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Posts posted by Xwatt
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give me China lake
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Mission Name:
[EU2] Zeus Operations - Malden Reprisal [Week Ten]
15:00 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
TS address:
ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length:
150+ minutes (may go over or under expected mission length)
Player Slots:
60
Brief Summary:
This week, we will conclude our Reprisal of Malden. This week, we will begin by the coastline, where we will do a boat insertion to the coastline of the North West Airfield. This our sole objective this week, and we wil need all the forces we have to sucessfully liberate all NATO forces from this offshore airfield. After is cleared, we will finally have payback on NATO, for what they did to our forces two and a half months ago on Stratis... we will never forget.
Friendly Forces:
- Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces
Assets:
- 1x Gorgon
- Speedboat Minigun
- 2x Zamak Transport
- 1x Mohawk (Respawnable upon Request)
- 1x Hellcat (DAGR's and 20mm cannon)
- 2x Greyhawk (Scalpels)
- 1x UGV Stomper
- Transport Vehicles (For Platoon, Sniper Squad and FSG)
Enemy Forces:
NATO
Civillians:
Do not expect any civillian presence.
Mission
AAF Conclude their Reprisal of Malden by liberating an offshore airfield, home of NATO's military forces and assets.
Execution:
Objectives
- Liberate NATO Airfield
Movement Plan:
- At Patoon Commanders Discretion
Rules Of Engagement:
- Armed NATO personnel may be enaged on sight
- Only Engage buildings used for military purposes
Admin and Logistics
Ressuply:
Called in by platoon commander. Supply crates at FOB can be airlifted into the field.
Reinforcments:
- Unlimited
- At Platoon Commanders discretion, transport assets are available.
Command And Control:
Command:
- Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries
- Operational Control on the ground lays with the Platoon Commander
Communication:
Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.
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Welcome! hope you enjoy your time here
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Mission Name:
[EU2] Zeus Operations - Malden Reprisal [Week Nine]
15:00 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
TS address:
ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length:
150+ minutes (may go over or under expected mission length)
Player Slots:
60
Brief Description:
We have put NATO on a complete backburner now, and This week, we will completely wipe them from the mainland of Malden, leaving them with no land on mainland Malden, with only an airfield in the North West that they can claim as their own.... For now. This week, we will start by attacking an abandoned military base that NATO have garrisoned, in a last ditch effort to attempt to keep us from total liberation. After this, we will then attack the small town of Lolisse, the last presence of any NATO forces on the main island of Malden.
Friendly Forces
Guerrilla Forces - can be called in by Platoon Commander to assist friendly forces
Assets
- 1x AFV-4 Gorgon
- 2x Zamak Transport
- 1x CH-49 Mohawk (respawnable upon request)
- 1x Hellcat (DAR and 6.5mm)
- 1x Hellcat (20mm and Scalpels)
- 1x Gryphon (AA Variant)
- 1x Nyx (AA)
- 2x K40 Ababil - (Scalpels)
- Variety of transport vehicles
- 1x Slammer UP
- 1x A164 Wipeout
Enemy Forces
NATO
Civillians
Expect a civillian population in the town of Lolisse.
Mission
AAF Continue their Reprisal of Malden. This week AAF endavour to take a NATO garrisoned abandoned military base and the town of Lolisse.
Execution
Objectives
- Liberate Abandoned Military Base
- Capture Lolisse
Movement Plan
At Platoon Commanders discretion.
Rules Of Engagement
- Armed NATO personell may be engaged on sight
- Expect a civillian presence in Lolisse
- Expect a civillian population. Collateral damage should be kept to a minimum.
- Only engage buildings used for a military purpose
Admin And Logistics
Resupply
Callled in by Platoon Commander. Supply crates at FOB can be airlifted in.
Reinforcements:
- Unlimited
- At Platoon Commanders discretion, transport assets are available
Command And Control
Command
- Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries
- Operational control on the ground lays with platoon Commander
Communication
Radio channels are pre-designated for each squad, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain. Only use Side Chat for emergencies.
- Gambit, MidnightRunner and Schubz
- 3
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- applechaser, Gambit and Schubz
- 3
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Mission Name:
[EU2] Zeus Operations - Malden Reprisal [Week Eight]
15:00 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
TS address:
ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length:
150+ minutes (may go over or under expected mission length)
Player Slots:
60
Brief Description
Soldiers. It wasn't long ago that we were based in a little island just off the coast of mainland Malden. Now we have sucesfully taken over an airfield, in which we managed to secure an A164 Wipeout, and a Slammer UP for our own use. Now we have our own airfield, we can expect NATO to increase their AA status, aswell as start sending jets to counter our own. This week, will take the capital city of Malden, La Trinite. This is a big town, and we can expect it to be littered with NATO, therefore we must dedicate all of our troops and assets to this single objective. Use the assets provided to liberate this city from the hands of our NATO enemies.
Friendly Forces
Guerrilla Forces - can be called in by Platoon Commander to assist friendly forces
Assets
- 1x AFV-4 Gorgon
- 2x Zamak Transport
- 1x CH-49 Mohawk (respawnable upon request)
- 1x Hellcat (DAR and 6.5mm)
- 1x Hellcat (20mm and Scalpels)
- 1x Gryphon (AA Variant)
- 1x Nyx (AA)
- 2x K40 Ababil - (Scalpels)
- Variety of transport vehicles
- 1x Slammer UP
- 1x A164 Wipeout
Enemy Forces
- NATO
Civillians
Expect a civillian population in the town of La Trinite.
Mission
AAF Continue their Reprisal of Malden. This week AAF endavour to take the town of La Trinite.
Execution
Objectives
- Take La Trinite
Movement Plan
At Platoon Commanders discretion.
Rules Of Engagement
- Armed NATO personell may be engaged on sight
- Expect a large civillian presence in La Trinite
- Expect a civillian population. Collateral damage should be kept to a minimum.
- Only engage buildings used for a military purpose
Admin And Logistics
Resupply
Callled in by Platoon Commander. Supply crates at FOB can be airlifted in.
Reinforcements:
- Unlimited
- At Platoon Commanders discretion, transport assets are available
Command And Control
Command
- Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries
- Operational control on the ground lays with platoon Commander
Communication
Radio channels are pre-designated for each squad, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain. Only use Side Chat for emergencies.
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Few updates from the current, and past versions:
- The Arsenal is Back (restricted to a certain extent of course)
- Some new additions to the arsenal (RPG's, Titan AT and Titan AA - thank me later missile specialists)
- The save loadout function works now on Map > Settings (if it doesn't it's because I have forgotten to place a protection zone - please remind me if that's the case!)
- Teams are now split into their own seperate squads
- Armour crew are now repair specalists
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I've been generally quiet when it has come to giving my opinions about I&A4, but I think now is the time I adress certain things. I want to start by saying that I've been around since late 2014, and i've played through and witnessed the development of both I&A2 and I&A3, so my opinions and viewpoints may be drastically different to someone who has just played I&A4 for the very first time.
I want to begin with starting on the ethos of what Ahoyworld, and more specifically Invade and Annex is. Invade and Annex has always pride itself on being casual, open and as least restricitve as possible, so you can join in, play for 10 minutes, 20 minutes an hour or six, and all gear is at disposal to you (except a few class restricted Arsenal restrictions) and powerful assets such as tanks that can be obtained through playing side missions. Moreover, you can play how you like, be it lonewolfing or in a squad. And it has worked. It's what has differentiated us from the likes of the 77th, and I believe is the main reason why a lot of us aren't just playing there. I believe that I&A4 has took the ethos Invade and Annex was founded upon, and has threw it away.
Before I begin the negatives, lets begin with the positives. There are many things I love about I&A4. The increased difficulty, this makes playing boots on the ground so much more intense and enjoyable. The locking of vehicles, which tackles the issue we've had for years of people stealing hunters etc. The ability to play as different factions, (The Beta where we played as CSAT was one of the best experiences i've ever had.) Lastly the purchasing of side rewards, im still a bit hit or miss on it, but overall it sorts the issue of people fighting about "I did this side mission the reward should be mine." and the ability for all players to revive each other is amazing, as crappy medics no longer matter as much.
Now the negatives. Let's begin at base. You go the arsenal and see a lot of the gear you are accustomed to is missing. Uniforms, Weapons, Scopes. You think to yourself "I'm only here for 15 minutes I just wanted to quickly jump in, kill some guys in the AO and leave, but now to get what the gear I really want I have to grind points to get it" granted it's not a lot of points, but it just really shoots players who come here for casual gameplay in the foot, and it just takes away from what I&A should be. All weapons available from the start, except gear that is restricted to certain roles such as marskmans, autoriflemans etc. it really starts to begin to feel like a call of duty or a battlefield, where your gear is restricted behind a paywall of points where you can only get acess to it once you "kill the bad guys" or help your team.
Groups. I understand why it is the way it is, but enforcing a structure on a playerbase that is known and prided on being casual just won't work. There needs to be an understanding that people just want to lonewolf, and should be able to make their own squad and do that, as our ethos promotes allowing players to have their own freedom in an otherwise casual environment. Being tied to alpha, bravo, charlie won't help anything, as players who come to Ahoyworld looking to play alone will lonewolf anyway, regardless of the structure. We aren't the 77th, we don't make you stand in little cute lines at base with your squad, you should be able to ask on side chat if anyone wants to play seriously, then you make your own squad or you can make a squad with just yourself in, we don't need to enforce teamwork, that's not who we are, you should be able to have the choice to play in a group with yourself or with other people looking for serious gameplay, there needs to be a choice. I'd reccomend just keeping the I&A3 grouping system, it promotes everything we believe in, and I really don't think anyone wanted or asked to be tied to a squad. I understand there are custom squads, but I believe right now they are blocked, but I believe they don't allow for custom naming or anything of that sorts.
Mission Area. I understand you get you more points if you are in the mission area, and less if you are camping on a hill outside of the AO. But why should we force people to have to be in that area to get more points? It's I&A, we are supposed to let people play how they want, it's a casual environment, if you want to sit on a hill and have no tense encounterments than you do you, if you want to run straight in the middle of the AO go ahead, why should we restrict the reward people get depending where they are? some people enjoy laying back on not being neck deep in the action, and that should be fine, we let people decide how they want to play around here and that is fine. we welcome all people and all playstyles, that's the Ahoyworld way.
Framerates. Much worse than I&A3. I'm not an expert or anything but I believe there is just so many scripts and such in I&A4, that optimising for it will be an absolute nightmare. I think I&A4 is just trying to use so many scripts and functions, that it is just absolutely going to tear apart the frames. It was at a point last night where someone was asking to make a zeus mission and they were denied, because the frames were so poor. Frankly I think Zeus missions is what keeps a lot of the players excited about I&A, and if the frames were to be so poor that we can't make them, it's just going to detract overall from the players experience.
Now for some more admin/Zeus stuff. Being unable to use some achilles functions due to the fact it's for "Anti Script Kid measures" is pretty lame. Such simple things such as holding control and left clicking to controlling units and many more achilles functions and such being unavaible, just makes zeusing in I&A4 so bad, to a point where I really don't find using Zeus in I&A4 intuitive anymore. I'd much rather scrap all of these script kid measures to have some of the core achilles functions back, and we have pointed this out to you Ryko, but you seem adament against it. You need to understand that if a public mod/spartan is enquiring to you about this, it's most likely because it's actually constricting them from doing their role properly. I know you are a understaiding person @Ryko, so I hope you will take this board. Moreover other things such as the admin menu not on the scroll wheel and being in the U menu isn't great, and the admin tools being very, very stripped down compared to the I&A3 admin tools. Lastly the teamkill messages are gone, but you did say you would look at putting this back in. Using Zeus is so flawed in I&A4, and it has a few times made me doubt what's the point in having it.
I'll conclude by saying this. Ryko you are an admirable character, but I&A4 just isn't what Invade and Annex prides itself on being. It prides itself on being casual, least restricitive as possible and accomodating to all play styles. I&A4 takes our ethos, and throws it in the bin. We aren't the 77th, and we shouldn't be taking steps to shove teamwork down peoples throats, and we should instead turn our focus to what has always made us stand out, our casual and enjoyable environment. For me, I&A3 is the peak of what our ethos is right now, but I&A4 is soon to be the destroyer of our ethos, unless serious change is made. It's overcomplicated and doesn't need to be. Just take what I&A3 is and work on it, and just add the features that make it enjoyable, such as what I said in the third paragraph.
I hope you read and take this on board @Ryko, and you can see as a veteran I&A player how passionate I am about this.
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Mission Name:
[EU2] Zeus Operations - Malden Reprisal [Week Seven]
15:00 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
TS address:
ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length:
150+ minutes (may go over or under expected mission length)
Player Slots:
60
Brief Summary:
Week By Week, we have been slowly building up to this point. We now feel we are able to take the main airfield on Malden, and we will not wait any longer.
We are setting up camp by the East Coast of Malden, and we can either go via boat or aircraft to the beach East of Saint Louis. Before we hit the airfield, we will first quickly storm through Saint Louis, where NATO have retreated to as a barrier to attempt to stop us from the our attack on the airfield. After Saint Louis, we will begin our raid on the airfield, where will massacre all enemy units and secure any assets we can take and use for our future endavours.
Friendly Forces:
- Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces
Assets:
- 1x Gorgon
- 2x Zamak Transport
- 1x Mohawk (Respawnable upon Request)
- 1x Hellcat (DAGR's and 20mm cannon)
- 2x Greyhawk (Scalpels)
- 1x UGV Stomper
- Transport Vehicles (For Platoon, Sniper Squad and FSG)
Enemy Forces
- NATO
Civillians
Expect a civillian population in Saint Louis, but no civillian population near the airfield.
Mission
AAF Continue their Reprisal of Malden, and this week AAF endavour to secure the main airfield of Malden. They must first secure Saint Louis before they advance to the airfield.Execution:
Objectives
- Take Saint Louis
- Secure NATO airfield
- Recover NATO assets from the airfield for future use
Movement Plan:
At Patoon Commanders discretion
Rules Of Engagement:
- Armed NATO personnel may be enaged on sight
- Expect a large civillian presence in Saint Louis. Collateral damage should be kept to a minimmum
- Only Engage buildings used for military purposes
- Civillian life must be protected at all costs
Admin and Logistics
Ressuply:
Called in by platoon commander. Supply crates at FOB can be airlifted into the field.
Reinforcments:
- Unlimited
- At Platoon Commanders discretion, transport assets are available.
Command And Control:
Command:
- Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries
- Operational Control on the ground lays with the Platoon Commander
Communication:
- Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.
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[EU2] Zeus Operations - Malden Reprisal [Week Six]
15:00 UTC
Server Details:
IP: 136.243.150.72:2302
Port: 2302
Mods Required:
TFAR
CBA_A3
TS adress: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length: 150+ minutes (may go over or under expected mission length)
Player Slots: 60
Brief Summary:
Good work last week. We can safely assume that we have now taken 50% of the island, We still have a lot of work left to do soldiers, and we will never forget what those NATO Scumbags did to our men back on the Island on Stratis, and we will continue to seek our revenge.
This week we move horizontally across a small strip of Malden. We will start SW of Malden, and we have transferred our base North of Chapoi. First we will head to La Pessagne, where we must invade this heavily armoured town. Next, we will move to Arundy, smaller in comparision. Don't be fooled, it doesn't always mean it'll be an easier objective. Lastly, our UAV has dome some scouting and has detected a Weapons Cache in Central Dourdan. Use the explosives provided in the crates at FOB to seize and blow up this weapons cache.
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We will tweak the gear he has on him now so he is very slightly weighed down, so it still offers a challenge.
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Right, how about:
SL
Medic
Team Leader
Autorifleman
Marksman
LAT/AT
Team Leader
Engineer
Autorifleman
Grenadier
LAT/AT
let me know if i'm missing any roles, and if anything should be subsituted. it's odd because it's an 11 man squad with the medic being tied with the SL, not sure if I should make the medic fall under one of the 4 man squads instead.
@Gambit as much as I appreicate that idea, I do want to keep the pre designated roles, as it helps to avoid confusion for newcomers especially, and it still keeps that "familiarity" from people who jump over directly from EU1.
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Now my next question:
do we want to strictly follow the squad structure? Or do we replace roles such as the assistant automatic rifleman with more specialist roles such as a marksman and an engineer.
or do we create a new squad for more specialist roles?
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I’ll look into possibly replacing our squad structure to the American Structure, as beautifully pointed out by both Jenkins and Gambit.
its unlikely we will see the introduction this week, but most likely for next week. If anyone opposes this idea please do let me know below with some reasons why they may disagree with this squad structure.
my intentions with this mission is that I just go straight off what the community wants, and what’s in their interest, I too have been hearing that squad lead roles have been taxing and somewhat scary for newcomers. So I do think that implementing this structure might help us to ease some of the people who want to TL.
Thanks for the suggestions, keep them coming!
- Gambit, applechaser and MidnightRunner
- 2
- 1
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Ok, I think I can accomodate for both parties here:
my suggestion. We add the save gear to map > settings. You use it if you don't want to go through the hassle of getting the kit everytime you respawn, or you don't use it if you want play purely for the immersion. It's down to the player then if they want to take the more arcade or realism route.
- MidnightRunner and Lindi
- 2
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1 hour ago, TheScar said:
1 jet 1 chopper < 20 players
2 jets 1 chopper < 45 players
2 jets 2 choppers > 45 players
Lets see how that woulkd turn out?
Ok let's see, This will be added in an upcoming version
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[EU2] Zeus Operations - Malden Reprisal [Week Five]
15:00 UTC
Server Details:
IP: 136.243.150.72:2302
Port: 2302
Mods Required:
TFAR
CBA_A3
TS adress: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length: 150+ minutes (may go over or under expected mission length)
Player Slots: 60
Brief Summary:
Last week, we completed our takeover of Southern Malden. Now, we must move North. This week, we will have to tackle the hills and the mountainous terrain of Central Malden. While there is no definitive objective like our previous weeks, instead we must scout the area and tackle possible NATO infastructures such as recon camps, watchtowers and small bases. Expect long range combat, along with a long, tiresome hike on the hills of Malden. Vortex will be key, as we will need them to scout out possible objectives and squads, as we have no definite location on enemy assets across the terrain.
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Ambulance :3
in The Ideas Box
Posted
Yeah, I like this idea.
After speaking with the public mod team we've decided that we will replace the transport van with the ambulance. The only condition is that the sirens will be disabled. Due to the noise of it and the range that it can be heard at. It may get frustrating for players always having to hear it.