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Havoc got a reaction from WinterMute in Frontlines Feedback Thread
You are are absolutely right @WinterMute
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Havoc reacted to DomT in Frontlines Feedback Thread
Something like this is very do-able, linking it with Mikaels as well. I'll be looking into doing this, however I just can't find the time too right now, so this may take longer then I usually push out new content.
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Havoc got a reaction from Mikael in Frontlines Feedback Thread
Adding to Mikael's comment:
A while ago I had the idea of a supports menu where you can request support from guerrilla forces in exchange for supplies. Some ideas I had:
- Mortar support (smoke, illumination),
- Intel on enemy positions / compositions at a certain objective (like liberation showing in which grids the enemies are, but maybe more detailed),
- Transporting supplies from objective to an FOB (like you would do between factories and FOB's),
- Defending / attacking an objective (like Mikael said),
- Defending an FOB in case of an attack,
- Supply drop (ammo, logistics, or medical),
To keep it balanced and give players another reason to keep the civrep up, the price and availability of these supports could change depending on the relations with the civilian population. When the civrep is too low, these supports are disabled, when civrep has reached a certain threshold, they become available again, but at a high price. When the civrep is at 100%, the supports are at their cheapest.
Each guerrilla faction could have their own supports, like some have access to supply drops or mortar and some don't.
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Havoc reacted to Mikael in Frontlines Feedback Thread
I've been thinking about the guerillas and how they often seem to attack places at bad times when they are not really wanted or needed.
Would it be possible to make an option so that for instance the SL or maybe platco could call them in as a favor from the guerillas?
Maybe it could come at the cost of some resources and intel, with an option to choose a stronger guerilla group for more resources?
Like three options, one with only infantry that cost some ammo, one with a tekkie or whatever in addition that costs more ammo, some fuel and supplies and one that is bigger that cost even more.
It would also be cool if we could choose what direction they would come from.
So for instance, you could get a list of enemy objectives sorted by distance that you can choose to attack.
You would then choose from a list of the nearest friendly civilan objectives that decides the distance.
You then have a third option for the different sizes along with their respective cost, kinda like the build menu.
What do you think?
I also don't know how feasible it would be to code this, but that's not my problem
(I mean, in fairness most of the code is already there, its just a manual trigger and some different compositions to spawn in, while being able to pick the spawn location, right?)
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Havoc reacted to Nibbs in Attaching Tarupods to a Lift-Taru
I love this change, but I suck at the precision required to reliably land on the pods, I simply don't fly often enough, and no track IR makes it difficult to look down to see where the load is in relation to the aircraft. I suspect that's also the case for many others, without a dedicated 2nd person to guide them in for the lift.
If I remember rightly the original mod allowed you to sling load the pods then winch them in. As a suggestion re-enabling sling load on them for this functionality, but altering the weight (setMass=12001 in the init field, I think would do it) would allow the Taru to sling lift them for the winch in and attach mechanic, without allowing the other Heli's to use them.
For reference
Huron's max sling capacity is 12000
Taru's max slingload capacity is 13500
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Havoc reacted to DomT in Frontlines Feedback Thread
I don't believe any factions should, so intentional. Didn't really see the need and they add unnecessary clutter for this more casual style of mission.
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Havoc reacted to DomT in Frontlines Factions and Maps
Evening all,
Frontlines has been a collaborative project, using ideas from other game modes and community members, mashing them together and building on it to create a tailored gamemode desired by the AW community. As part of the work on Frontlines, I spent a considerable amount of time setting up the configs (which design Blufor, Opfor, Guer and Civilian) and maps to make them as easy as possible to create and edit. This was done in part to make it open for all to contribute. Therefore I would like to share what we have created and invite those interested to make their own factions and maps (within the modset). This google doc shows the progress on various factions and maps. If you would like to contribute, this zip folder has all of those listed on the doc as complete/played in as examples as well as a guide taking you through the process of making them. Once you have decided to make one, if you can suggest onto the google doc to allow us to track and avoid cross-pollination.
Map and Factions.zip
Additionally, the FOBs, Supply Depots and IED Factories used in the secondary missions are all created by community members, so if you would like to create more of those for us to add in for further variety, please drop a message here and I can go through the process with you. Again it is relatively straightforward.
Any other questions, feel free to drop them here.
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Havoc reacted to Bomer in Task Force Aegis - Operation Ajax: The enemy of my enemy 24/08/2021
Mission Name:
Task Force Aegis – Operation Ajax: The enemy of my enemy
Server Details:
IP: 116.202.224.207
Port: 2302
Mods required:
AWE Aegis-456+.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC
Server opens 30 minutes ahead of time
Expected mission length 120+ minutes (may go over or under expected mission length
Player Slots: 21
Central // 4 man command element
Longsword // 6 man CTRG team
Battleaxe // 6 man Spetsnaz team
Wyvern // WY-55 Hellcat armed
Dragon // AH 64 Apache CAS
Beagle // F-38C peregrine CAS/CAP
Situation
During the events of Clean-up and Heisenberg events unfolded that lead to a temporary coalition with the Russian Federation.
The Russian FSS Have been hard at work to destabilize the Altian islands with the express intention of drawing CSAT out of Stratis where an Iranian force is training AAF soldiers. Intel suggests however that CSAT is doing more than training but also uses the island as an experimental weapons development centre (EWDC). As NATO activity has thrown a wrench in the destabilisation of the island the FSS are now willing to work together with NATO to defeat the common enemy that is CSAT by staging a surprise assault on the island.
Our mission will be to find the EWDC, find out what they are developing, gather evidence and then destroy it. First we must destroy two SAM sites on the eastern shore to ensure CAS elements can perform their duties.
As stealth will only get us so far with the heavy presence of CSAT & AAF on the island we will be receiving a number of CAS elements to ensure mission success. We will be attacking the island at a time that most posts will be minimally occupied due to a religious holiday. Once CSAT and the AAF are aware of our position though we will have a limited window to perform our mission and get out. Given enough time they will mobilize and overwhelm our position regardless of the fire support we can offer.
Due to the geopolitical situation we find ourselves in it is unlikely that this will turn into a international incident. CSAT will have reason to keep this facility a secret and them making a big deal out of this would mean that secret would come out as well.
Assets:
AH 64 Apache CAS
WY-55 Hellcat armed Transport - 6 Passenger seats
CH-49 Mohawk Transport - 16 passenger seats
F-38C peregrine CAS/CAP
SDV’s
Friendly Forces:
Russian Federation
Carrier Group Severn
HMS indomitable // Staging point for Dragon & Beagle
-available for additional support in the event of overwhelming odds.
HMS proteus // Submersible staging point for ground teams.
Enemy Forces:
CSAT
AAF
Civilians
Stratis is for the most part abandoned. The only two civilian populated settlements are Girna & Agia Marina.
Mission
-Destroy SAM sites
- Find the experimental weapons lab
- Find out what they are developing there
- Bring back evidence of its existence in the form of documents & photos
- Destroy the experimental weapons lab
-Hold out until Wyvern arrives for exfil
-Exfil with Wyvern
Execution
Central, Longsword & Battleaxe
-SDV towards nearby SAM sites.
-Clear samsites and set charges.
- Blow SAM charges & Move into position to breach and clear Air Station Mike-26
-Breach and clear Air Station Mike-26
-Gather evidence & Take pictures.
-set charges to blow Experimental Weapons Lab
-Defend Air Station Mike-26 until Wyvern arrives for exfil
-Blow up Experimental Weapons Lab
-Exfil with Wyvern
Beagle & Dragon
-Standby until Sam sites have been destroyed.
-Cover ground teams from the directions of Stratis Air Base & Kamino Firing range until Wyvern has exfilled ground teams
-Beagle will also be responsible for keeping the airspace clear of enemy fast movers.
Wyvern
-Provide reinsert & light CAS
-Exfil Ground teams once their mission is complete
Movement Plan:
Insertion points and movement plan indicated on map
Rules of engagement:
There are no limits on ROE. Do consider that opening fire may compromise stealth and begin the mobilisation of enemy forces in the event an alarm is triggered.
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Havoc reacted to MidnightRunner in PMC Ops REVENGE Week 10 @ 18:00 UTC 27/08/2021
Mission Name:
PMC Ops Revenge Week 10
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 43
Platoon // 3 man element
Alpha - Delta // 9 man elements
Nomad // 2 man recon element
Vortex // 2 man pilot team
Situation
Following by our example the rebels have targeted several of the government AA nets, making the skies safe again. This is fortunate as we will need air transport for the current mission.
The information we received from the un encrypted laptop recovered we have a plan to drive a wedge between the Russians and the local government. We will infiltrate one of their communications hubs and use that location to access and disrupt the Russian operations by uploading a malicious file. If done correctly the Russians will believe that it was orchestrated by someone inside the Chernorussian government, thus placing a wedge between the two groups.
Assets:
1 x UH-60M
1 x MH-6M
Various ground support vehicles
Friendly Forces:
UN Observation force
Chernarussian rebels
Enemy Forces:
Local criminal factions
Neutral Forces:
Chernarus Defense forces
Russian Military observers/advisors
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Infiltrate one of two communications hubs and attempt to gain access to the secure network. Use the government network to access the Russian systems and disrupt them. We will be infiltrating the site at night while the guard is at a minimum.
Execution
Objectives:
1. Infiltrate the Chernorussian communications hub
2. Access the computer to upload the files
3. Maintain the cover supplied by the humanitarian mission
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
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Havoc reacted to DomT in Frontlines Feedback Thread
I'll get this added for next update.
Not 100% sure whats going on here, as its very specific wall portions and only at Charlie currently. I've adjusted some code slightly to see if it'll help out in the future.
I'll get them added again for the future, I will also change the code so vehicles are spawned in last; so vehicles *should* spawn on top.
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Havoc reacted to Mouldy in [AWE] Borealis Pt. 2 22/08/2021 @ 1800 UTC
Modset
Borealis.html
Expected mission length 120 minutes
Situation
Previously, we successfully repelled a Russian incursion into Ukraine. The Russian military has not tried to cross the border since. We believe they have instead sent covert agents to foment disorder among the general population, and attempt to tear Ukraine apart from within. Separatists are gaining support, and armed protests are on the rise.
Task
-Assist local law enforcement in keeping the peace
-Assist in the evacuation of civilians as necessary
-Detain any armed protesters for interrogation
Player Slots
Command // 3-man element
Alpha-Charlie // 10-man infantry squads
Rhino 1-3 // 2-man vehicle crew
Player Assets
1x Command BRDM
4x Transport Kamaz
4x BTR-80
1x BTR-4 (Pandur)
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Havoc got a reaction from Sho_Iwaizumi in Frontlines Feedback Thread
Would like an item in the self interaction menu that quickly toggles yourself unconscious, because sometimes a player that's been unconscious wakes up but it won't update on some clients and when a zeus toggles the player unconscious, and that seems to fix it.
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Havoc reacted to SiegeSix in [AWE] Payday SUNDAY 15/08/2021 @ 18:00 UTC
The Payday
Mission Length
90-120 minutes
Modset
Payday.html
Situation
Altis has always wanted to disassociate themselves from NATO and other military organizations. In the process, they localized every production means - including weapons and explosives. One such factory lays under the Institute of Weapon Manufacturing Inc. or IWM. Fearing hijacking of cargo in transit their convoys are frequently supported by Raven Security forces and special armed police.
Meanwhile a terrorist group known only as "The Ferals" are american backed and is tasked with one thing; disrupt Altis' means of weapon manufacturing. Lucky for them, a shipment is about to hit the road.
BLUFOR
Special Armed Police, Motorized Police
- 2x5 Special Police Officers (Leader, Paramedic and 3 officers)
Local Police, Motorized Police
- Patrols
OPFOR
The Ferals, ?
- ?
Independent
Raven Security Forces, Motorized
- Armoured Vehicles
Mission
To be revealed.
Command / Logistics
Overall commands falls on the Team Leader of the first team on each side.
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Havoc reacted to DomT in Frontlines Feedback Thread
Done for next update, will show in brackets the number of players within 100m (irrespective of height) within the centre of the FOB or mobile respawn
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Havoc reacted to MidnightRunner in PMC Ops REVENGE Week 7 @ 18:00 UTC 06/08/2021
Mission Name:
PMC Ops Revenge Week 7
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 43
Platoon // 3 man element
Alpha - Delta // 9 man elements
Nomad // 2 man recon element
Vortex // 2 man pilot team
Situation
The local criminal groups have made several bold attacks against humanitarian efforts in the area, This makes our efforts, while only a cover, look ineffective. We obviously cannot allow this slight against our reputation. Along with this we have been contracted by the rebels to destroy 3 fuel silos near Berezino being used by government forces in order to reduce the ability of their forces to move around.
Assets:
1 x UH-60M
1 x MH-6M
Various ground support vehicles
Friendly Forces:
UN Observation force
Chernarussian rebels
Enemy Forces:
Local criminal factions
Neutral Forces:
Chernarus Defense forces
Russian Military observers/advisors
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
We have obtained cover to move aid to the hospital in Berezino. This will lead us near both objectives. Move into the area get payback on the criminal factions and complete the contract for the rebels.
Execution
Objectives:
1. Destroy the criminal compound to send a strong message
2. Demolish the target fuel silos
3. Maintain the cover supplied by the humanitarian mission
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
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Havoc reacted to SiegeSix in [AWE] The Boomerang Effect SUNDAY 08/08/2021 @ 18:00 UTC
The Boomerang Effect
Mission Length
90-120 minutes
Modset
TheBoomerangEffect.html
Situation
In 2018, a group known as the Молящиеся святые killed a french nationalist. A chain of political events kicked off from the killing, which led to the Italian ambassador in Greece to make a public statement on social media, that he condemns all actions this group has made. This message made him target number one. The group managed to hack his private computer revealing involvment in human trafficking, Italian diplomatic plans and secret military interventions in Greece. The group claims they only target high profiles to reveal their true nature. This has made the ambassador anxious to get off the island.
Friendly Forces
Private Security Contractors, Motorized Contractors
- 4x4 Teams (TL, Medic & two operators)
Local Police, Motorized Armed Police
- 1x8 Bravo 2-1
Ambassador, VIP
- x1 Italian Ambassador (first come, first serve)
Enemy Forces
Молящиеся святые, ?
- Unknown
Indenpendent Forces
Armed Civilians, ?
- Unknown
Mission
The ambassador has been anxious, so he has hired us, a private security company to aid him in his escape off the island. Since aerial transportation is risky, we'll have to go by vehicle.
Execution
Load convoy Drive VIP to civilian airport NE of island
Command / Logistics
Overall command falls on callsign Lonestar. Operational command falls on Spartan Team Leader.
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Havoc reacted to Nibbs in Invade & Annex Aim Coefficient Poll
My reason to reduce is that in it's current form, everyone just turns off all the grass, and goes prone to stabilise their weapons whenever they're shot at. It would be nice to have the grass back on, whilst still being able to return fire.
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Havoc reacted to MidnightRunner in Invade & Annex Aim Coefficient Poll
Following discussion at the community meeting we have a poll on whether or not to reduce the aim coefficient.
Please Feel free to discuss below your opinion in relation to adjustment of the aim coefficient for I&A3.
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Havoc reacted to LH5 in [AWE] Frontlines Wednesday - 04/08/2021 @17:30 UTC
We're rallying for another mid-week bout of Frontlines!
Mission Length
~2 hours, with a chance to carry on open-ended
Mod set/how to join
https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
Situation
Mission
Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
Execution
At CMD’s discretion.
Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
Admin / Logistics
Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
Command / Signal
Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
Squad leaders are responsible for the operational effectiveness of their teams.
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Havoc reacted to MidnightRunner in Frontlines Changelog
Frontlines Version 0.4.11 update for 27/07/21
[Tweaked] Arty computer enabled for vehicle based artillery
[Tweaked] IEDs/Intel can no longer spawn on top of each other
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Havoc reacted to LH5 in [AWE] Frontlines Wednesday - 28/07/2021 @17:30 UTC
We're rallying for another mid-week bout of Frontlines!
Mission Length
~2 hours, with a chance to carry on open-ended
Mod set/how to join
https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
Situation
Mission
Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
Execution
At CMD’s discretion.
Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
Admin / Logistics
Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
Command / Signal
Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
Squad leaders are responsible for the operational effectiveness of their teams.
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Havoc reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread
I don't recall seeing "Disassemble" in the task description, but we'll fix it so there is no other option than to actually do what the task says: "Destroy" ....
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Havoc reacted to ansin11 in Add AW rules to forums navbar
Could a link to ahoyworld.net/rules be added to the navbar of the forums (similar to Support Us and Forms)?
That way it would be a lot easier to find the rules. I was recently looking for them and found myself having to resort to using the search functionality of the forums to find them buried in this pinned post.
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Havoc got a reaction from RiverWolf in Frontlines Feedback Thread
Couple of Strykers and an Ambrams should be fine.
Just kidding, I was thinking maybe two MRAPs, nothing too heavy but enough to inflict some damage and keep the players on their toes.
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Havoc reacted to DomT in Frontlines Feedback Thread
No, but if I'm on your wavelength there are options to help build a lot;
So repeat build is very useful for FOB defences