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noms

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  1. Like
    noms got a reaction from kamaradski in Centration   
    Our gameplay teaser on our tech demo is now uploaded to youtube!
     
    Hope you guys like it!
     


  2. Like
    noms got a reaction from Brooksie10 in Centration   
    Our gameplay teaser on our tech demo is now uploaded to youtube!
     
    Hope you guys like it!
     


  3. Like
    noms got a reaction from kamaradski in Centration   
    Shameful bump but useful update!
    This weekend we'll be releasing a gameplay teaser video that will briefly demonstrate a few cool gameplay mechanics / features.
    Afterwards we'll be doing a live twitch.TV developer Q&A session with a few members of the team. You're all free to join in and ask any questions you might have about the project.
    This all will happen Saturday evening at 9pm BST till about 11pm
    Feel free to join the event via facebook: http://www.Facebook.com/centration
    Our twitch channel: http://twitch.tv/centration
    We'll post the video here also when it's uploaded to YouTube.
    Thanks guys. <3
  4. Like
    noms got a reaction from wok in [Suggestion] Mortar & Firebase Changes   
    Before I begin, these are changes that I have either already made in a local testing build that can easily be merged, or changes that I am more than willing to integrate myself, saving the current main dev team from having to manage their time to handle it themselves.
     
     
    Artillery Observer in same group as Mortar Gunner
    I was testing this with danne last night, and we think that the Forward Artillery Observer (Spotter) should be in the same squad as the Gunner, as the group actual.
     
    There are various reasons for this:
    Forward Artillery Observer can attach him/herself to any squad, pilot or vehicle Forward Artillery Observer can use the communications menu to call in Artillery strikes: F2 (Select Gunner in squad) > Fire Artillery > etc Forward Artillery Observer will report target positions of enemies on the map to the Gunner in order to refine mortar strikes to be more effective Allows for more private and non-intrusive VON conversation between Gunner and Observer via the Group Chat VON channel.  
    During testing it worked out pretty well, apart from a minor bug which I believe is due to the comms menu being set up for AI only. This also presents another possibility for you guys to think about: Automated Artillery. An AI Gunner can sit on the mortar position in the firebase, and the Forward Artillery Observer can then call in strikes to locations he designates, and then the AI gunner will automatically fire a volley at the coordinates.
     
    This could also mark the start of a 'Support' group chat dedicates itself to support: Artillery, Engineering, MASH, etc.
     
     
    Mortar Firebase Re-designed
    Danne and myself spent a lot of time working on this and we believe the new firebase looks amazing. We just want to show you guys to see if you like it, and see if the bosses want to include it. Screenshots ahoy! Click to enlarge.
     
          
     
    From top left to bottom right:
     
    The inside of the compound. I like road cones. Parking bay for a hunter/vehicle. The front-side of the base. Put a sign placeholder down (texture being made) Flipped the Mobile HQ round so the stairway and door faces inwards. This presents a more secure 'look and feel' to the COP. Helipad on the steady decline out front, for delivering troops in the event that reinforcement is necessary, or even delivering ammo (see below) Checkpoints on both sides of the road; for aesthetic purposes of course.  
    Supply-Chain
    Naturally in a real life situation a mortar-base out in the middle of nowhere will need to be supplied. I suggested a basic version of this to Raz while he was working on the initial script and I believe I have a way of making it work.
     
    This is both a way of mildly limiting the Mortars from being over-used in conjunction with the ammo-per-30minutes limit, which (if this suggestion is accepted) would be increased. There would be a new area on the base called 'Ordnance Storage', most likely in a green shed/type area. A hunter or vehicle will need to pull up outside, a player will then take ammo from the shed, carry it to the hunter and load it. It will take up a lot of room so you can only take, say, 2 or 4 magazines per load. The player will then drive to the firebase and deliver the ammo to the mortar gunner who will then load it into the mortars and continue providing artillery support. Once the ammo has been extinguished, after 30 minutes since the last spawn of ammo has passed, more ammo will spawn in at the Ordnance Storage area on the main base. Repeat the process as above.  
    This presents a new gameplay aspect - squads will have to assign one or two players to deliver the ammo if they want mortar support to continue, otherwise the mortar gunner will have to do it himself which in turn would delay artillery support. There can then be a few extra gameplay elements introduced:
     
    Priority Mission: Firebase Trenchfoot is out of ammo and under attack! Deliver munitions and repel the attack!
    Side/Priority Mission: A supply vehicle has been ambushed en-route to Firebase Trenchfoot. Secure the Vehicle and Deliver it to the Firebase for a large bonus in ammunition.
     
     
    As usual, let me know your thoughts on these ideas. As I said above, the ideas are either already ready to go, or I will take full responsibility for the creation of them myself pending approval from the bosses.
     
    - noms <3
  5. Like
    noms got a reaction from Brooksie10 in [Suggestion] OPFOR Players   
    In terms of balancing, we can take a page of out insurgency's book:
     
    - OPFOR players have a limited amount of weaponry available
    - OPFOR players do not have vehicles apart from unarmed off-road jeeps / speed-boats to travel around
    - OPFOR players have a limited amount of lives before they are kicked from the spot to allow another player a chance to play
    - OPFOR players cannot get within [x] distance of BLUFOR base
    - OPFOR players' base cannot be near any any AO locations
     
    The OPFOR slots would simply serve as a 'hindrance' to BLUFOR, placing mines along well-travelled routes, shooting down AIR units.
     
    The above rule-set would ensure balance, however does not fit in with the current INVADE and ANNEX mission mindset - it's more of an insurgent tactic more reserved for perhaps the mission I suggested (Patrol & Secure). Domination was never made to have PVP elements, it was simply a cooperative territory capture mission; and as Invade and Annex is modelled on that type of gameplay, it doesn't make a lot of sense to include OPFOR players, as much fun as it may seem. 
     
    I don't mean to seem overly negative about the idea, I'd enjoy camping on a hill shooting at a BLUFOR advance as much as the next guy, but for the current Invade & Annex mission, it wouldn't feel right in my honest opinion.
     
    That said, I may or may not have made a start on the groundwork for Patrol & Secure tonight. ;-)
    - omnomnoms
  6. Like
    noms reacted to razgriz33 in watercooling stuff shes here   
    yes fergie!! i was hoping you would join the bandwagon
     
    lucy btw is incomparable to Vanilla Ice
  7. Like
    noms got a reaction from Harry in ArmA 3 Screenies & Videos Thread   
    Captions, from left to right:
     
    1] Seconds before taking a potshot and hitting the pilot. Oops.
    2] Never go full derp underwater.
    3] Sometimes you just gotta go...
    4] Relaxing after clearing another AO.
    5] Relaxing a bit too much...
    6] AH Delta-Team. Some members missing.
  8. Like
    noms got a reaction from kamaradski in Suggestions for changes to current map   
    Hey Chris, welcome!
     
    In addition to kamaradski's response, and with the added benefit that I am somewhat involved in development, allow me to respond to some things:
     
    1. While I do agree that security of the landing pads and base-area is important, you should take into account that when making a map we need to balance authenticity with player protection. With an active administration team the official AhoyWorld server has avoided the brunt of the players who tend to ram into helicopters. To quote myself when I design anything like maps for games - we shouldn't have to design around people who will try to cause trouble, only provide the means for those who wish to prevent it to do so.
     
    2. In my working version I have a working copy of a ship repair. Hopefully it'll get incorporated into a release soon.
     
     
    3. Unfortunately the current Arma Alpha doesn't allow us to place streetlamps, however we may be able to look into additional methods of lighting. I will spend a little bit of time researching this over the next few days because I agree, the lighting on base is quite pitiful at night, which is a shame because it can be so pretty.
     
    4. This wasn't done on purpose, and as Kam stated, it does make a great newbie filter. It's easy to change if you open the map up in the in-game editor though.
     
    5. In our current dev versions we're now using little birds instead of KA-60's and they've been working great. 
     
    6. It's more of a balancing issue than anything else - the ability to rearm CAS little-birds and hunter GMGs will just mean people will hog the vehicles and spam the heck out of the AO, essentially ruining the enjoyment for other players.
     
     
    Hope I helped. <3
     
    - noms
  9. Like
    noms got a reaction from razgriz33 in [SUGGESTION] New Main Base   
    Introducing FOB noms!
     
    Just kidding, but on a serious note with the help of danne and Kamaradski today I have been working on a really cool remake of the current base. It's far from finished, but let me highlight some of the important changes for you.
     
     
    Gear Up!
    The 'gear-up' area has now been placed into the barracks. Players spawn inside the barracks and can gear up in the cubicles. Privacy is important when gearing up, y'know? Like changing rooms.
     
    Included: Officer's Office (wat?); Main Prep Area; Briefing Room.
     
      
     
    Airlift!
    When you're done gearing up, you gotta get to the AO, right? What better way than walking out of the door and finding yourself face-to-face with helicopters ready to take you to your destination!
     
    Included: rotor-blade suicide prevention obstacles, signage, flags, resting area, three pads.

     
    Motorised Infantry
    Oh, did I mention that only Delta and Charlie are technically Air Infantry? Alpha and Bravo get the luxury of having ground-based vehicles at their doorstep in the Motorised Infantry Barracks, right next door. A full compliment of 8 Hunters and 8 ATVs ensure that nobody goes without the means to travel.
     
    Included: 2 Quick-Access Hunters, 4 Quick-Access ATVs, 6 Stored Hunters, 4 Stored ATVs (In the carpool behind)
      
     
    Repair!
    While the Helicopter Repair point has remained in its current location (it's great there!) I have made a pretty sexy new vehicle repair point. Introducing the patented pit-stop-repair-point! 

     
    It's the Little Things that matter!
    Of course, no base would be complete without the little details! As I said, it's still a work in progress but I've added a few cool little bits.

     
    Helicopter Spawn
    The Helicopters have been moved to a neater little location, with easy access and no obstacles between them and the Pickup Pads.

     
    Unpictured:
    Boat/Ship Repair: In the bay to the south of the base is a 25x25m repair point for boats. Easy enough.
     
     
    Let me know what you guys think. If you guys are madly in love with the base so far, I can arrange for a personal tour, and also spend a lot more time perfecting it. Muchos Gracias, amigos <3
     
    - noms
  10. Like
    noms got a reaction from MrRepeatz in [SUGGESTION] New Main Base   
    Introducing FOB noms!
     
    Just kidding, but on a serious note with the help of danne and Kamaradski today I have been working on a really cool remake of the current base. It's far from finished, but let me highlight some of the important changes for you.
     
     
    Gear Up!
    The 'gear-up' area has now been placed into the barracks. Players spawn inside the barracks and can gear up in the cubicles. Privacy is important when gearing up, y'know? Like changing rooms.
     
    Included: Officer's Office (wat?); Main Prep Area; Briefing Room.
     
      
     
    Airlift!
    When you're done gearing up, you gotta get to the AO, right? What better way than walking out of the door and finding yourself face-to-face with helicopters ready to take you to your destination!
     
    Included: rotor-blade suicide prevention obstacles, signage, flags, resting area, three pads.

     
    Motorised Infantry
    Oh, did I mention that only Delta and Charlie are technically Air Infantry? Alpha and Bravo get the luxury of having ground-based vehicles at their doorstep in the Motorised Infantry Barracks, right next door. A full compliment of 8 Hunters and 8 ATVs ensure that nobody goes without the means to travel.
     
    Included: 2 Quick-Access Hunters, 4 Quick-Access ATVs, 6 Stored Hunters, 4 Stored ATVs (In the carpool behind)
      
     
    Repair!
    While the Helicopter Repair point has remained in its current location (it's great there!) I have made a pretty sexy new vehicle repair point. Introducing the patented pit-stop-repair-point! 

     
    It's the Little Things that matter!
    Of course, no base would be complete without the little details! As I said, it's still a work in progress but I've added a few cool little bits.

     
    Helicopter Spawn
    The Helicopters have been moved to a neater little location, with easy access and no obstacles between them and the Pickup Pads.

     
    Unpictured:
    Boat/Ship Repair: In the bay to the south of the base is a 25x25m repair point for boats. Easy enough.
     
     
    Let me know what you guys think. If you guys are madly in love with the base so far, I can arrange for a personal tour, and also spend a lot more time perfecting it. Muchos Gracias, amigos <3
     
    - noms
  11. Like
    noms reacted to kamaradski in [SUGGESTION] New Main Base   
    Hiya Noms, this worked out very well, i absolutely love what you have done here, and i really hope Rarek will implement this into the mission at one point
    Awesome additions here m8, i specially like the spawn inside the building & the pitstop style repairpad !!! keep it up, i cant wait to see the final touches on this one !
  12. Like
    noms got a reaction from kamaradski in [SUGGESTION] New Main Base   
    Introducing FOB noms!
     
    Just kidding, but on a serious note with the help of danne and Kamaradski today I have been working on a really cool remake of the current base. It's far from finished, but let me highlight some of the important changes for you.
     
     
    Gear Up!
    The 'gear-up' area has now been placed into the barracks. Players spawn inside the barracks and can gear up in the cubicles. Privacy is important when gearing up, y'know? Like changing rooms.
     
    Included: Officer's Office (wat?); Main Prep Area; Briefing Room.
     
      
     
    Airlift!
    When you're done gearing up, you gotta get to the AO, right? What better way than walking out of the door and finding yourself face-to-face with helicopters ready to take you to your destination!
     
    Included: rotor-blade suicide prevention obstacles, signage, flags, resting area, three pads.

     
    Motorised Infantry
    Oh, did I mention that only Delta and Charlie are technically Air Infantry? Alpha and Bravo get the luxury of having ground-based vehicles at their doorstep in the Motorised Infantry Barracks, right next door. A full compliment of 8 Hunters and 8 ATVs ensure that nobody goes without the means to travel.
     
    Included: 2 Quick-Access Hunters, 4 Quick-Access ATVs, 6 Stored Hunters, 4 Stored ATVs (In the carpool behind)
      
     
    Repair!
    While the Helicopter Repair point has remained in its current location (it's great there!) I have made a pretty sexy new vehicle repair point. Introducing the patented pit-stop-repair-point! 

     
    It's the Little Things that matter!
    Of course, no base would be complete without the little details! As I said, it's still a work in progress but I've added a few cool little bits.

     
    Helicopter Spawn
    The Helicopters have been moved to a neater little location, with easy access and no obstacles between them and the Pickup Pads.

     
    Unpictured:
    Boat/Ship Repair: In the bay to the south of the base is a 25x25m repair point for boats. Easy enough.
     
     
    Let me know what you guys think. If you guys are madly in love with the base so far, I can arrange for a personal tour, and also spend a lot more time perfecting it. Muchos Gracias, amigos <3
     
    - noms
  13. Like
    noms reacted to Brother 52 in ArmA 3 Screenies & Videos Thread   
    Some sort of disco going on at Base Camp
     

     
    "Can someone call a medic for me pls"
     
     
  14. Like
    noms got a reaction from Josh in Centration   
    I can't remember who told me to put up a thread about Centration, but one of you crazy people did, so I figured I'll put one up and see what you guys think.
     

     
     
    For the past year and a half, I've been working with a full team to create a game called Centration. It's a survival-horror-sandbox game played online in rounds that could last from 5 minutes to 5 hours. 
     
    The overall purpose of the game is to survive and work together as a team. The two are related - You often cannot survive without working in a team, but working in a team does not necessarily mean you'll survive. You work together, you keep the space station operational, you role-play and you have fun.
     

     
    The current feature-set we plan on having for release:
    Fully Dynamic Airflow (I've already demonstrated this to some of you lovely people) Realistic Physics and Interactions Fully Interactive Environments Realistic Heath - Bandages, Surgery, etc. Realistic, brutal, visceral combat - Everything is a weapon! Sandbox Gameplay - The gameplay flows from you, your actions dictate the direction of the game Electronics - Everything needs to be powered, and amusingly, you can mess with the power too. SCIENCE!! No, seriously. Chemistry, Biomedical Research, and poking animals with a stick to mention a few fun things Script-driven machinery/electronics - Everything needs instructions to work in real life? Why should Centration be any different. Mess with the airlocks, close in front of people, make lights flash, display naughty pictures on your workmates computer. The possibilities are endless. Up until this summer we've been mainly focused on getting our core mechanics and framework set up, and now we can finally say we've made some great progress into that; but unfortunately our focus on the code as opposed to art means we don't have much in-game gameplay footage to show off. 
     
    So instead, take a look at concept art!
     
     
     
     
     
     
     
     
     
     
    We'll shortly be launching our kickstarter in July to try and raise £50,000 for our total budget. It's a high goal but we've got the team to pull it off, and the alpha gameplay footage will be ready by then too! 
     
    So anyway, the main reason I'm posting this here is because I want you lovely folks at AhoyWorld to be among the first to jump in and test our Alpha builds - mostly stress testing and other such things. You guys have been a great community and welcomed me without hesitation from the start; and I love you guys.
     
    The first test will actually be getting all of you guys on a server and running around doing things while we record the first gameplay footage videos. We want it to be authentic. ;-)
     
    Let me know if you're interested, any questions you have about the game, or anything else, and I'll be updating closer to July when we'll be after people to help us out. 
     
    Oh, and if you want to find out anything else about the game but don't want to ask me here or on Teamspeak for whatever reason, feel free to visit our website and forums at :
     
    http://www.centration.co/
    http://www.centration.co/forum
     
    Thanks for reading guys <3
     
    - noms
  15. Like
    noms got a reaction from iLLGT3 in Centration   
    I can't remember who told me to put up a thread about Centration, but one of you crazy people did, so I figured I'll put one up and see what you guys think.
     

     
     
    For the past year and a half, I've been working with a full team to create a game called Centration. It's a survival-horror-sandbox game played online in rounds that could last from 5 minutes to 5 hours. 
     
    The overall purpose of the game is to survive and work together as a team. The two are related - You often cannot survive without working in a team, but working in a team does not necessarily mean you'll survive. You work together, you keep the space station operational, you role-play and you have fun.
     

     
    The current feature-set we plan on having for release:
    Fully Dynamic Airflow (I've already demonstrated this to some of you lovely people) Realistic Physics and Interactions Fully Interactive Environments Realistic Heath - Bandages, Surgery, etc. Realistic, brutal, visceral combat - Everything is a weapon! Sandbox Gameplay - The gameplay flows from you, your actions dictate the direction of the game Electronics - Everything needs to be powered, and amusingly, you can mess with the power too. SCIENCE!! No, seriously. Chemistry, Biomedical Research, and poking animals with a stick to mention a few fun things Script-driven machinery/electronics - Everything needs instructions to work in real life? Why should Centration be any different. Mess with the airlocks, close in front of people, make lights flash, display naughty pictures on your workmates computer. The possibilities are endless. Up until this summer we've been mainly focused on getting our core mechanics and framework set up, and now we can finally say we've made some great progress into that; but unfortunately our focus on the code as opposed to art means we don't have much in-game gameplay footage to show off. 
     
    So instead, take a look at concept art!
     
     
     
     
     
     
     
     
     
     
    We'll shortly be launching our kickstarter in July to try and raise £50,000 for our total budget. It's a high goal but we've got the team to pull it off, and the alpha gameplay footage will be ready by then too! 
     
    So anyway, the main reason I'm posting this here is because I want you lovely folks at AhoyWorld to be among the first to jump in and test our Alpha builds - mostly stress testing and other such things. You guys have been a great community and welcomed me without hesitation from the start; and I love you guys.
     
    The first test will actually be getting all of you guys on a server and running around doing things while we record the first gameplay footage videos. We want it to be authentic. ;-)
     
    Let me know if you're interested, any questions you have about the game, or anything else, and I'll be updating closer to July when we'll be after people to help us out. 
     
    Oh, and if you want to find out anything else about the game but don't want to ask me here or on Teamspeak for whatever reason, feel free to visit our website and forums at :
     
    http://www.centration.co/
    http://www.centration.co/forum
     
    Thanks for reading guys <3
     
    - noms
  16. Like
    noms got a reaction from Kyrie in Centration   
    I can't remember who told me to put up a thread about Centration, but one of you crazy people did, so I figured I'll put one up and see what you guys think.
     

     
     
    For the past year and a half, I've been working with a full team to create a game called Centration. It's a survival-horror-sandbox game played online in rounds that could last from 5 minutes to 5 hours. 
     
    The overall purpose of the game is to survive and work together as a team. The two are related - You often cannot survive without working in a team, but working in a team does not necessarily mean you'll survive. You work together, you keep the space station operational, you role-play and you have fun.
     

     
    The current feature-set we plan on having for release:
    Fully Dynamic Airflow (I've already demonstrated this to some of you lovely people) Realistic Physics and Interactions Fully Interactive Environments Realistic Heath - Bandages, Surgery, etc. Realistic, brutal, visceral combat - Everything is a weapon! Sandbox Gameplay - The gameplay flows from you, your actions dictate the direction of the game Electronics - Everything needs to be powered, and amusingly, you can mess with the power too. SCIENCE!! No, seriously. Chemistry, Biomedical Research, and poking animals with a stick to mention a few fun things Script-driven machinery/electronics - Everything needs instructions to work in real life? Why should Centration be any different. Mess with the airlocks, close in front of people, make lights flash, display naughty pictures on your workmates computer. The possibilities are endless. Up until this summer we've been mainly focused on getting our core mechanics and framework set up, and now we can finally say we've made some great progress into that; but unfortunately our focus on the code as opposed to art means we don't have much in-game gameplay footage to show off. 
     
    So instead, take a look at concept art!
     
     
     
     
     
     
     
     
     
     
    We'll shortly be launching our kickstarter in July to try and raise £50,000 for our total budget. It's a high goal but we've got the team to pull it off, and the alpha gameplay footage will be ready by then too! 
     
    So anyway, the main reason I'm posting this here is because I want you lovely folks at AhoyWorld to be among the first to jump in and test our Alpha builds - mostly stress testing and other such things. You guys have been a great community and welcomed me without hesitation from the start; and I love you guys.
     
    The first test will actually be getting all of you guys on a server and running around doing things while we record the first gameplay footage videos. We want it to be authentic. ;-)
     
    Let me know if you're interested, any questions you have about the game, or anything else, and I'll be updating closer to July when we'll be after people to help us out. 
     
    Oh, and if you want to find out anything else about the game but don't want to ask me here or on Teamspeak for whatever reason, feel free to visit our website and forums at :
     
    http://www.centration.co/
    http://www.centration.co/forum
     
    Thanks for reading guys <3
     
    - noms
  17. Like
    noms reacted to Hoax in ArmA 3 Screenies & Videos Thread   
    Damn birds!

  18. Like
    noms reacted to Mach2k5 in Player Mortars - Firebase Hammer   
    Raz,
     
    I took a snippet of info for the radio chatter you may require for Fire missions from Arrsepedia:
     
    ""Hello 2 this is 21 fire mission battery (No of guns etc if you are going to adjust first) over"

    "2 fire mission battery out" - Everything else that follows is read back by the CP exactly as it's sent from the OP - 

    "21, Grid 123 456, Altitude 50, direction 2100 mils Troops in Open At My Command Adjust fire over" 

    You could request things such as "Time of Flight" "Report Splash" etc at this point

    The CP would report "Ready" when the Guns were layed and loaded on the information we had sent

    "21, Fire over"

    The CP will report "Shot" when the Guns had fired and "Splash" 5 seconds before fall of shot was due so you could pop your head up and be ready to adjust the fire if required, once you were happy with the rounds you would send for number of guns with an order for "Fire for Effect" on that particular target.

    Once the number of rounds specified had been fired you would either call for a "Repeat" which would give you the same fire mission on the same date with the same number of guns again, or send the CP the "End of Mission" order followed with a "BDA", "Troops blown to bits good shooting" etc.


    That's pretty much the basic fire mission from my hazy memory and I'm sure there are a some bits that people will fill in when they read it, but there are so many variations including fire plans, smoke, Illume FAC stuff etc etc and I don't even know if the still use the same fire orders but at least it might help with the basic idea."
     
    If this is of any help.
     
     
    Mach2k5/Greeneyes 23
  19. Like
    noms got a reaction from Rarek in I'm here, happy?   
    I'm here folks. <3
     
    Figured I'd join the forums considering I've been playing with you guys for a while. So.. hi!
  20. Like
    noms got a reaction from kamaradski in I'm here, happy?   
    I'm here folks. <3
     
    Figured I'd join the forums considering I've been playing with you guys for a while. So.. hi!
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