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GrandBravo

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  1. Sad
    GrandBravo reacted to Josh in RIP Oderus. Gone, but never forgotten.   
    So it breaks my heart to have to right this, but sadly ex-moderator and member Oderus has sadly passed away.
     
    All we know for now is that he got really ill but not much more. I’ve spoken with his brother briefly. 
     
    I hope all that knew him and didnt know him will join me in sending him off. 
     
    Oderus was one of the nicest gamers id ever met and I truely will miss him.
     
    o7 to you brother, rest in peace.
  2. Like
    GrandBravo got a reaction from PiranhA in How AWE players actually play   
    Enjoy

    http://www.dumpert.nl/mediabase/7395425/2de6ab44/soldaten_aan_de_drugs.html
  3. Like
    GrandBravo reacted to Zeexe in How AWE players actually play   
    Don't take drugs, kids soldiers
     
     
    i have imagined the part where we point something very close. (Very True)
     
     
     
    xD, laughed so hard. Thank You!
  4. Like
    GrandBravo reacted to Minipily in How AWE players actually play   
    This is incorrect, these soldiers admit to not being able to do their task.
  5. Haha
    GrandBravo got a reaction from Zeexe in How AWE players actually play   
    Enjoy

    http://www.dumpert.nl/mediabase/7395425/2de6ab44/soldaten_aan_de_drugs.html
  6. Haha
    GrandBravo got a reaction from Lindi in How AWE players actually play   
    Enjoy

    http://www.dumpert.nl/mediabase/7395425/2de6ab44/soldaten_aan_de_drugs.html
  7. Like
    GrandBravo got a reaction from Adshield in How AWE players actually play   
    Enjoy

    http://www.dumpert.nl/mediabase/7395425/2de6ab44/soldaten_aan_de_drugs.html
  8. Like
    GrandBravo reacted to AhoyWorld Outreach in Squad Server - now available at an AhoyWorld near you!   
    Squad Server - now available at an AhoyWorld near you!
     
    Hello everyone!
     
    As of today, 16 February 2018, we have opened up a public Squad server.
     
    For those who don’t know the game, Squad is a teamwork-focused tactical shooter in the same vein as Insurgency and Arma. Logistics, manoeuvre warfare and combined arms all play a part here.
     
    In accordance with this, we want to foster a similar environment to our very own AW Enhanced: serious, fun gameplay encouraging camaraderie above all.
     
    The server is available 24/7 and those that are interested are able to apply to become a moderator here.
     
    We will look into which game modes we want to establish, but rest assured that community events are without a doubt going to be a thing to mix it up and keep it interesting.
     
    Brilliantly, thanks to the Steam sale, Squad is currently available for 25% off! So if this tickles your fancy and you haven’t got your copy yet, now’s a better time than ever to pick it up.
     
    Hope to see you on the battlefield!
     
    Cheers,
    The AW Team

  9. Like
    GrandBravo got a reaction from Adshield in AWE Logi (Issues & Suggestions)   
    Now, I know a few of the AW members feel this way so I wanna know how the entire community thinks about it.
     
    First of all, I like Logi a lot! Making a flat area into a big operating base is pretty awesome. However, by the time the FOB is done, the server is almost gonna hash because of the 6 mission limit. Of course we could increase the mission limit but that isn't really the solution if we are looking on server performance. Also, I've noticed that FOB's are (almost) not being attacked... Basically you can place all essential buildings and forget the defense part like walls and towers.
     
    So what is the use of building a FOB that is almost never being used to its full capacity?
     
    I've been brainstorming this puzzle for a while and I think some of these idea's/suggestions can increase the functionality and fun for Logi but also the other players!
     
    Idea's:
    1. FOB Attack/Defense
    - Increase FOB attacks.
    - Disable FOB respawn if its under attack.
    - FOB's can be taken over by enemy.
    - Mission will only hash if main conditions are set but also if all FOB's are under friendly control.
     
    2. Logi Pilot
    - Reintroduce Logi Pilot so FOB are faster created and Logi can reslot and join the fun on the battlefield.
     
    3. Add more stuff
    - Add more items like chairs, tables, campfire, tents, camo net, etc.
     
    4. Logi GUI
    - Create a friendly Grafical User Interface so its better to make out what you are selecting.
    - Set Direction needs to be linked with your mouse scroll or keyboard when activated so you don't have a random direction.
    - Gradient Check needs to be improved or removed. It doesn't work and is most of the time a pain in the ass.
    - Supply refund when removing items.
     
    5. Friendly AI's
    This is a big one but just a suggestion!
    - Make it possible that we can spawn AI to defend the FOB. Logi can order AI to man the .50 cal and stand behind a sandbag.
    - Medical building, Vehicle, heli and jet spawn all need AI medic/Engineers to be functional. You can even add a simulation if a vehicle needs service.
     
    6. Spawn Camera
    - Although its not realistic. Placing a spawn camera to see Main base spawn and FOB spawn will indicate the players where to spawn.
  10. Like
    GrandBravo got a reaction from Noodle in An Open Letter of Resignation to AhoyWorld   
    Considering the amount of work and commitment you put in AW, you are one of the last persons that should apologize...
  11. Like
    GrandBravo got a reaction from Geb in What are the little things that annoy you?   
    distanceValue = 5;
    timeValue = 120;
    [_reward] spawn {
    {
    _delVeh = this select 0;
    if (isMultiplayer) then {_u = playableUnits;} else {_u = switchableUnits;};
    while{!((_u distance _delVeh) => distanceValue) && ((_delVeh distance "respawn_west") < distanceValue)}do{
                sleep timeValue;
                if(((_u distance _delVeh) => distanceValue) && ((_delVeh distance "respawn_west") > distanceValue))then{
                    deleteVehicle _x;
                };
    };
        }foreach _delVeh;
    };
     
    Here you go, courtesy and kind regards of BACONMOP
  12. Like
    GrandBravo got a reaction from PiranhA in What are the little things that annoy you?   
    distanceValue = 5;
    timeValue = 120;
    [_reward] spawn {
    {
    _delVeh = this select 0;
    if (isMultiplayer) then {_u = playableUnits;} else {_u = switchableUnits;};
    while{!((_u distance _delVeh) => distanceValue) && ((_delVeh distance "respawn_west") < distanceValue)}do{
                sleep timeValue;
                if(((_u distance _delVeh) => distanceValue) && ((_delVeh distance "respawn_west") > distanceValue))then{
                    deleteVehicle _x;
                };
    };
        }foreach _delVeh;
    };
     
    Here you go, courtesy and kind regards of BACONMOP
  13. Like
    GrandBravo got a reaction from Colsta in An Open Letter of Resignation to AhoyWorld   
    Considering the amount of work and commitment you put in AW, you are one of the last persons that should apologize...
  14. Like
    GrandBravo got a reaction from Minipily in An Open Letter of Resignation to AhoyWorld   
    Considering the amount of work and commitment you put in AW, you are one of the last persons that should apologize...
  15. Like
    GrandBravo reacted to Copey in What are the little things that annoy you?   
    Put this:
     
    [] spawn {sleep 120; deleteVehicle _reward};
     
    At the end of this:
     
     fn_smhintsuccess.sqf
     
     
    Courtesy  and kind regards of BACONMOP
  16. Sad
    GrandBravo reacted to Copey in An Open Letter of Resignation to AhoyWorld   
    My Resignation.
     
    First let me say this is not a decision I have reached lightly, nor without great turmoil; it has taken me a considerable effort to reach this decision. If you don’t want to read further into this (but I’d suggest you do); the short version is that I am resigning from all AhoyWorld administrative responsibilities with immediate effect.
     
    There have been many great times spent on this server for me, at this point I easily have 1000+ hours of Arma 3 invested with AhoyWorld. I remember the days when I first came to the server, fresh out of a milsim unit, and looking for something just as serious, but more chilled out. EU3, as it was then, was just what I wanted. Back in what I can only describe as it’s heyday back then, 3 was one of the best environments to game in; full of fun, approachable and ultimately very caring people. You had a laugh, but you got the job done while you were at it - you would fight tooth and nail for your team-mates.
    In contrast: if I were to compare this to the current environment of AWE, I find myself reaching a stark conclusion - it is nothing close to that now. The AWE we all know now is not one true to the original spirit of EU3. 
     
    Not being of the original spirit of EU3 is a crucial issue to me; for now over a year I have been part of the team at the top of AWE. We came into being at a time of great uncertainty for EU3. We worked hard, extremely hard to arrest the freefall the community was facing at that time - and we did just that. In the short term we even enabled the server to prosper - player numbers went up. We managed to start rebuilding. But something went awry along the path, it has led us to the place we find ourselves now. A server where everything has been done with the best intentions, done for the right reasons, but not yielded the right results.
     
    I set myself the personal goal of redeveloping EU3, making it into something better than what it had been before steering committee came to be. I wanted, and still do, to leave AWE in a position of strength, a position much better than the one it had been in. I have come to the realisation that this is something I have ultimately failed to achieve. And I hold myself personally accountable for that, for right or for wrong, for better or for worse. I have reached a point in life where I feel I have given everything there is for me to give to AW. Every time we have reached a milestone with AWE, I have known that we can do better, do more. This is perhaps why my goal has proven so elusive. However, the will to push forward, to do more and be more is no longer with me. I find myself more going through the motions, than actively driving myself to do better. I have lost the motivation to continue to fight forward. I must confess that I have been carrying on for some time knowing I perhaps needed a break, but I’m a give it your all, or not at all type of guy. I tried to take some time off during a holiday in the summer; it didn’t go well. Let’s just say there was a heated discussion amongst the staff team. Ultimately I felt that I had to do my part, step up to the plate as part of the team. That stopped me from taking the time away I probably needed to. It speaks to a larger issue within the staff team at AhoyWorld; but I’ll come to that further in.
     
    Amentes made me aware of sunk cost fallacy, and this pretty much describes my feelings towards the situation I find myself in, perfectly. I have poured my heart and soul into AW, often to the detriment of other things in my life - but that’s the type of person I am, and I make no apologies for that. It is this total commitment, and the ultimately unattainable goal that I believe has left me in the position of carrying on now, for only the reason I have put so much into AW. That’s not something that is healthy, it is not something I should be doing to myself. It is not something I can continue to do any longer. The stress and weight of the responsibility that I hold is not something I can continue on with; not because of the expectations of others, but because of my own. Without some things seriously changing I cannot continue to give my all, give what I feel you, the community, deserve. And to me, that is not on.

    If AWE were to be taken in a new, renewed direction; then I would most definitely wish to continue to fight on. I feel that if we were to return to some of the original beliefs of EU3 then we could, and would, progress forward. I am afraid that nothing will change without a radical shift in thinking though, and this is perhaps the straw that broke the camel's back. Coming to the realisation, that no matter how hard I push, some things will just not happen.
    As for the staff team; there are elements of it that just don’t work at the moment. It is in a position of turmoil, where there is very little cohesion, and many divisions. I shall not name names, because that is not something I should do. However, I do believe in honesty and transparency, and so you, the community, should know about it. Those wishing to join the team should be critically aware of what they are getting into. I mean this with no malice, but instead a fundamental respect for those people who wish to step up, and do what is necessary.
     
    I would like to pay homage to those past and present who have put every effort into EU3, now AWE; thank them for everything they have done. I would also like to say thanks in advance for everything that those who will follow me do. Without the dedication of so many people AWE would not be where it is now, and it will not go where it may go either. 
    In the end I hold myself personally accountable for failings here at AW. Because I know I should do better, but I can’t, not right now, and I don’t know if I will be able to again.

    I promise you this, I will do my best to stay around AW as a regular player, to push for change as a regular player. I care deeply for this community, and writing this has been one of the hardest things I’ve had to do in a long, long time. I’ve had to stop 3 times now - and I confess, every time has been because I have teared up pretty badly. I suppose, I should probably finish this off with an apology.
     
    I am truly very sorry for not doing better by you AhoyWorld.

    Best Regards and Goodbye,
    Copey
     
  17. Like
    GrandBravo got a reaction from Xwatt in EU3 Enhanced: fucked up but awesome experience!   
    Or objective was simple... Move in, eliminate any resistance we would face and destroy the Radio tower. We had a nice warm meal, packed and ready to go. Under the command of Maximus as ASL Lead and my trusty Team Leader Dirty Shape. A nice mission was prepped with good approach and over-watch positions. Alpha 2 would provide overwatch, where Alpha 1 will move in and secure the objective. We moved out with ASL, Alpha 1 and Alpha 2, full confidence that this would be a peace of cake but soon proven otherwise... Good men have fallen, mistakes have been made but the most important fact is that new bonds have been established and a brotherhood is formed.
     
    http://plays.tv/video/5992276e1637c53f13
     
    Ps: The action times are listed in the video description.
    @Cellhawk, @SkullCollector, @Mouldy
  18. Like
    GrandBravo got a reaction from SkullCollector in EU3 Enhanced: fucked up but awesome experience!   
    Or objective was simple... Move in, eliminate any resistance we would face and destroy the Radio tower. We had a nice warm meal, packed and ready to go. Under the command of Maximus as ASL Lead and my trusty Team Leader Dirty Shape. A nice mission was prepped with good approach and over-watch positions. Alpha 2 would provide overwatch, where Alpha 1 will move in and secure the objective. We moved out with ASL, Alpha 1 and Alpha 2, full confidence that this would be a peace of cake but soon proven otherwise... Good men have fallen, mistakes have been made but the most important fact is that new bonds have been established and a brotherhood is formed.
     
    http://plays.tv/video/5992276e1637c53f13
     
    Ps: The action times are listed in the video description.
    @Cellhawk, @SkullCollector, @Mouldy
  19. Like
    GrandBravo got a reaction from Cellhawk in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
  20. Like
    GrandBravo got a reaction from Cellhawk in EU3 Enhanced: fucked up but awesome experience!   
    Or objective was simple... Move in, eliminate any resistance we would face and destroy the Radio tower. We had a nice warm meal, packed and ready to go. Under the command of Maximus as ASL Lead and my trusty Team Leader Dirty Shape. A nice mission was prepped with good approach and over-watch positions. Alpha 2 would provide overwatch, where Alpha 1 will move in and secure the objective. We moved out with ASL, Alpha 1 and Alpha 2, full confidence that this would be a peace of cake but soon proven otherwise... Good men have fallen, mistakes have been made but the most important fact is that new bonds have been established and a brotherhood is formed.
     
    http://plays.tv/video/5992276e1637c53f13
     
    Ps: The action times are listed in the video description.
    @Cellhawk, @SkullCollector, @Mouldy
  21. Haha
    GrandBravo reacted to Cellhawk in EU3 Enhanced: fucked up but awesome experience!   
    I did not inject the morphine! I did not! 
  22. Like
    GrandBravo got a reaction from Jorgensen73 in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
  23. Like
    GrandBravo got a reaction from Lux in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
  24. Like
    GrandBravo reacted to ansin11 in New game-mode idea: SpecOps - Mission   
    Well it's clearly a far more MILSIM scenario :-)
  25. Like
    GrandBravo got a reaction from Chutnut in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
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