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Ryko

AW Core Staff
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Everything posted by Ryko

  1. Where: EU3 When: Thursday, December 3, 7PM GMT (2PM EST) What: We've been talking about command training in this thread, and after liaising with TheToxicPixels, Lone, and many others, we've decided on a way that we can run a workshop. We'll run a Gauntlet mission as normal; anyone is free to attend. Myself and any other experienced Squad / Team Leaders will fill out those roles; anyone who is interested in learning how & why we do what we do is free to listen in on the alternate radio channel (100). We'll run a simple (hopefully) op, and then debrief after it's done. For the next op, we'll re-slot and take volunteers on the SL & TL slots, then myself and the other experienced folks will participate in the rifleman slots (or whatever) and observe and assist. This will be a very learn-by-doing workshop, with people around you who want to help you succeed, rather than a talk it out workshop. Rinse & repeat for as many times as people are interested and available. I'll be recording during both rounds, and we'll post it for posterity. Add a reply if you're interested in participating, either as a mentor or training participant, and if you're available that night; if it's not a good night for people, we can reschedule. -R
  2. Well on this topic could there be a bit more consistency on how hosting a game night is handled? I filled in the form a few weeks ago but I haven't heard much other than the positive noises when I bug people on TeamSpeak. I'm sure that the switch to Valiant will re-energize attendance on EU3 - Gauntlet is getting a little stale and I can't expect there will be much more development for it - so in the interim, I think custom game nights will keep people's interest up. -R
  3. When is a good time for folks? I can carve some time out during the week - say a Wednesday?
  4. I think we can all agree that commanding is hard. But back to my original question: what are possible incentives to command? Unique uniforms? Mission perks? TS badges? -R
  5. I'd do it with you Skull. Err... that is to say, I'd hold that class with you.
  6. Hi folks, I've been seeing a lot of people choosing to not take command positions on the server lately (ASL, PlatCo, even Team Leaders). In 99% of cases this leads to a poor missions because there is no plan. I am happy to run as ASL or PlatCo, but what is occurring to me is that we could create some incentives to be a leader. Right now, the only inducement for Team or Squad leads is that you can take the Scar 17 16". Can we, as a group, think of other incentives that would make people lust to be Squad Lead or Team Lead? In a perfect world, I would make it so that the mission objectives do not spawn until there is someone in a Squad Leader or Platoon Leader position. Other games (Natural Selection 2 comes to mind) have this approach and it's very effective in getting people to pick up the mantle of responsibility. I'm guessing further development of Gauntlet is not going to happen, so maybe this can be a thing in Valiant? It's nice to be seeing new people take on leadership positions, but it hasn't always worked out because they have been taking on more leadership than they're ready for (PlatCo, for example, without significant experience in SL or TL). I'd highly advise sticking to TL for a while before moving on to SL or PC. Oh, and in case it's useful to people - here's a link to all my thoughts on leading units: http://www.ahoyworld.co.uk/topic/4521-thoughts-on-leading-a-unit/ -R
  7. Unfortunately can't make it. I look forward to the video! -R
  8. Seeing as everything is about to change I wouldn't spend a whole lot of time testing the current model. -R
  9. I gather there are a lot of things at play here, from RHS weapons implementation, ACE damage effects, and the way ARMA handles damage. This is all going to get mucked about again when Bohemia releases the 1.54 branch (Nexus) of Arma (it was supposed to be today), and invariably, ACE and RHS are going to crap out and need to get updated. So the short answer is that everything is a bit funky right now, but it should get ironed out in the next few weeks. My hope is that part of this renovation will be ACE finally fixing the boolean which allows mission makers to enable or disable the broken leg "feature" (ie., the vanilla damage walking bug). Technically there's a switch in there ("Remove Bloodstains") which should allow this, but right now it doesn't work. -R
  10. It's only a thousand Canadian dollars for me to fly to Amsterdam. About €6.50, right?
  11. @Gamerbug - why do you hate the advanced medical system? Apart from the walking damage "feature", that is. -R
  12. Cool then - Thursk. It appears there are other options. How about Thursk? -R
  13. I always get that error, click close, and the game works fine. I had assumed it was a bug with ACE or RHS or something, but it doesn't kill my session. -R
  14. I would say if there are going to be mines or IEDs you would have to have some cue that they are around. At least a tag in the mission briefing that says "warning! IEDs are in the area." That way people know to look for them. I know it -should- be a given, but because IEDs are not a thing right now, it will suck to be the first one to die from them. I think it would be a neat touch, just that they would have to be carefully integrated. -R
  15. My guess is that AiA = CUP terrain, which means this would work - at least, Al Rayak has AiA listed as a requirement, and I don't have that, and that works fine, so logically we should be able to run Cherno winter. And yes, there "should" be no foliage in winter... one of the reasons I'd really like this map!
  16. I'll bet it wouldn't be impossible to give custom loadouts to AI units which include an existing winter camo.
  17. http://www.armaholic.com/page.php?id=29752 We've all been saying how neat it would be if there was a winter map: well, as of the end of October, apparently there is. A listed requirement is the All in Arma Terrain Pack (AiA TP) - but that's a requirement for FSF Al Rayak, and we play that - so we should be good to go, right? -R
  18. Not sure if I ever indicated my preferences. So here goes! - 1st / 3rd person: for PvE, I see no reason to restrict it to 1st person; for PvP, it should definitely be 1st person only. - Arsenal: for regular Gauntlet, I would allow unrestricted arsenal: for game nights, I would restrict it to a limited VA, if not just ammo boxes and vanilla kits. - Lock the server: if there is respawning, I would not lock the server. -R
  19. I've been working on a few missions, and have looked at systems like COS (Civilian Occupation System) and DAC (Dynamic AI Creator). They all work with triggers, and when triggers run a script, that's what affects performance. In the case of COS and DAC (yes, I'm getting to the point re the IEDs) they continuously re-spawn new units when players walk into new zones, which is what creates stutters and lags. In this IED script, all the IEDs are created at the beginning of the mission, so there shouldn't be any effect on performance after the IEDs are spawned. As for whether it's an old script or not, DAC has been working off the same code base since 2010, while this IED script is from 2014. I don't think ARMA code changes very much, so if it worked then, it should work now. I'd vote to use it, but I have this feeling that work on Gauntlet has come to a standstill now that Kenny is on to Valiant. -R
  20. Kenny: is there a value in having the AOs spawn in sequence individually after they've been completed, as opposed to spawning them all at once? I recognize the current iteration is a bit similar to the I&A methodology but in reality, wouldn't a military unit be assigned a variety of tasks in the AO, and use their discretion to prioritize their tasking? Doing it this way would also allow for a team to create a FOB with gear, closer to the AO, rather than having to RTB between missions. Just a thought -R
  21. I'll echo Amentes and Norman Shaw - er, Minipily. My question would be, is this a game night if it's essentially just a structured Gauntlet mission? I have no problem with calling it a game night, but I think perhaps one of the reasons there was a dropout rate (a part from Fallout 4 syndrome) is that because it wasn't a "new" mission, or a new situation, many people see it as Gauntlet and were more easily able to drop out. I'm no expert, but I'd be happy to help you create a custom mission if you're interested. -R
  22. Love the new mission! And the new download intel progress bar! I would suggest though that the FOB should have some soldiers garrisoned in it. -R
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