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DomT

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Posts posted by DomT

  1. Operation Rising Phoenix

    Modset

    Arma 3 Preset OperationRisingPhoenix.html

     

    Introduction

    The next playthrough of ORP is here with new features and plenty of new ground to cover. It is taking the slot of the normal Frontlines Wednesday. We are remaining as the AMF on Lythium however our enemy has changed to keep things fresh and hopefully we'll have a look at some of the other missions on offer.

     

    Current Map: 

    - Lythium

     

    Current BLUFOR Faction: 

    - French Armed Forces

        - HQ, 3-man element

        - Alpha-Delta, 9-man rifle squads

        - Raptor/Spectre, 2-man aviation teams

        - Warpig/Black Widow, 3-man armor crews

        - FSG, 5-man weapons squad

     

    Current OPFOR Faction:

    - Karzeghistan Royal Guard

     

    Command & Logistics

    Overall command falls on the HQ element. Chain of command applies.

     

    image.thumb.png.54a724bc6d2c16198db69e5a0c0e219b.png

  2. On 4/20/2022 at 6:24 PM, NooB_Niko05 said:

    So in the new AWE squad menu when you are logi for some reason you cant enter enemy heavy vehicles. This one I noticed before the new update vehicles cant be recycled if there is a dead body inside(sometimes the body cant be removed). 

    We've implemented a slight change to vehicle permissions. Now any engineer, crewman or commander can enter the heavy vehicles and pilots can enter the (main) pilot seat on any aircraft. This means that logi pilot cannot drive heavy vehicles, however the couterpart role still can, giving a slightly more important role to the engineer :)  I have however just noticed that there is a bug denying logi engineer access to vehicles, due to him being a slightly different class of engineer. I'll get it fixed for next update.
    Ref the vehicle recyling, the vehicle needs to be empty to be deleted without possibly causing issues hence why it can't be. Did you try hopping in the seat the body was in via ACE?

  3. 21 hours ago, lamminrevityin said:

    Idea for the infantry in buildings: Increase the change of multiple AI being in the same building. More buildings should have 2 or more infantry inside. It wouldn't drastically increase AO difficulty regardless of playercount because garrisoned AI is easier to take on because of how easy it is to limit your own exposure to it. Clearing houses can be a bit tedious so it would increase enjoyment if the house that ends up having dudes inside then has more than 1.

     

    Also a spesific idea: Have some buildings, preferably larger and complex, to have a change to spawn many enemies inside. IRL you wouldn't want a squad randomly dispersed into a village with one dude per house, but holding a single point, be that a command post or a house with tactical value. Bigger houses with 5-10 enemies inside, depending on the house size would be a cool room clearing experience and something where you can actually go in with a frag first to every room and not always find out it's empty. Maybe give these houses an increased change to spawn intel, to simulate command posts and such. 

    Sadly for garrisoned units I use LAMBS garrison script which removes my ability to choose specifically where they go, the best I can do is ask it to bias towards higher vantage points. The number that do garrison is based on the threat, specifically the 2nd, 5th and 7th squad spawned will garrison, so depending on the threat will depend on how many you find garrisoned.

  4. On 9/17/2021 at 3:51 PM, Mikael said:

    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 :P

    (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?)

     

     

    On 9/17/2021 at 5:26 PM, Havoc said:

    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.

    Both of these are in and being expanded on since 0.5 :) Its available to SL's+ when civ rep >0%.

    On 10/22/2021 at 12:46 AM, Minipily said:

    HIDF need some form of heavy lift helicopter. I would recommend either the Chinook for Western Influence or the MI-8 for Eastern Influence. Both fit the bill of being old pieces of hand-me-down equipment.

     

    Additionally, it would be good if FSG had some weapons they could actually put to use. I think some good additions would be:
    SMAW

    FN MAG
    GPMG "Gimpy"
    M82 Anti-Material Rifle

    M14 w/ rail.

     

     

    To be honest and a little bit blunt, there is an absolute ass ton of equipment for the arsenal and vehicles for the menu's that could be added in. Myself and Johnson both have some great ideas for additions to open up some more gameplay whilst keeping it in with what LH5 envisioned for the faction; it consisting of older generation hand-me-down equipment mainly from the Cold War Era.

     

    Essentially everything I picture for this faction consists of just that. There's just a lot of dead space right now that I think deserves filling up.

     

    Additionally, I have some ideas for some Syndikat changes to give them some equipment more befitting of what they would be able to have handed to them by nations using them as a proxy. Furthermore, most of their equipment should be of that which we are using, as smuggling in equipment is a lot harder than raiding the host nation faction (us).

    Additionally additionally. I think for the Guerilla faction, it would be a fantastic addition to make them some form of CIA backed force as if we are of mainly western backing, the CIA would be using proxys.

     

    Again, I've got some great ideas and Johnson too but I'm not really interesting in taking the time to throw them in if I feel they may get swept under the rug. The above additions to FSG would be greatly appreciated right now though, give the infantry a bit more of a chance.

    LH has updated the HIDF faction now, including some extra weapons and vehicles as he explains above. The opfor units are as they were designed in the mod they are from, we can make custom factions however that may not be worth the effort

    Guerillas just got a big overhaul so they'll feature a lot differently now already :)

    All ideas are taken into account and tracked here, as this was a gamemode designed for AW in mind we do take forward most suggestions. Additionally, the building mechanics we discussed on discord are done/being worked on also. Ref more objects to build, any classnames can be suggested below (and usually added).

     

  5. On 10/8/2021 at 6:02 AM, RiverWolf said:

    Can we have a choice of helicopter for a mobile respawn? Because the Chinook is impractical.

    Usually the mobile respawn helicopter is the bigger capacity helicopter for the faction, not necessarily its flying characteristics. The chinook is the same as used for the USMC factions and there is the ground one if that is better.

    20 hours ago, Minipily said:

    Any chance of getting rid of the civilian aircraft that keep flying around, particularly the ones that keep flying into our FOBs. I feel like it doesn't provide much to the mission other than a nuisance, and there's not much point in a civilian aircraft flying around an active warzone.

    Its meant to bring more life to the map, along with the ambient civs who drive/walk around the map. Its not his fault a FOB was built on an international airport :D It also makes it so anything airborne isn't necessarily a target, giving a bit less of a 'blow everything out the sky' idea. I can turn him off for this map, if others feel the same way.

     

    On 9/28/2021 at 2:42 PM, Bomer said:

    Now that I'm here anyway. Here's a design change I've been thinking of for Civpoprating. Rather than having a global civpop rating it may be more interesting to have a sector based civpop rating.

     

    The Change

    These sectors could be centered in cities and cover a radius of several kilometers around them. Any objective within this sector would be influenced by the rating and can influence it. The major change we will see is that regions will develop in which we will be viewed more favourably than other regions meaning that while guerilla's in one sector might be our ally, in others we may encounter them as opposition or find mines and IED's.

    This change will also influence the impact that positive or negative change will have on the civpop meaning that it may be more work to increase it but will be less affected if it drastically drops due to destroyed buildings.  These changes will now be limited to their sector. Performing a UXO clean-up inside Sector Paros will mean a change in Paros' Civpop rating. Similarly blowing up a building within sector Galati will only change sector Galati's rating.

     

    It is still possible to maintain a global rating based on the sector ratings but this would then no longer be the deciding factor in how the population feels about the players. Instead this would happen locally per sector

     

    User Interface

    As for how to indicate this change a UI display similar to Vindicta's Interface could be a strong basis. Alternatively you can look at sector games like Foxholes or Planetside 2 with colour/line indicated sectors with a statistic number at the center or near the main city of said sector.

     

    Optional features

    Sectors Influencing Sectors

    An optional addition to this system could be that sectors influence each other so that a positive or negative civpop rating in a sector has a similar impact on the civpop rating in an adjacent sector. Positive ratings in sector kavala will give an +X% base rating to Sector Sector Zaros, while a negative rating in Pyrgos means a -X% rating to any adjacent sectors. This is very much a feature though that is optional and should only be implemented when the base system is there.

     

    Rewards for Positive civpop ratings

    Another optional feature is the availability of rewards for high civpop in a sector. In liberation taking certain objectives rewards the player with unlocking a vehicle they can then purchase. I think it would be far more interesting if instead, a high civpop rating means that these sectors give things to the players. Sector Kavala may give a free FOB crate while Sector Oreokastro gives a large supply of resources. Free vehicles or special weapons are an interesting addition as well. What could even be possible is that a sector offers guerillas to help fight alongside the players. rather than gorillas appearing at random when a player attacks an objective they can request a group of guerrillas to attack an object through an interface. They may for example order the guerillas to attack Agios Dyonisios ahead of the players' assault.

     

    Conclusion

    Overall this change will make the civpop more than a flat stat that we keep up through a few quick actions and prevent a global spiral due to one ruined area. Furthermore it helps set Frontlines apart from Liberation, making it a more unique experience overall.

    Apologies, this has been listed on my to-do list once my time frees up.

     

    On 9/28/2021 at 1:56 PM, Bomer said:

    I recommend changing the Retrieve Supplies text to "Withdraw resources." Supplies is already used as a name for one of the resources. Furthermore it describes more accurately what you do with the interaction

    unknown.png

    And this was also done :)

     

  6. On 9/17/2021 at 5:26 PM, Havoc said:

    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.

    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. :( 

  7. On 9/2/2021 at 2:29 AM, RiverWolf said:

    Dom I've noticed we don't get many enemy surrender, we'll be lucky to find one on a good day after we complete an objective.

    I've not changed the %chance of surrender since original release which was at 60%. I imagine its just they're bleeding out quicker then you can find them as nothing otherwise has changed.

  8. 20 hours ago, Sho_Iwaizumi said:

    How about upping that to one IED every 5% ?

    Also as an idea i picked up from "Dynamic Recon Ops": Civilians randomly turning into OPFOR and getting a Handgun/MP/PDW in the middle of the op/attack

    I've upped the max IEDs to 20 (one every 5%) as suggested. I was also considering making the ambient civs a bit more explosive but not sure how I can suitably balance that to give players a chance. I'm not sure on civs having guns in an AO as there is so few (sometimes 0) and we need some to avoid people obliterating an area :D

     

  9. 7 hours ago, Sho_Iwaizumi said:

    well as far as i experienced the default setting is "Align to Ground" as in Matching Terrain Gradient and when i placed the Salvage station, it spawned into the ground and flew up and then destroyed itself midair (The damage animation of a building as in the Damage model gets placed in and the normal undamaged model sinks into the ground, in this case towards the ground as it dissapperad midair)

     

    Fixed as in it was a Typo in Desciption and it actually costs 15 Intel or Typo in Cost Code and it costs 25 ?

    Hmm, the terrain alignment is seperate to the height you build at, so you do still need to bring it above the ground. And it now takes 25, as it should have to begin with :).

     

    1 hour ago, RiverWolf said:

    Dom do you think it's possible to tweak the consequences for bad civilian reputation? I think at the moment it doesn't really give us much to be worried about, currently it seems like the rep has to be in the extreme negative before they get angry at us and they don't really lay many IED or mines down. If this is too much work never mind 👍

    I most certainly can, but I need some ideas as I am hardly creative myself. A rep below 0% triggers guerillas to attack you, and for every 10% below 0, 1 IED will be placed at the objective. << those are the current consequences, happy to have new ideas if people can think of something viable within Arma.

  10. 7 hours ago, Sho_Iwaizumi said:

    Cost is 25 Intel but it takes away 15 Intel when we start the mission ?

    20210828032541_1.jpg

    Fixed, funny how it was never noticed before :D

    8 hours ago, Sho_Iwaizumi said:

    Building Alignment didn't work and that stuff blew up and is now stuck in the air. We placed a new one and want refund

    20210828014451_1.jpg

    Didn't work, how so? Its about aligning to the ground (whether it places exactly, or matches the terrain gradient) so not sure what you were trying to achieve here.

  11. 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. 

     

  12. On 8/18/2021 at 9:05 PM, Havoc said:

    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.

    I'll get this added for next update.

     

    On 8/21/2021 at 6:00 PM, Havoc said:

    I have noticed something funky going on with FOB Charlie, I have no idea why it's happening. Take a loot at the hesco barriers who have seem to have moved, creating holes and going through the bunkers. This happens all over the FOB, but I'm not noticing the same thing happening at FOB Bravo.

    image.png.04468123cdd65083c550d30c3a4dd4de.png 

    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.

     

    8 hours ago, Havoc said:

    I would like to request three structures to be added to the build menu for every faction. These could be nicely used at platforms.

    - BlockConcrete_F

    - Land_RampConcrete_F

    - Land_RampConcreteHigh_F

     

    This begs the question though: When vehicles are placed on them (or any object), do they safely get loaded in after server restart?

    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.

  13. On 7/14/2021 at 7:40 PM, Havoc said:

    Radio Tower - 036059 on current run has a military structure that clips through the buildings surrounding it.

    I've shuffled the tower slightly to prevent it clipping, it also now spawns a smaller tower setup but it works better.

     

    On 7/14/2021 at 8:10 PM, Havoc said:

    Idea:

     

    Enemy units will come looking for captured units that are still carrying their radio. To prevent this, players have to strip and search every captured unit.

     

    Edit: and remove their radio ofcourse

    So you're asking me to spawn more enemies to come and rush you riiiiiiiiiiight? :D

  14. 9 hours ago, RiverWolf said:

    Well I've read the discord response and I suggest more minus threat level than 10% for a tower please, it has to be felt worth doing and for -10 I don't think it's worth doing.

    I have to keep threat balanced so what number would you suggest?

    Some other numbers are;

    FOB Hunt: -40%
    IED Factory: -15%
    Supply Depot: -5%
    Taking a tower: -3%

    Taking a village: +5%
    Destroying a tower: -10%
     

    So all in all, destroying a tower after taking it actually reduces it by 13%, which is close to the value of doing a IED factory (which has the intel cost). We need to make sure its not too good, as then other things will be neglected. The insta-destruction of a tower was never aimed to be the primary way of threat reduction, just an extra way to reduce threat or get some consistent intel.

  15. 6 minutes ago, RiverWolf said:

    Noticed a little problem with the Mi-8 (Mobile re-spawn) and loading crates, if you load more than two crates the helicopter will eat the excess crates, I'm thinking maybe a warning pops up or it makes it so the excess crate doesn't get loaded.

    Are you sure it didn't get loaded into another vehicle nearby? There is a check to make sure if the vehicle is already full, it can't add more, and moves on to check other nearby vehicles.

  16. On 6/28/2021 at 6:25 PM, Havoc said:

    Side mission idea:

     

    Rebuilt civilian structures.

    Cost: 100 supplies per damaged structure

    Reward: Regain 60% of civilian reputation lost on destruction per rebuilt structure

     

    This side mission kinda serves as a way for players to "clean up their own mess" after a firefight. The destroyed buildings and to which objective they belong get saved by the mission. When players launch the side mission, it chooses an (maybe random) objective that has destroyed structures. Players then simply have to drop the supplies off at the objective. For every structure rebuilt they regain some civilian reputation.

    Side mission has been implemented so sectors can 'request repairs' from your forces. They will request a number of supplies from you which you need to deliver within 30 minutes, then you will gain 75% of the civ rep loss (so currently +6%). The side mission will be added on the next map change, due to it not being accurate for the current run :)
    I have also added a small menu to choose the amount of crates you want to retrieve from a factory, as well as the ability to withdraw resources from a FOB.

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