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SkullCollector

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  1. Like
    SkullCollector reacted to Johnson in Operation Chingados (Chapter Three)   
    PRE-BRIEFING (4)
    With their new HQ secure and partial communication established with U.S. forces, the OCA now plan a series of offensive moves against the Los Zetas leaders hiding on the island. Agent Chris believes it’s about time to finish what they started on Tembelan…
     

  2. Thanks
    SkullCollector reacted to DomT in AW Mod Feedback Thread   
    AW Mod has been updated today with the following changes:
    Fix for double opening of view distance menu View distance will now change if you are driving a UGV (car) and UAV (air) Clear grass action added Inventory management actions added Chestpack actions now client toggle These options can be found in Addon Settings: AW Mod - Client, as shown below.


     
  3. Thanks
    SkullCollector reacted to WinterMute in AW Mod Feedback Thread   
    Ah hell, understood.
     
    A quick keyboard shortcut to remove the HUD for screenshots would be cool.
  4. Like
    SkullCollector reacted to Minipily in AWE POLL: Arma DLC Ownership   
    Some of the DLCs now are very cheap, with the larger expansions being the only real ones that carry some weight to their price tags. As I've said before, as a good will gesture (and to get some DLC stuff actually incorporated.), I'd be happy to purchase any packs for those less fortunate to get it themselves. Judging on how the poll goes and what staff wanna try and work with (say for example incorporating Tanoa on a regular basis with Apex) then I may buy a few copies of the expansion for a giveaway. Really depends though on if we'd want to move forward with including the DLC only content more often.
     
    Global Mobilization got updated recently and it is incredibly nice. Even though some would be content with just using a modded alternative, you can't do much better than a mod that is on the same quality as vanilla itself. (The interiors to the Cold War tanks do be looking nice tho). GM is an expansion though so it may be a little more pricey, but I'd love to see it get used.
  5. Like
    SkullCollector reacted to Mouldy in [AWE] Operation Borealis 28/3/2021 @ 1800 UTC   
    Modset:
    Borealis.html
     
    Briefing: Under the cover of bad weather, Russian military has infiltrated Eastern Ukraine, in an attempt to capture more territory, after annexing Crimea earlier this year. Their first move appears to be using railways to transport in equipment and manpower for their invasion.
     

     
    Mission: The enemy is currently hiding in the valley, using low visibility weather to obscure their movements. Your objective is to push back the invasion force, and cut off their logistics supply.
     
    Expected Mission Length: 120 minutes, give or take a few
     
    Player Slots: 39
    Command // 3-man element
    Alpha-Charlie // 10-man infantry squads
    Rhino 1-3 // 2-man vehicle crew
     
    Player Assets:
    x1 Command BRDM
    x2 BTR-70
    x4 BTR-80
     
     
  6. Like
    SkullCollector got a reaction from DomT in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  7. Like
    SkullCollector got a reaction from possiblyEOD in [Mod] BoxLoader   
    1. BoxLoader 
     
    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.
    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.
     
    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917
    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127
     
    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.
    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 
     
    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.
     
     

  8. Like
    SkullCollector got a reaction from RiverWolf in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  9. Like
    SkullCollector got a reaction from RiverWolf in [Mod] BoxLoader   
    1. BoxLoader 
     
    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.
    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.
     
    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917
    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127
     
    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.
    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 
     
    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.
     
     

  10. Like
    SkullCollector got a reaction from applechaser in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  11. Like
    SkullCollector got a reaction from Havoc in [Mod] BoxLoader   
    1. BoxLoader 
     
    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.
    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.
     
    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917
    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127
     
    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.
    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 
     
    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.
     
     

  12. Thanks
    SkullCollector got a reaction from Jenkins in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  13. Like
    SkullCollector got a reaction from WinterMute in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  14. Thanks
    SkullCollector got a reaction from Reidy in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  15. Like
    SkullCollector got a reaction from applechaser in [Mod] BoxLoader   
    1. BoxLoader 
     
    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.
    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.
     
    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917
    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127
     
    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.
    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 
     
    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.
     
     

  16. Like
  17. Like
    SkullCollector reacted to Lindi in FENRIR   
    Hello @EastonRodgers,
     
    You have been banned at the end of May in 2020. The reason for your ban is stated as trolling in the form of questionable behavior toward fellow players and racism when you joined the server as FENRIR playing as part of unit [1488] sporting a Nazi swastika as the unit tag. Judging by the effort of creating a unit and using the unit tags including graphics I must conclude some effort was made specifically to display the Nazi symbology. 
     
    I'm sure I do not need to point out that this breaks several of the Ahoy World rules, but I will anyway.
     
    I cannot spot any sign of remorse, indication of growth as a person since the ban or even a promise to play by the rules in the future which begs the question, why should you be unbanned?
  18. Like
    SkullCollector reacted to Johnson in Operation Chingados (Chapter Three)   
    PRE-BRIEFING
    A few days after Federales forces turned hostile towards the OCA, survivors led by Agent Chris and his new right-hand-man Agent Kyle attempt to reorganize and counterattack local combatants in order to acquire breathing room and gain intel on the island's deteriorating situation...
     

  19. Like
    SkullCollector reacted to Moto in AWE media distribution   
    Time to dig this thread up
     
  20. Thanks
    SkullCollector reacted to AhoyWorld in Public Statement about Harassment   
    AhoyWorld is made by its players. We must recognise that our actions shape the community as a whole, and affect other people in particular.
     
    AhoyWorld is a welcoming community that respects its members and visitors. We expect everyone to maintain this environment and will take action against those who jeopardise that community spirit.
     
    Today, we removed a player who did not recognise this. In their actions, they deeply unsettled those involved and repeatedly crossed boundaries directly set by the other party. These boundaries become our own from the moment they are laid out. Now, we are laying them bare for everyone to abide by.
     
    We are an inclusive community where everyone is treated as equal. Standing or length of stay do not absolve a member of the community from ignoring this fact.
     
    We will not tolerate harassment of or indiscretion towards other members of the community.
     
    If you see somebody cross personal boundaries, your voice matters. You can always bring any concern and fear of yours to our open ears as staff and people. You can always give the person involved a poke and ask if they are alright with the goings-on; it is better to ask than to ignore.
     
    From all of us, thank you. Take care.
  21. Like
    SkullCollector reacted to MidnightRunner in Farewell from GTX 2018   
    @GTX_2018 I'm sorry to hear you feel that way. After spending so much time with us on Eu1, teamspeak and on EU3 I would have thought you would have a better understanding of our staff as people. 
     
    To me it seems like you are not taking responsibility for your actions. To simplify yesterday I will put in bullet point form and try to explain what happened, why it happened and why I agree it to be correct.
     
    Firstly you offered up some inflammatory statements relating to gender for which an admin quickly corrected you and you were warned not to continue the conversation. Less than 1 hour later you were negatively commenting on a players performance which you were politely asked to stop doing, to this you responded by berating the admin likely thinking that your tenure here gave you a right to behave like this. I was in teamspeak and agreed with the admins decision to kick you at that stage. You then connected to teamspeak, where you and I spoke about it and I informed you that your behaviour was not acceptable and was not normal for you as a player. You agreed this was the case and left to re-join the server. Which I thought would be the end of the saga. Unfortunately, you then upon seeing another player be kicked decided to join that players group in an attempt to gain traction to the idea that you were the victim and that the admins had somehow overstepped their authority in kicking you. For this you were given a 30 day ban under rule 1.1.1. AhoyWorld is a welcoming community that respects its members and visitors. We expect everyone to maintain this environment and will take action against those who jeopardise that community spirit. Admins reserve the right to warn/kick/ban users whose behaviour is deemed disruptive or aggressive and not conducive to a place of tolerance/friendship/comradery. Whether the behaviour is disruptive or not will be determined on a case-by-case basis on the judgment of the admin/admins present.   
    With the facts laid out I will say that I would not have expected this from you as a known member of the community. I was also disappointed in how your demeanour changed when dealing with me. Why were you so dismissive of a moderator who is working hard to make the server enjoyable for all but would listen to me, the mod team should garner the same respect as a member of core Staff.  
     
    If it were me in the first instance I would have kicked you for the first comment relating to gender. The moderator choose to give you a warning as is within their discretion to do so.
    To insinuate that you did not deserve to be kicked after that is to say that your behaviour as a whole cannot be used against you only specific actions, which is untrue.
     
    Honestly, I'm just upset about the whole thing. I was glad to see you back playing and had commented a few weeks ago that I hadn't seen you and hoped you were ok. as I do with a lot of players who come and go.
     
    To take away from this I hope that you can reflect on the encounter as a whole and learn from it. 
    Ahoyworld is a welcoming community and you are welcome back here in the future if you can learn and grow from this.
    Many members have had a checkered past but we grow as people and as a community. 
     
    Midnight
  22. Thanks
    SkullCollector reacted to Bomer in AWE Workshops Poll   
    Ahoy All!
     
    I am eager to announce that together with Christiansen, Havoc & SiegeSix we are bringing several workshops to the Ahoyworld masses!
     
    With the influx of new members and the absence of similar events we saw it fit to introduce a series of workshops that will help introduce some of the trickier content available on the modded servers, particularly AWE.
     
    With these workshops we Intend to provide an introduction/refresher course on a series of subjects that you may encounter while playing with Ahoyworld. Our goal is to lower the bar of entry to these subjects and motivate you to play around with them more than you may already have. 
    This will not be a hardcore boot camp training course but instead a fun and friendly environment to help you familiarise with the subjects we have planned thus far.
     
    For now, we are still in the middle of crafting the workshops. Yet we would like to know which workshops pique your interest most. I therefore would like to ask you to head over to this poll and vote for the subject that you want to participate in.
     
    Specific event dates will be announced in the future in the events subforum!
     
    If you have any subjects you would like us to cover, get in contact with us or post it as a comment below this post!
     
  23. Thanks
    SkullCollector reacted to kennychr in Campaign Unrelenting Resolve M2 23\1\2021 1900 UTC   
    Mission Name:
    Campaign Unrelenting Resolve.
    Operation Leatherback
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2402
     
    Mods Required:
    op_un_res.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
    Expected Mission Length: 120+ Minutes
     
    Player Slots: 
    Hitman(platoon command): 2
    Hitman 1-1: 10
    Hitman 1-2: 10
    Hitman 1-3: 10
    Hitman 8-1: 4
    Total slots: 36
     
    Situation
    The country of Al-Rayak has just had a military coup. The new leaders of the country are very hostile towards the western world and have expressed their intent to use the countries military to take over neighboring countries and then launch attacks towards the western countries.It doesn't help that they have chemical and nuclear weapons.
    NATO has declared that it will intervene as it is a direct threat to many countries in the alliance.
     
     
    Assets:
    2x LCVP MK5
    Additional vehicles will be delivered upon the beachhead being cleared.
     
     
    Friendly Forces:
    None
     
    Enemy Forces:
    Al-Rayak Military located at QRF\Garrison to the East.
    Army and Police personell guarding the objectives.
    Neutral Forces:
    None
     
     
     
    Mission
     
    Make landfall on the beach of Al-Nabq, move in and clear out the enemies that have reinforced the town.
    Push back any enemy counter attack from the East.
     
    Execution
    At the platoon commanders discretion.
     
    Objectives:
    1. Establish a beachhead at Al-Nabq.
    2. Push back any counter-attack from Al-Rayak military forces.
     
     
    Movement Plan:
    At platoon leaders discretion.
     
    Rules of Engagement:
    Anyone with a weapon is to be considered hostile, and dealt with appropriately.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At platoon commanders request, Nomad will ferry in resupplies by helicopter.
     
    Reinforcements:
    Respawn not avaiable untill beachhead is taken.
     
     
     
    Command & Control
     
    Command:
     
    Operational control on the ground lies with the platoon commander.
     
    Communication:
    Preset frequencies.
  24. Like
    SkullCollector got a reaction from MoonFire in Ahoyworld End of the Year Awards 2020 [Closed}   
    AW MVP 2020: @Xwatt, no doubt about it. We burned quite some midnight oil, so I know well that you had the best in mind for AW, and so it showed.
    AW Most Friendly Admin/Moderator/Spartan 2020: @Lindi
    AW Most Helpful Admin/Moderator/Spartan 2020: @LH5
    AW Most Active Staff Member 2020: @LH5
     
    AW Best Team Player 2020: @Mikael
    AW Most Helpful Member *Non Staff* 2020: I'll echo the sentiment from some others: the whole community. We all know our bits and pieces, and any question on Discord or TS gets answered with almost frightening zeal. Cheers to you, cheers to all.
    AW Most Friendly Member 2020: @WinterMute
    AW Tacti-cool member 2020: @Minipily
    AW Underrated Member 2020: @Noah_Hero
     
     
    AW Best Pilot 2020: @Toasted_Bread_Slice
    AW Worst Pilot 2020: @Toasted_Bread_Slice
    AW Best Voice 2020: @Jenkins
    AW Funniest Person on Team Speak 2020: @WinterMute
    AW Worst Joke 2020: @LH5 No example, just him.
    AW Best Moment 2020 (can be in-game, on Team Speak or Forum): The Return of 24/7 AWE with Liberation, shout-out to @Stanhope
    AW Best Forum Post (please put URL in): http://forums.ahoyworld.net/topic/18031-ahoyworld-end-of-the-year-awards-2020/
    AW Dankest Meme Post In Discord 2020: That one time @Sack, @Jochem and I tried to overthrow r/programmerhumor spam with r/physicsmemes spam #valianteffort #assumenofriction
    AW Best Driver 2020: 
    AW Worst Driver 2020: @Xwatt Thank fuck you didn't drive AW like you do cars
    AW Best Fail 2020: @Jochem utterly failing to not become CMD and @Jochem for this: http://www.twitch.tv/ahoyworld/clip/AliveRoundCrabGivePLZ
    AW Best Ban of 2020: @MoonFire, ree in pieces
    AW Team Speak Channel 2020: AFK-ish AWE Setup Room
    AW Best Screen Shot 2020: http://forums.ahoyworld.net/gallery/image/1404-able-and-hammer-prepare-to-attack/
    AW Best/Worst Call-out 2020: Exhibit 1
    AW Candidate for the Hague 2020: @Sho_Iwaizumi
    AW Role Model 2020: @Mikael Self-proclaimed knows-nothing, but took every job thrown at him in stride; always willing to snowball the server and always helpful 
  25. Like
    SkullCollector reacted to kennychr in Campaign Unrelenting Resolve M1 16\1\2021 1900 UTC   
    Mission Name:
    Campaign Unrelenting Resolve.
    Operation Blind Knife
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2402
     
    Mods Required:
    op_un_res.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
    Expected Mission Length: How everlong it takes.
     
    Player Slots: 
    Spectre 1-1: 6
    Spectre 1-2: 6
    Spectre 1-3: 6
    Spectre 1-4: 6
    Spectre 1-5: 6
    Total slots: 30
     
    Situation
    The country of Al-Rayak has just had a military coup. The new leaders of the country are very hostile towards the western world and have expressed their intent to use the countries military to take over neighboring countries and then launch attacks towards the western countries.It doesn't help that they have chemical and nuclear weapons.
    NATO has declared that it will intervene as it is a direct threat to many countries in the alliance.
     
     
    Assets:
    Local sourced vehicles.
     
     
     
    Friendly Forces:
    None
     
    Enemy Forces:
    Al-Rayak Military located at QRF\Garrison to the East.
    Army and Police personell guarding the objectives.
    Neutral Forces:
    None
     
     
     
    Mission
     
    Spectre Platoon has been smuggled into the country's western border. You are to sabotage key airdefense positions located on the western coast as well as the towns power supply. 
     
    Execution
     
    Objectives:
    Plan and organize which squad takes what objective.
    Sabotage AAA\SAM sites.
    Sabotage Power station that is located in Al-Nabq
     
     
    Movement Plan:
    At squad leader’s discretion
     
    Rules of Engagement:
    Do not fire unless engaged or need to neutralize a threat.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    None
     
    Reinforcements:
    Respawn available at safe house located at Al-Shaw
     
     
     
    Command & Control
     
    Command:
     
    Operational control on the ground lies with the individual squads.
     
    Communication:
    Preset frequencies.
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