. Cancels out any militia activities in russian controlled sectors. b. For the Motherland - Recieve 75 additional tickets if the army runs out during the battle. Can be used only once per battlecycle Game Mechanics : 1. Division system - Each division has certain amount of assets at their disposal. Inf sections control how many tickets an army has during the battle and vehicle sections control how many vehicles will be available. If a vehicle is destroyed during the battle, it is gone forever. If a mech division loses all of their assets, it will be converted into an INF division. lost units may be resupplied in the HQ. 2. Battle system - Fighting will take place on a weekly basis, with one week being the auto resolve week and second week being the battle one. On auto resolve weeks, commanders are free to move their units around and attack enemy territories, but battle result will be decided by the amount of units, their type and terrain. On battle weeks, commanders are free to move their units around and attack enemy territories. The battles will be resolved in a live action where numbers and technology don't count as much as in auto resolve weeks. If there are more than 2 conflict zones, the command may choose up to 2 on which he wishes his team to fight on. Others will be auto resolved. 3. Research system : Human faction will start with a huge handicap - 0% research, meaning that in order to unlock weapons, scopes, vehicles and deployable assets, Commander has to make a decition on what he wishes to research. Research times vary, depending on the "OP-ness" of it. For example unlocking a scope for assault rifles may take up to 5 days, wheres MBT unlock may take up to 30 days. The research times will be lowered as the campaign progresses. 4. Resource System : Each territory controlled gives the faction resource points. The normal sectors give out 500p by default and HQ sector gives out 1200p by default. Income can be increased by doing research or by capturing enemy sectors. Resources may be used to provide replacements for damaged division or to request new units that can then be combined into new divisions. 5. Bounty System - The sixth unplayable faction, the ARF will act as a pirate faction and will attack the faction that has the highest bounty on. Each faction is able to place a bounty on a rivaling faction once per week and will get a notification if a bounty has been placed on them (not amount). ARF will aim for undefended sectors and will establish a base there that remains for 3 weeks or until it is destroyed. Once the ARF leaves, the terrotiry will become neutral and needs to be recaptured. Border lines do not apply for them and they may strike everywhere. Engaging them in battle will go under normal battle system rules.
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Hello, my name is Alex(23), most of you know me by Risiko94. I frequently play on your COOP Server for Projekt Realiy. I hope i made a good impression so far, a few practical jokes aside. I do my best to help players, especially new ones. Quite often you can see me leading a BEGINNER INF Squad, explaining the game to newbies. Iam happy with the way this server is managed and how the admins react (well, most of the time). Since there are rare occasions where an admin can't be found, iam asking for admin rights to help people in those situations. There is nothing you can do against a teamkiller or even worse, a bugged map (Beirut STD, f.E.) without admin help. I always check the teamspeak, but sometimes i can't find one and i don't want to rip people out of their arma/PR immersion. The following admins probably know me (random order): deathdealer203 H8CrazyVet67 InchPincherToo SoldierOfMisfortune Spartanish =VG= HaterOneActual VODKA Skitalez =VG= Keed Everyone i forgot, my memory is really bad. The following admins know me to a lesser extent: chickenjason123 asquirrel456 I don't want to be part of the Clan, nor do i want any special dutys or rights, aside from voting / changing the map and warning / kicking people. Regardless of your decision regarding my application, thank you for providing (the only) decent PR COOP Server. Alex
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Sup gamer jizzpool, I remember back in the day, if you wanted to have some fun online with VG members, we could all be found in PR at some point during the day. As I play more frequently these days, I miss the times with all my old VG bros! It's all new guys now and although I'm still having a good time, I miss not having any of my fellow VG mates to play with (except the regulars). I know times change and we all like our different games these days, but as I view different games to buy, there really aren't any current games out there that appeal to me. I think there are a few games out there that we all might be able to rally behind, but I'm interested to hear your thoughts. Is there a game, or anything else that we can do to bring back more frequent mass clan gaming time? I need some bromancing fuckers this shit getting serious! I'm talking about games where we can all join and play together in. There aren't many, so I was wondering.....what do you think? Non clan members can't post their thoughts or ideas as well please. tyvm! Carry on. Blud
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For those of you that like team play based games like me, then you'll like this! It's COD meets PR in a strange kinda way. I'm really enjoying this game! I wish more VG guys had it it be cool to do a VG 5 man stack on these maps. GFX are great, AI are lethal, maps are fun, weapons good, overall this game delivers more than I expected. If you have it hmu and lets play!
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=================================== This page is obsolete! For up-to-date COOP rules, please visit the VG wiki rules page instead. =================================== Rules Enforcement: Standard Operating Procedure If you violate our rules expect to be punished. The rules below are enforced by our admin team who adhere to strict guidelines. If you feel you have been punished unfairly by one of our server admins, or wish to report a player, post here: Complaints/Report Disruptive Players When no PR Admins are online or in the TS3 Channels, use the !R report command in game. If you need to make a private report, message TEDF, MelonMuncher, SemlerPDX, or BLuDKLoT Project Reality Unban Requests go here: PR Unban Requests (Start a New Topic using this format - do not reply to other unban threads) Public Notice: Standard Player Expectations Before you continue playing on the server, be sure you have read AND understand our Server Rules. The VG PR COOP is a very structured game with many specific rules governing who can use which vehicles, and if you are new to the game in general, we suggest you stick to playing Infantry in a squad (and stick with your squad, and obey your squad leader). We are not a training server, we expect players to learn how to operate vehicles offline or elsewhere, and also to hold their fire in-game if they cannot properly identify friend from foe on any given map. All players should use communication as able to prevent friendly fire incidents and to coordinate movements, fire support, transportation, and tactical advances as appropriate. We expect accidental teamkills to be few and far between, and promptly followed by a genuine and sincere apology; carelessness will not be tolerated in our game. Players have a right to play for a "zero deaths match" and therefore End of Round Teamkilling will not be tolerated. Accidents will always happen from time to time, let's all try to keep it to a minimum and have fun! 1. Assets and Vehicles You must join or make the appropriate squad to use an asset Claiming Crewed Assets are claimed by the first correctly named squad. As long as this squad exists, they get the exclusive right to use the respective asset. All assets require crewman or pilot kits, except for mortars. Vehicles (Jeeps/Trucks/Cars/Bikes/Boats) are claimed by infantry squads upon entering. When a squad exits a vehicle in the field, other squads cannot take it without permission from the original owners. Stealing Taking an asset/vehicle that doesn’t belong to you. Taking an asset without being in the proper squad. Taking a vehicle in the field while said vehicle was being used by another squad. Wasting Abusing or destroying of assets/vehicles, or using it so terribly that the team doesn’t benefit from it’s use. This includes: Intentionally destroying assets/vehicles. Crashing/destroying assets on takeoff or after very short use due to incompetence. Consistently dying whilst using an asset, so that our team cannot rely on its support. Leaving assets unattended outside of main base (abandoning Tanks / APC’s / helicopters/…) Using vehicles for personal transport (eg. a single person using a logi to drive to a flag, then leaving it behind). Soloing All assets must be fully manned before leaving the main base (See Armored Assets for exceptions) Loss of an asset while soloing will result in an immediate kick. Armored assets (Tank, APC, AAV) Tanks do not need to have the commander/machine gun seat occupied to leave the main base, but the squad cannot be locked until all available seats are filled. APC, IFV and AAVP assets are primarily direct fire vehicles used for supporting infantry. AAV or anti-air vehicles that do not have heavy ground attack features can be taken solo (Avenger, Gopher, Gaskin, Stormer, Fennek) AAV with heavy ground attack abilities must be fully manned (Type 95, Tunguska, Shilka, ZSU-57, M163 Vulcan) Air Assets (Transport, CAS) Air assets must abide by our no baserape rules. Learning to fly on Veterans Gaming is not allowed. Transport assets must only be used for transport and logistics, they are not attack assets. Do not hover or land near friendly infantry squads unless called upon. Mortars Mortars must be used appropriately. Barraging positions occupied by friendly forces, spamming or refusal to cease fire will result in a kick. Communicate with ground forces when using this asset. 2. Teamkilling Intentional teamkilling Intentional teamkilling of ANY kind is strictly forbidden. This includes: Intentionally shooting and killing friendlies Forced teamkills (e.g jumping in front firing MG) End-of-round teamkills. Accidental teamkilling Accidents happen, but always show courtesy and apologise. If these teamkills occur frequently, you will be warned and subsequently kicked or banned. 3. Squads Squad names Cannot contain any offensive language, racial slurs or religious hostilities. At any time, Admins may ask to disband and rename your squad if deemed offensive. Asset squads must be properly named and have their role easily identified. Mechanized Infantry: Infantry squads who wish to use an APC as transport must clearly refer to this in their squad name by naming their squad Mech Inf, APC Inf or something similar. APC squads have first claim on armoured vehicles. If a reasonable amount of time has passed since round start and no APC squad exists, mech inf may claim an APC. If an APC squad is made, it cannot reclaim any mech inf APC after the reasonable amount of time has passed. One-man APCs always belong to APC squad. Locking Squads Infantry squads must have a minimum of four players before locking. Asset squads may be locked once all the available asset slots are filled. Assets squads may be locked if the squad leader is waiting for a slow loading player. (Friend who is going to fly cobra with player) It cannot be locked if there are other assets to use. Duplicate Squads Creating a second asset squad when there is already an assigned squad will result in your squad resignation. Exception if the original squad is full and all crew-able assets are not yet taken. Squad Leading You must be willing to lead a squad in order to create one, any squad leader who is taking team players away from the conflict may be resigned. 4. Disrupting gameplay (Griefing) Willfully disrupting gameplay in a way that prevents players enjoying the game in any way is against the rules. Examples include: Destroying friendly vehicles Laying mines with an intent to teamkill Purposely limiting friendly movement with no tactical advantage (Bridge destruction, deploying razorwire) Spamming vehicle guns or shooting in main base 5. Disrespect Racism will result in an immediate ban. Religious/political hostilities, flaming, harassments and threats will be condemned harshly. Insults against admins will result in a kick, continued aggression will get you banned 6. Spam Spamming, either via chat or microphone, is prohibited. You will be warned and kicked. Frequent offences may result in a ban. End of round spam is not tolerated and will result in a kick. 7. Baserape Baserape is the act of assaulting flags in an incorrect order. Including: Skipping more than one flag as infantry Skipping any flags while in an asset Attacking the enemy main base before cappable/attacking uncappable main Destroying enemy reinforcement routes (Bridges/Razorwire). Laying mines at enemy vehicle spawns. Attacking enemy supply lines or attacking beyond the current flag as CAS Skipping 1 flag while playing infantry is allowed for strategical purposes. If no progress is being made you will be ordered to fall back. Examples include: Preparing to capture during a fast paced game Setting up FOBs Destroying forward emplacements (not allowed to skip beyond next capable flag to destroy emplacements) Skipping a flag must not overrule the no camping enemy main rule AA and AAVs are the exception to the rule, and may be destroyed at such a time they pose a threat. 8. Camping Farming kills by camping spawns and enemy assets is forbidden. Including: Knifing/camping enemy assets. Every attempt must be made to destroy any enemy asset as long as it complies with the baserape rules. Attacking enemy infantry spawn points Enemy infantry spawns may only be attacked when they are inside the current flag capture radius. 9. Loitering (AFK) Loitering or AFK players may be removed from the server if they are in any way detrimental to gameplay. Examples include: Going AFK in a vehicle when the seat is needed. AFK when the server is full and there are others who are trying to join the server. 10. Smoke The AI can see through smoke! Both infantry and vehicle smoke is prohibited unless used for marking! 11. Cheats | Glitches | Hacks Unfair advantages of any kind will be punished by an immediate ban. These include: Aimbots Wallhacks X-ray mods Injector hacks (which allow rcon abuse and map teleportation) … 12. Voting Any mutiny or kick vote must be accompanied by a valid reason. No valid reason => Punishable for disrupting gameplay. Abusing the vote system will get you kicked and banned. 12. False Allegations & Misrepresentation (Lying) If you lie to get another player kicked or banned you will be banned instead. If you misrepresent yourself as someone else or use any type of subversive means to present the facts or minimize to a large degree the events leading to a ban you are appealing, you will be banned from all VG servers.