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TheScar

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Posts posted by TheScar

  1. 6 hours ago, Stanhope said:

    Enemy officers and squad leaders that have been killed will have a scroll wheel option to search their bodies for intel.

    I do see issues with this method as by the to quick despawning corpses they intel will vanish too and for the generic public player it ll take weeks to even check dead corpses for intel.

    For this reason i´d prefer the method i mentioned in OP that was used in the original Insurgency mission @ A2 which will let (killed) enemies drop a white suitcase (click link below for a read up + screens) which has a far greater chance to be investigated than searching corpses (EU3#style).

    After all,the mission shall attract the random pub as well as the elitist nolifer to have a go at it.

    + keep it simple (as far as that´s a criteria)

     

    Insurgency guideline + read up + screenshots pre galore#

    page 3 point 2.4

    discussion about HOW TO @ suitcases

     

     

     

    6 hours ago, Stanhope said:

    You'll also be able to talk to civies and ask for intel.  (civies have to be alive to talk to them, enemies have to be dead to search their corpse

    I´d like that (additional) method too,but - thinking about it isnt the civ´s behaviour to run away if the face armed mobs?

    Behaviour check ftw pls.

     

     

     

     

    7 hours ago, Stanhope said:

    When you find intel the map will be updated, the current hint square will be reduced by 20%  (20% of the current size of the square, not 20% of the size of the original square).

    Can we settle for distance to cache in meter ?

    Again propably very similar to Insurgency,the more intel you cap the more exactly the distances get?

    I m not even starting to think about the number of markers possible nor the displayed hint ... (yet)

  2. Current (side) mission where you have to locate a crate in a urban city setting (area patrols + hidden fighter´s in houses).

    Fighting the resistance forces aint that hard but finding the crate currently is a pain in the a** if you either solo or with a bunch of pubs.

    Luck is your best partner on this one,too.

     

    Back in A2 in the "Insurgency"original there was the option to have killed enemies drop hints in form of a white suitcase that revealed either range of crate area current or highlighted a certain area of the mission setting with different color to make finding the crate quicker.

    Propably restrict the option to drop Intel hints to Officers only (similar to the way "Secure Intel" works)

    I´d approve having the option to involve the civ´s on this mission for just that task (interact with em > they give Intel on crate location).

    This might also stop the fetish of killing civ´s just out of boredom and depression of not finding the crate in acceptable time.

     

    I´m quite sure this requires a update/enhanced scripting to the current existing (side) mission but i m also sure that this way will be more attracting than current.

    Head´s up ...

  3. 3.3.6

     

    side mission / priority Target spawns

    I´ve witnessed a lot of side missions spawning double (same mission 2 times after each other) ,same for the priority target missions.

    There seems to be also a prefered area of the map which spawns quite more side missions in its area than the rest of Altis (Salt Lake - Molos area) - at least once all 4 FOBs are unlocked it looks like it (to me).

     

     

    Priority Target limit

    I know Stan already raised the requiered player count for spawning Priority Missions ( Artillery / Factory / AA battery) to 8-10 players (boots on ground,exclude pilots from count) but its still way to low for a low player count server.

    Quite some time i need to abort either side or other stuff in order to fight the new spawn´ing prioritys.

    There should be also a quite more detailed displayed message informing ALL people on server what do do and how this is affecting the operations. (to a extend,i know its hard to get Pub´s to make sense - but i ve met quite some people having no clue why and what is going on when they do prioritys like factory)

    Therefor,raise the limit for prioritys´s to spawn to 18-20 players (exclude pilots).

     

     

    side mission reward list

    there is a demand to update the reward list and erase some useless stuff (Offroad´s,Strider Lynx,Sentinel´s,etc.)

    As it makes no sense,obviously.

     

     

    Base + FOB loadouts

    decrease the respawn timer for the vehicles - they should respawn instant (when destroyed) and have re-time of 10min (impression,not fact checked)

    Once FOB Guardian goes live i´d luv to have the main base swap to it - meaning the count of vehicles and choppers should swap and main spawn point (on the map) should be FOB Guardian.I m aware this requires some tricky scripting and is yet just a hasty written idea in my head,but it makes sense from a gameplay point of view.

    Also,only main base should host a bigger carpark than a FOB would.

    As you see,this is just roughly thougt out sketch for now.

     

     

    TK script

    Having run into this yesterday the first time,i got to say i m entirely not comfortable with this solution.

    Having to (click the) the RESPAWN button to continue playing is not gonna stop rampant TKers at all.

    It ends up with  party´s not happy with it - the guy that TKed and the guy that got TKed.

    I admit i favoured the SORRY in chat solution more to forgive TK,at least it has a way higher rate of coop than the TK script has.

     

     

     

     

     

    #there s more,but once again i lack the time - i ll go on asap

     

  4. dont listen to the nubcake that posted above - he ´s new to ARMA

    :D

     

    Its entirely possible to edit the color marker as you wish,it just needs a few edits on your ARMA setup.

    Load up ARMA > main menu > Options > Game > Colors

    Then swap the individual colors of the OPFOR and BLUFOR (make sure to write down the basic settings,in case you want to change back) to your liking.

    This change is "client only" so it wont interfere with any MP stuff juast in case of.

    Taaaaaaaaaadaaaaaaaaaaaaa !

     

    Once again its knowledge = key Mr.12

    kekekekeke

    mic drop#

  5. 15 minutes ago, ansin11 said:

    How is @TheScar the best driver on that list, I can recall a day where i sat on the road around waiting for the third replacement Prowler in a row. Guess who was driving :P(not me)

    Spoiler
    1.  its my fukkin list
    2.  according to (my) ARMA stats i drove close to 780.000 km 2017 over Altis
    3.  
    4. Darth-Vader-I-FIND-YOUR-LACK-OF-FAITH-DI

     

     

    5 minutes ago, Xwatt said:

    Every year :( 

    You recall we sat in a car after weeks of not,and had to travel 50m and you managed to break the car twice on that distance?

    Quality > Quantity

    :D

  6. AW MVP 2017:   Sentri

    AW most friendly admin/staff member 2017:   MarkT

    AW most helpful admin/staff member 2017:   Stanhope

    AW most helpful user *Non-staff* 2017:   Baro

    AW friendliest user 2017:   Dirtdiver + Patrik_swe

    AW most tacti-cool ARMA player 2017:   Minipily

    AW best ARMA pilot 2017:   Seb

    AW best TeamSpeak singer 2017:   n/a

    AW funniest person on Teamspeak 2017:   n/a

    AW best moment 2017 (can be in any game or on teamspeak/forum):  

    Spoiler

    That moment i was firing from Sagonis harbor over the sea towards the active AO by Pygros and was firing Titan AP missiles onto  groups of CSAT and as i was leading the shot a Ghosthawk passed my fireline,getting hit by the AP missile and therefor loosing its back rotor,evolving into a crash into the sea with a full crew.

    Glorious moment.

    I´m sure Amentes (the pilot) will agree.

    :D

    AW best forum post 2017 (please put url in):  

    AW best drunk/intoxicated member 2017:   Luftwaffe

    AW best driver 2017:   me,myself & I

    AW worst driver 2017:   Xwatt

    AW best baby 2017:   Luftwaffe´s + Gamerbug´s + fir nev´s

    AW most absent staff member 2017:   Zissou + MK + Pero + Soziopath

    AW best fail 2017:   in short a high percentage of the ZEUS´s elections and admin changes

    AW best banned member 2017:  

    AW best TeamSpeak channel of 2017:   n/a
    AW best game of 2017:   ARMA 3

    AW best official server of 2017:   EU1#

     

     

     

     

     

     

     

     

     

     

    Only 3,5 days left to cast your votes,gentlemen !

    Go go,go !

    MAKE AHOY WORLD END OF THE YEAR AWARDS GREAT AGAIN !

     

    yiicu.jpg

  7. a thing that bothered me for longer times,but i ran yesterday into it again:

    Enemy Shakira´s are unbeatable as AA soldier and even for Cheetah´s its a tough call due to their patrol´ing in supersonic speed.

    I literally wasted 12 AA Titans on one Shakira and that´s not the first time this thing is def to OP for being used in I+A (at least in their current state).

    Suggestion:

    Swap the Shakira jets with the regular To-199´s.

    We still have the jets but then with a chance to have em killed not only by the AA jet user/pilot.

     

    Also,the chance of being wiped by a jet while being on ground (inf/vehicles) is similar to non existend.

    I expect the enemy air to be a bigger threat than it is current.

  8. just some minor thougts without any takin side by me :

     

    First off,AhoyWorld isnt defined by "some" individials - its more of a general thougt about being a part of a community that offers YOU a place to enjoy,witness and strenghten the community spirit by doing what you enjoy in the first place ... playing a video game with similar minded people.

    Remember,thats the basic thing that unites us all.

    Like in real life,you always run into people you like more and people you like less.

    The thing is dealing with that while keeping the main goal your lead you strive for - having fun with like minded people.

    That sometimes means to swallow some,talk some and if you find no solution by this ... moving on.

    Remember,AhoyWorld isnt defined by feelings and personel grudges and nothing in this World should trigger such.

    But,as we all humans we always will stumble over such minor issues and its on us to overcome these issues on a regular base.

     

    Summa sumarum,

    dont get fooled by the topic title - there is a future for AhoyWorld and its not looking as badly as the past topics may suggest.

     

    For example,i just looked up the community i started my MP domination with back in the 1990s - and surprise,surprise (not really for me) its still rocking:

    Bravery Honor Courage

    *salutes*

    i even still know some of those guys listed there,back in those days we played Medal of Honor (the proceedor of CoD *shruggs*) and see they evolved and kept the theme and spirit the same as in my 90s days!

    Take that as a example where the road is going for AhoyWorld

     

    So far,back to work

     

    tumblr_nwqd9jWRck1uorz8zo2_500.gif

    Heads up,gents - its not the end (yet)

     

     

  9. @OP

    Quote

    Video training series centred around how the Main/Prio/Side AOs work, rewards and FOBs.

    is a good idea in theory - but who s deciding what tactic/way is best to show on an official video that may hang on YT for the next few years?

    Using the side mission "secure Intel" as example,i can think of at least 4 different ways to complete this mission.

    Then you would want to show teamplay,meaning not completeing that side in a 1 man effort to promote the coop character of the mission.

    And Stan made a few HOW TO´s on the I+A part of the forum,so people looking for a solution/tip might find it already.

    Dont get me wrong,i applaude the thinking of yours in order to promote a better play for all,i just dont think its that easy to accomplish.

    ^_^

     

     

     

     

     

    17 hours ago, PiranhA said:

    As part of a one hour lasting warmup, yes.

     

    here´s some screenshots of fisken´s last session,if you look closely you might recognize some of the AW lead crew involved,too ... !

     

    Spoiler

    new-kids-turbo-szenebild-1.jpg

     

    Maaskantje pickpush up team,Jonge!

     

    new-kids-1024x576.jpg

     

    :P

  10. 43 minutes ago, Lindi said:

    the service time for ground vehicles ( ... ) is also quite low

    i 2nd that observation - i m not fully agree´ing on APC and lower vehicles,but for MBTs (mainly most side mission rewards alike) it should increase to 5-10min to fully service such a thing.

    Ofc people will abuse it by using a ammo truck to service (their jets and sentinels and ... offtopic) faster so i dont see the point doing that when you not have the manpower/will to uphold changes/rules.

    Is it to soon to talk about self-bombing UAVops?

    :rolleyes:

     

    kekeke

     

    edit

    i also dont understand why there s such a massive choice for pilots once FOBs come online (especially after the 2nd unlocked) - imo it just leads to more pilots flying all  over the map in order to get their prefer´d chop-chop/jet.

    There´s also no need to give advanced equipment to troops on FOBs (Kajman,Orca armed,KUMA) when there should be more Marshall´s (FOB Marathon,FOB Guardian) ,more Prowler´s (any FOB) and a few more Hunter´s (any FOB)instead.

    The main thing for pilots is/should be transport of troops (not flying BF to supply 1-2 vehicles for 1-4 people max or play Maverik in the sky.

    And ground forces should have way more options for transport that isnt necessarily ENDGAME status.

    If you want ENDGAME stuff > play side missions ( MBT,armed choppers,jets,supply vehicles)

  11. its way to late into the nigh .. daaaayyyy ... early morning 20..sevenzeroninefourthreetwonxtmonth so i just drop some early sketches i found on that other not pr0nside i got in my favourites ...

     

     

    ValveTime.jpg

     

     

    Spoiler

    soon-wolf-with-sheep.jpg

     

     

    and as for the emotions ...

    Spoiler

    31QaUAo.gif

     

     

    image.png

     

     

    now back to the codec barracks you  ... worthfull and competent min .. student genius i ment.

    Exaclty !

  12. i tend to aggree that playing vs a tiny percentage of human players has its benefits to game playout and longterm maintainability of enjoyment for a minor part of the playerbase.

    Still,you elected ZEUS players to cover this part of it.

    And,you never get the unbiased,branch open and maintaining fun > competition ZEUS thats good for this kind of idea.

    The idea alone reminds me alot of the "Insurgency" missions of A2:Takistan where you had (depending on available playercount) up to 5 infantry OPFOR slots available that could spawn inside the AOs on up to 3 spawns and mix emself under the AI being responsible for "insurgency" oerations like LZ attacks,car bombs,RPG attacks,etc - the comon drill.The main advantage over a ZEUS is that you got regular killmessages so there s no "suspicion" or "madness" allogations comin around usually.

     

    On 5.10.2017 at 10:13 AM, GamerbugUK said:

    Might give Scar a challenge though?

    Where as you may have read out from my before response,i m not really a fan of that idea.

    I+A is about a team effort achievment mainly and not about kiillstats or braggin about what your mother has achieved in a video game.

    I do support the creation of a a OPFOR infantry kill team for a test playout if a majority aggroves this.

     

    But do we really think thats necessarry?

  13. another additional late in time response purely offtopic from my side :

     

    I always find it a critical point of mind when the mind(set) sets limits to existing (current) borders.

    I find the addition of civilian AI (to certain missions) a step in the right direction.

    That BI isnt able to integrate a workin continues civ AI module (behaviour) should NEVER stop the the thinkin of (custom) mission / objection makers.

    Just because you might think its a "to much work for to less result" should never mean its not worth trying to achieve the goal.

    Isnt that why EU3 / AWE is still running?

    ;)

     

    #civ cars

    #service stations

    #AI recruit

  14. 2 hours ago, Stanhope said:

    With respect i always see you complaining, i'd love to see some constructive criticism and/or suggestions on how to improve.

    as what would you judge my post?

    offensive?

    useless?

    As for the "constructive" part - i dont see any changelog mentioning a value i can rely on in order to suggest a alternation.

    Fun thing people giving you reputation for your reply that is in no way connected to the initial post and that are to lazy to form a own opinion or giving things  2nd thougt or dimension.

    I dont want to sound pissed again,but you gotta agree its tiresome to work with you people.

    As,the only one i see active developing and being open about it is mostly you with your script skills and to a degree McKillen.

    Hence,i m quite sure not only 5% of active players even can name 1 or 2 of the dev team.

    Dont misunderstand me,its not the point of being a dev fashion hip guy - i m aiming for a more open discussion towards the public about the status/plans/needed feedback of the mission.

    Do you really assume my goal is to make your life harder and be smacky about it?

    Then,i cannot even post feedback without being treated like a minor STD you cannot get rid of no matter how hard you try.

    And boy,you trying.

    Can we focus again now?

     

     

    Good.

    2 hours ago, Stanhope said:

    In cases of extreme low population (read 3-8 players) no priority missions will spawn.  If a priority mission has spawned but the player count drops to below 3 it will still be there but not do anything

    I had it numberous times when playing early mornings/overnight the repetive spawn of Arty´s or AA limited movement (for all players) and imo there shoudnt be a AA or Arty or Factory mission once playercount is <15

    For the random public its already hard enough to clear out a AO (city/bad terrain) on low players,then they now have to face those additional missions.

     

     

    2 hours ago, Stanhope said:

    The side mission rate has not been touched since the initial release of I&A 3 and i'm pretty sure it's the exact same as I&A 2.

    i was talking about the AO 2ndry missions as described above,not about sides missions in any way.

    sorry for being not clear enough about that

     

     

    2 hours ago, Stanhope said:

    Currently there isn't but we are planning on expanding it in the not so distant future.

    alrighty

    but then why implement it when its not 100% - it just causes unnecessary confusion imo

     

     

    2 hours ago, Stanhope said:

    In my personal opinion a slammer is just as useful and good at killing things as the kuma.  I believe that the lethality of it depends more on the crew than on the asset itself.

    then why not choose the Slammer (UP) instead and going for the full madness ?

    It doesnt only fit nicer into the theme,imo i d leave any AAF asset out of the initial spawns and keep to standard available Blufor assets by default and if people want to have some other fancy asset,do the side missions like intended.

    No Kuma,no Gorgon,no Orca,no Kajman.

    I see why you swapped FOB Goliath and Marathon spawn assets,its just doesnt make sense to me.

     

     

    2 hours ago, Stanhope said:

    We're open to suggestions and will discuss them internally. 

    this is what bothers me alot.

    "You" discuss intenally.

    Well played.

     

     

    Dont feel attacked in person Stan,you the only guy of the crew that answers this shit,so if i write YOU its not YOU 99% of the time.

    ^_^

    And for your fanbois,go sod it ...

    :lol:

  15. there´s several things i dislike in the (current) version,my top 2 list of things below :

    •  default spawn of 1 MBT Kuma + 1 Mi 48 Kajman

    why for the love of god decide to make the endgame tank a (respawnable) access by default ?

    why not stick to a Slammer (because imo FOBs should only offer default BLUFOR assets) ?

    Wasnt it already bad enough people camping the WASP and the Slammer regulary in order to have continued instant access to it?

    Just came on tonight,checked FOB Marathon out as i witnessed the KUMA+Kajman spawn just yesterday and thougt it was a ZEUS idea only,but no ... you going serious there !

    Top Tier assests shouldnt spawn by default anyway so people have a reason to put their effort somewhere in order to access them.

    Its just a damn not smart move,i m actually speechless by each new version coming out.

     

    •  to high rate of secondary priority missions like Arty,HQ and Factory

    the amount of those missions is illiterate and most likely not aimed for server with mediocre/low population.

    i also dont see the point in the HQ task,but i havnt reall checked much on that tbh.

    the factory capability of spawning enemy units is way overboard,yesterday on a almost full server i saw 4 squads inf get spawned each 6min - this needs a serious tweak in the other direction.

    the frequency of all 3 missions spawning additional to a AO is ludacris and most likey divides available personal to work on tasks coordinated,which is on a pub server like EU1 already a pain in the ass when you want/try to.

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