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Miczils

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  1. Confused
    Miczils reacted to Johnson in Tanoa on AWE? [Poll]   
    iirc last Tanoa poll was like 40 to 1 and it still wasnt included. Hope this one turns out different.

    EDIT: btw its been brought up by Mouldy that the poll I'm refering to was not official. Plus different staff team then, different decisions.
  2. Like
    Miczils reacted to Johnson in What is AWE to you   
    Concidering how even the polls are, it might be worth concidering the original "Factions" idea; the same idea proposed in this poll.

    I can see both sides being happy if there is both a wide variety of "strict" factions (Serbian Armed Forces, US Marines, US Army, MARSOC, Rangers, Russian MSV, Russian VDV, Russian Spetsnaz, etc. etc.) , but then also generic "Casual" factions (BLUFOR, OPFOR, GREFOR).

    These could all be interchangeable in game, so if most players wish to switch to a specific faction, they can, and vise versa. Those who may remember the Stiletto faction system could see how easilly this could work.
  3. Like
    Miczils got a reaction from Vlk in What is AWE to you   
    As much as i'd like to say that strict limitations such as what @Johnson proposed would be great, i feel like some more casual players (myself, back when i joined AWE), may enjoy dress-up warfare and a lot of different gear available. Strict limitations would result in less of those players staying, and slowly getting into the more serious game play. And while i agree that a lot of the content in the mods is left unused, players can always use that gear, while the more casual ones can stick with their loadouts.

    You need to remember that AWE is most likely not going to start with 20 players playing it 24/7, therefore it may have a positive impact to allow some more lenient restrictions, hopefully resulting in more casual players from EU1 and 2, trying AWE out, additionally some casual players may be overwhelmed by more restrictions.
  4. Like
    Miczils reacted to Minipily in What is AWE to you   
    To just make things a little more transparent:
     
    Strict limitations would still technically have casual limitations included, as Johnson previously stated, there would also be a "NATO" or "OPFOR" or "GREENFOR" faction that would allow all weapons and equipment within that sector, and this could be a good starting point that would slowly bring the casual players of EU1 to a slightly more strict environment over time, at their own pace. We would never throw people into the deep end, the server at the end of the day is about having fun and we'd still 100% honour that by allowing this faction, and once the players are more comfortable they can be slowly brought into the slightly more strict environment so our forces would be united under one banner. This not only prevents possible teamkilling but also unites the teamplay so that two squads are not completely set apart in capabilities. 
     
    I can understand the concern of starting player numbers and wishing to gather players from EU1, I believe that's the core point of the casual limitation vote. However, do not fear that strict limitations will strip player numbers. Our MSO used a strict limitation system and many of our players, at least 50% in fact were from EU1 and they still enjoyed themselves. Implementing strict limitations is not all about throwing one into the deep end, it is about slowly washing that mindset over them in their own time until they are comfortable with the play style of the server.
     
    A time when strict limitations did have a bit more testing was during some of AWE's last game nights, and it was these game nights that revived the community of the server to a more healthy number. However, this was too little and too late to make a difference.
     
    Don't feel pressured that I am trying to change your vote, I still honour your choice. I am just hoping to shed light on a few of your points from the other perspective.
  5. Thanks
    Miczils got a reaction from Xwatt in What is AWE to you   
    As much as i'd like to say that strict limitations such as what @Johnson proposed would be great, i feel like some more casual players (myself, back when i joined AWE), may enjoy dress-up warfare and a lot of different gear available. Strict limitations would result in less of those players staying, and slowly getting into the more serious game play. And while i agree that a lot of the content in the mods is left unused, players can always use that gear, while the more casual ones can stick with their loadouts.

    You need to remember that AWE is most likely not going to start with 20 players playing it 24/7, therefore it may have a positive impact to allow some more lenient restrictions, hopefully resulting in more casual players from EU1 and 2, trying AWE out, additionally some casual players may be overwhelmed by more restrictions.
  6. Like
    Miczils got a reaction from GhostDragon in What is AWE to you   
    As much as i'd like to say that strict limitations such as what @Johnson proposed would be great, i feel like some more casual players (myself, back when i joined AWE), may enjoy dress-up warfare and a lot of different gear available. Strict limitations would result in less of those players staying, and slowly getting into the more serious game play. And while i agree that a lot of the content in the mods is left unused, players can always use that gear, while the more casual ones can stick with their loadouts.

    You need to remember that AWE is most likely not going to start with 20 players playing it 24/7, therefore it may have a positive impact to allow some more lenient restrictions, hopefully resulting in more casual players from EU1 and 2, trying AWE out, additionally some casual players may be overwhelmed by more restrictions.
  7. Thanks
    Miczils reacted to Ryko in Stiletto development status: on hold.   
    Hi folks,
     
    As some of you have noticed lately, I haven't been as active on server or in development of the Stiletto mission.  Things have become busier in my life over the last few months, leading to less available time to put into Arma; coupled with the fact that Stiletto is more (or less) at a stable version, the purpose of this post is to inform you that for the foreseeable future, I won't be continuing further development of the mission.
     
    There is a notable exception to this: on the staff level, we are envisioning an update to the mods employed on the AWE server, which will necessitate an overhaul to the vehicles available for spawning and equipment available in the arsenal.  I'll be putting forward a version 061 of Stiletto to accommodate this, but after that, I don't foresee a version 062 (except of course, when there are minor bugs to quash from 061).
     
    What I will consider for 061 are essential mission fixes seen in 060 (if something is broken in the current version, I'll want to have it as fixed as possible). In addition, the vehicle spawning system is new, using points, and this is an opportunity to fine tune any point costs that haven't been working.  I haven't seen any feedback about that, so I'm assuming it's not causing big problems.
     
    That said, I'm willing to allow other interested developers to extend the mission beyond 061: if you're interested in this, drop me a message.
     
    I do hope to be able to get online again, it's just that for the next few months, I'm going to be swamped with a few projects IRL.  As I've always been the first to say to everyone else - real life has to come first.
     
    Thanks,
     
    - Ryko
  8. Like
    Miczils reacted to Johnson in Do YOU have Tanoa? (Poll)   
    Whatsup EU#3/AWE,
     
    I imagine it's been asked before, but I was wondering how many of us actually own Apex (and therefore Tanoa). It's an incredible map and I would personally grasp at any chance to use it, so I have created a poll to see the numbers. Feel free to comment about your views on Tanoa or Apex. It's personally a highly underrated and underused map in my eyes, but it's always good to hear external points.
     
    It's inevitable for at least a few people to not own Apex (I doubt it's cheap), however the poll will be helpful nonetheless. In the case that there is a majority of ownership, I would certainly provoke a suggest of Tanoa's implementation with Stiletto (to of course only be used when there are ONLY Apex players on or such).
  9. Like
    Miczils got a reaction from Minipily in Client side mods (E.G. JSRS, Blastcore) - Yay or Nay   
    Just to correct, Opticalsnare stopped developing blastcore but another guy on steam workshop picked it up a month ago, and the mod is being continuously updated at the moment.

    Sent from my SM-G935F using a phone app that is really irritating because it constantly advertises itself.

  10. Like
    Miczils got a reaction from Johnson in Client side mods (E.G. JSRS, Blastcore) - Yay or Nay   
    Just to correct, Opticalsnare stopped developing blastcore but another guy on steam workshop picked it up a month ago, and the mod is being continuously updated at the moment.

    Sent from my SM-G935F using a phone app that is really irritating because it constantly advertises itself.

  11. Like
    Miczils reacted to Ryko in Client side mods (E.G. JSRS, Blastcore) - Yay or Nay   
    Then we will await the results of that development.
  12. Like
    Miczils got a reaction from GhostDragon in Client side mods (E.G. JSRS, Blastcore) - Yay or Nay   
    Just to correct, Opticalsnare stopped developing blastcore but another guy on steam workshop picked it up a month ago, and the mod is being continuously updated at the moment.

    Sent from my SM-G935F using a phone app that is really irritating because it constantly advertises itself.

  13. Like
    Miczils reacted to Johnson in TVT Return?   
    A long while ago EU#3 players were treated to some pretty interesting Team VS Team scenarios in the small town of Dolina (Chernarus), Russian defenders against US Army invaders made for some incredible moments.
     
    I will never forget ambushing a team of Americans as they pushed into the town, lighting them up with a PKM as @Minipily spotted for me in the pitch black night.
     
    I was curious to see if anyone would be interest in the return of TVT nights, or if it's an uninteresting possibility. Gear was always limited as the missions lacked an arsenal but that is so much funner than having people running around with custom-built Iron Man loadouts.
     
    TVT nights were always gritty, brutal and extremely enjoyable and I would personally love for their return (which I would gladly assist with building, if permitted).
     

  14. Like
    Miczils reacted to Johnson in TVT Return?   
    We'll I'm willing to try again since I was not able to experience this myself. Of course I don't doubt your statement, I simply wish to give it my own attempt.
  15. Like
    Miczils reacted to Noah_Hero in TVT Return?   
    The main reason I don´t like Arma as a PVP game is because it never feels very balanced to me. So if we´d be playing with balanced weapons on a very balanced map a balanced game mode I´d be totally on your side. But balancing out US and Russia seems to be pretty hard as well as playing a balanced game mode.
    So I´d recommend playing with the same weapons and just Teamdeathmatch because it is the easiest mode to balance and all that on some flat field with placed cover because a city usually favours campers because of way too many angles to cover. But everything above that seems not to be competetive at all to me but instead always favours one side.
  16. Like
    Miczils reacted to BloodInTheSand in TVT Return?   
    I also personally very much enjoy TvT, but have found it to be quite imbalanced the last few times it's been run. One side is always drastically under or overpowered, with the blufor side often having high caliber weapons and strong body armour, with the opfor side having very little in the way of armour and exploding at the mere sight of a bullet.
    I'd love to play tvt again, but feel it needs some balancing changes before it'll be fun rather than frustrating.
  17. Like
    Miczils reacted to Ryko in TVT Return?   
    I personally enjoy TvT, but as the results of the last few weeks of strawpolls showed, as well as the disconnection of a majority of players when we did move to TvT, it wasn't worth it to continue.
  18. Like
    Miczils reacted to Amentes in TK Penalty   
    There sort of is such a system in place, via the Spartans.
     
    If a system like you describe is put into place, it will get flooded with reports of entirely accidental TKs. Add to that, people who storm a building after another player has already thrown a grenade through the window.
     
    This sort of stuff can only be judged by a person who was there to observe it, unfortunatelly, which is why the player report system is there so that you can provide video.
  19. Like
    Miczils reacted to Copey in Solo play   
    I'd say that's a pretty accurate reply, regardless of being on the staff team or not [emoji106]

    Sent from my ONEPLUS 3T using a phone app that is really irritating because it constantly advertises itself.

  20. Like
    Miczils reacted to Amentes in Pilot/Player Competence   
    Run the vanilla Helicopter scenarios until they are piss easy for you; then go to steam workshop and find a failure state practice scenario.
     
    Use that scenario to train tail rotor loss and autorotation in different sizes of aircraft.
     
    Once you feel competent at those two failure states, start flying transport on I&A or CoPilot on AWE.
     
    There are many roads, but that would be my suggestion.
  21. Like
    Miczils reacted to Copey in AWE Training Polls   
    I'm going to flag my own comment here as being potentially slightly off topic - but it's important to say it.
    In response to various people staying there are issues with discipline, with people fucking around, bad fragging, driving around spawn:
     
    If you don't tell us it's happening we don't know about it. If you see something like this, file a report. Or report it to a moderator. 
     
    Not doing anything makes you as much of the problem as them. Perhaps we should train people in how to report actions like this so we can crack down on it?
     
     
    Rant over.
  22. Like
    Miczils reacted to Ryko in Statement on Core Principles of Ahoyworld Enhanced (AWE) server   
    There have been a few events recently which have called into question the nature of gameplay on the AWE server. This statement will serve to clarify AhoyWorld’s official position on the style of gameplay that should take place there.
     
    To summarize, the server has, and will continue to, operate in the grey zone between public casual play and serious community play ("milsim"). Part of the allure of AWE is that the barrier to entry is the size of the MODs and the ability of the players to follow only a few rules. There is no application process, mandatory training, ranking system and requirement to play in only our community.
     
    The problem with this situation of course, is that it means different players have different interpretations concerning where in that grey zone they are actually expected to operate.  To that end, we refer you to the current rules, which give all the guidance that is required. Staff are constantly reviewing these rules, but the core rules will always be applicable, and can be summarized as:
     
    Play your role and perform the functions required by it. This means not doing something “out of character” for that role, like charging the front lines as a missile specialist, or sniping as a medic. Players are encouraged to take a realistic loadout for their role.
    Obey the chain of command. If someone is of higher rank than you, you must follow their orders, to the best of your ability, within reason. Playing on AWE is all about teamwork and coordination, and nothing gets done if there isn’t a command structure.
    Help enhance the gameplay for every player to enjoy the mission and your company. If someone needs help, give it to them. If you need help, ask for it.The greater good should be your mandate; overbearing or disruptive behaviour is not acceptable. A player should try to bring their skills to the table or enable others to do so. AhoyWorld Enhanced is a community of friends, with common interests - welcome and treat others as you would like to be treated yourself.
     
    There are currently several guidelines which further clarify specific situations (ie., not parking vehicles in infantry spawn, not teamkilling, and not typing in side chat), but those are all extensions of these three core rules. Players who don't follow the rules are subject to administrative sanctions (warn, kick, ban). While these rules may seem fairly wide-ranging and open to interpretation, they are not. Followed in this order, they are generally complementary and cover 99.9% of situations that arise.
     
    Now, some specific notes, to address some situations which have arisen over the last few months.
    You are the author of your own experience.
    Players are encouraged to play to whatever level of realism that they prefer. If you want to play a first-person only, completely realistic experience - that is your prerogative. If you want to play a more relaxed style, using third-person, and play it more like a game, that is also possible.
     
    As long as you play your role, follow the orders of your superior, and follow the server guidelines, everyone should be able to get along no matter what style of gameplay you wish to follow. However, it is possible that one player's gameplay preference may rub up uncomfortably against the preferences of another. At that point, you have three options:
     
    Ask the other player to respect your preference (this can be as simple as a player in third-person revealing targets to a player who is playing first-person, who couldn't normally see them).
    Acknowledge that other players have alternate preferences, and live with it.
    Play somewhere else.
    Play your role trumps Follow Chain of Command.
    There aren't many situations where this applies, but in general, a player can't be ordered by another player to do something that is outside of the reasonable requirements of their role. For example, a medic cannot be ordered to NOT bring medical supplies to the field; a soldier cannot be ordered to NOT bring and wear a helmet. If it's reasonably applicable to your role, a player CAN be ordered to adhere to their role (for example, a front-line soldier wearing a helmet).
     
    Otherwise, if a player chooses to bring or not bring gear which is typical to their role, and their superior officers don't have a problem with it, they are free to do so. (An example would be a player choosing to wear a cap instead of a helmet, if their superior officer doesn't order them to wear a helmet, or better yet the player asks if they can just wear a cap instead of helmet and the superior officer agrees, they are free to do so. Yes, it's stupid, but it's their choice to be stupid.)
     
    There are probably situations where these rules and principles don’t make sense; where this occurs, staff have the right to arbitrate a solution which makes sense in the context of these principles and rules of the server.
    The application of sanctions, the implementation of bans, and the removal of bans.
    There are only a couple of instances where a player will be instantly banned: repeated and/or unapologetic teamkilling, hacking, or other offences of that nature. While these notes serve to clarify the sanction policy on AW, they can’t possibly cover every future scenario, so the moderation team reserve the right to issue sanctions for against any behaviour which runs contrary to the general principles of the AhoyWorld community.
     
    Players are subject to the Warn → Kick → Ban procedure of sanctioning. If a ban is instituted the player will be notified at the time, the reason that this action was taken. In addition to this, a specific time will be given for when the ban will automatically lift, or when they may appeal to have the ban removed.
     
    A ban is removed completely at the discretion of the community referee or Core Staff, depending on the circumstances of the appeal. If a player is unbanned, they revert to the status of being warned against the offences that resulted in them being kicked.
    Rules lawyering and player enforcement.
    We appreciate that some players want others to play the game as they do, and to follow the rules as seriously as they do. Unless you are staff, it is not your job to enforce the rules (but you can - and should, if asked - offer advice to players). If you are being personally inconvenienced by another player's failure to follow the rules, you are encouraged to report the offending player to moderators, whose job it is to enforce the rules.
     
    I helpfully direct you to the player report form, and as always, you can also message anyone on teamspeak.
     
  23. Like
    Miczils reacted to kman in Current state of Advanced Ballistic on AWE (31.7.2017)   
    Following talk about ACE Advanced Ballistics training and Ryko's post here:
    I set on to find what it all means and how it works, because my previous attempts to play Marksman on AWE gave VERY chaotic experience.
    Now I know why.
     
    Advanced Ballistic test on AWE 31.7., COx Gauntlet Altis
    test is aimed on how does Advanced Ballistics work with selected High-Powered scopes
     
    First set of tests done on non-Marksman position (spawned as Rifleman)
    Weapon: MK 18 Mod1, ammo: 5.56mm Mk262
     
    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is hitting according to reticle and with quite OP magnification for non-marksman
     
    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing
     
    3) TA31RCO (magnification is not listed, but feels like 3x to me, yet scope has MIL dialing)
    RESULT: scope is hitting according to ADVANCED BALLISTICS - target 434m away is not hit on 4.3 MIL (like it would be on vanila) but rather 3.4 MIL as suggested by ATragMX after proper input

    Second set of tests done in Marksman slot
    Weapon: MK 11 Mod 0, ammo: 7.62mm M993
     
    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is visibly over-shooting when using Reticle. Since it's fixed reticle, it is likely because it's not made for 7.62mm calliber.
     
    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing
     
    3) TA31RCO (magnification is not listed, but feels like 3x to me, scope has MIL DIALING!)
    RESULT: scope is significantly over-shooting when dialed to "7" (vanila value for 700m)
    When dialing 5.7 MIL value offered by ATragMX, it is only slightly over-shooting, it is possible I do not have proper Gun&Ammo values (I'm suspecting Ballistic Coefficient)
     
    3) AMS (3x-10x magnification sniper scope has MIL DIALING)
    RESULT: same as TA31RCO - slight over-shooting when using ATragMX value
     
    4) Leupold Mark 4 ER/T (max magnification not listed, but seems the same as LRPS - 25x, scope has VANILA dialing 100m,200m..up to 1000m)
    RESULT: scope is hitting according to simplified vanila Arma dialing - I call this "cheater sniper scope of the year"
     
    5) LRPS (max 25x magnification scope with MIL dialing)
    RESULT: Just like TA31RCO and AMS, scope is affected by Advanced Ballistics and uses ATragMX values
     
     
    TEST RESULTS:
    Advanced Ballistics on AWE are governed by scopes used - MIL Dialing scope will enable them, even for NON-marksman position (currently only for TA31RCO)
    other scopes are not affected even if they are high-powered (SUSAT and particulary Leupold)
     
    Side notes:
    1) Range Card is not pulling Gun & Ammo values when gun is equiped and loaded, making creating new Gun&Ammo combination in ATragMX impossible in-game
    This is definitely due to "Advanced Ballistics: Disabled" server setting - tested in Editor that they appear when this is "Enabled"
     
    2) When MIL dialing scope is equiped, ACE Self-Interaction > Equipment is not offering "Set Zero Adjustment" option to correctly ZERO scope.
    This is also due to "Advanced Ballistics: Disabled" - verified in Editor.
     
    3) Bullet Spin Drift seems completely turned off, even ATragMX is not showing any Windage values, despite Rifle Twist value entered in gun parameters (there should always be some Spin Drift, especially for longer ranges).
    I'm again suspecting "Advanced Ballistics: Disabled"

    Conclusion:
    Currently (31.7.2017) according to Ryko's information, we have these Advanced Ballistic settings on AWE:
    Advanced Ballistics: Disabled
    Enabled for Snipers: Enabled
    Enabled For Group Members: Disabled
    Enabled for Everyone: Disabled
    Disabled In FullAuto Mode: Disabled
    Enable Ammo Temperature Simulation: Disabled
    Enable Barrel Length Simulation: Disabled
    Enable Bullet Trace Effect: Disabled
    Sim Interval: 0.0
    Sim Radius: 3000
     
     
    This is actually not working like I thought it was. I will enumerate:
     
    1) "Advanced Ballistics"
    Having this disabled (in conjunction with second setting) is NOT making AB exclusive to Marksmen, it is OVERALL module setting and actually prevents AB from functioning properly:
    * range card don't populate with Gun&Ammo data
    * MIL scopes can't be properly zeroed (default zeroing is always slightly off - confirmed in Editor)
    * likely cause of non-existent bullet spin drift and maybe other minor variables as well
     
    2) "Enabled for Snipers"
    When enabled, this makes AB work, when any player shoots through MIL dialing scope, regardless of their slot or gun.
    (although AB is in crippled state if first setting is disabled)
     
    3) "Enabled For Group Members"
    I have not been able to find what this actually means, but in editor I letf it disabled and AB was working fine for Marksman/Sniper purposes.
     
    3) "Enabled for Everyone"
    According to some sources I red, this is the setting that would cause Server FPS problems when enabled. However testing in Editor, I can confirm this will STILL NOT affect NON-Dialing scopes and Vanila-style "Step-scopes" 100m, 200m, 300m....
     
    4) "Disabled In FullAuto Mode"
    When enabled, this prevents FullAuto weapons like Autorifles and LMGs equiped with MIL-dialing scopes from being affected by AB (verified in Editor).
    If we want AB enabled, this should be ENABLED TOO, to prevent lag should some Autorifleman find himself MIL scope and start spraying.
     
    5) "Enable Ammo Temperature Simulation" - additionaly populates Range Card with information, how does temperature of Ammo before shooting (e.g. ambient temperature) affects Muzzle Velocity due to influence of temperature on powder-burn speed, when bullet is fired. "Cold" gunpowder burns slower and lowers Muzzle Velocity.

    6) "Enable Barrel Length Simulation" - complicates entering Gun data into ATragMX if you use silencer, since it will affect Ballistic Coefficient of the gun.

    7) "Enable Bullet Trace Effect" - when shooting high-calliber bullets with high-powered scope, you will actually see Mirage caused by your bullet cutting through air. Pretty.
     
     
    Suggestions for changes:
     
    Following my testing, I would like to suggest following changes to AWE Advanced Ballistic settings and Scopes:
     
    1) settings:
    Advanced Ballistics: Enabled
    Enabled for Snipers: Enabled
    Disabled In FullAuto Mode: Enabled
    All other settings to remain disabled and current Sim Interval & Radius values kept.
     
    2) Scopes
    * Blacklist "Leupold" scopes for everyone, they bypass any AB settings and allow simplistic vanila targeting on extreme ranges (25x magnification).
    * Blacklist "Trijicon ACOG" scopes, they offer very hight 6x magnification and bypass any AB settings
    * I'm not sure about "SUSAT L9A1", it cheats the system like Leupold/Trijicon, but only have 4x zoom, ranges to 600m and is intended for LMG, that is perhaps reasonable. Maybe whitelist it only to Autorifleman and FSG?
    * I would also remove "TA31RCO", not because it's OP, but because it sucks. 3x magnification and requirement to use AB dialing to make it work.
    It's basically punishment, to issue this to troops.
     
    I would like to know, how does community feels about this.
    I'll be glad to share all things I learned during testing about Advanced Ballistis on training session, should we choose to make AB work properly.
     
  24. Like
    Miczils reacted to Amentes in AWE Training nights   
    Discussion is ongoing; as Colsta said, something will probably be announced soon-ish.
  25. Like
    Miczils reacted to GrandBravo in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
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