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Stanhope

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  1. Thanks
    Stanhope reacted to Schubz in AW end of the year awards 2021   
    AW MVP 2021: @DomT for all the work at FL
    AW Most Friendly Admin/Moderator/Spartan 2021: @chicken_no6
    AW Most Helpful Admin/Moderator/Spartan 2021: @MidnightRunner
    AW Most Active Staff Member 2021: @MidnightRunner
    AW Strictest Staff Member 2021: NA
    AW Best Team Player 2021: @Mikael
    AW Most Helpful Member *Non Staff* 2021: @Bones
    AW Most Friendly Member 2021: @RiverWolf
    AW Tacti-cool member 2021 : @TacticalError
    AW Underrated Member 2021: @Stanhope
    AW Most Incoherent Member 2021: @Schubz
    AW DAAASSS BOOOOT 2021 - The drunkest member of 2021: @Schubz (just kiddin' its @RiverWolfofc)
    AW Best/Worst Pilot 2021:NA
    AW Best Voice 2021: @Murph
    AW Funniest Person on Team Speak 2021: @FrOzT
    AW Worst Joke 2021 : @LH5 last time...
    AW Best Moment 2021 (can be in-game, on Teamspeak or Forum):

    AW Best Forum Post 2021 (please put URL in):

    AW Dankest Meme Post In Discord 2021: @Rickard / @BruceLee pls don't make me scroll trough that mess, plz
    AW Best Driver 2021: @possiblyEOD
    AW Worst Driver 2021: @FrOzT
    https://www.twitch.tv/froztyplaysgames/clip/FancyVenomousNikudonKappaWealth-Pwfv958PqLbBwQMK (frozt own request to include that clip)
    https://www.twitch.tv/froztyplaysgames/clip/WittyDeterminedSnakeSoBayed-c1eSinskgZO8Xi--
    https://www.twitch.tv/froztyplaysgames/clip/FlaccidPrettiestCheddarNomNom-Ux48bMkvnpaSD8tY
    AW Best Fail 2021: no fails - just opportunities
    AW Best Ban of 2021: 

    AW TeamSpeak Channel 2021: AWE Setup Room
    AW Best Screenshot 2021: NA
    AW Best/Worst Call-out 2021: @FrOzT everytime he tried to call out something but was shot to uncon mid sentence
    AW Candidate for the Hague 2021: *clears throat, under the breath coughing* @Schubz for all these accidentally TKs
    AW Role Model 2021: @MidnightRunner
     
  2. Thanks
    Stanhope reacted to possiblyEOD in AW end of the year awards 2021   
    AW MVP 2021: @DomT - frontlines
    AW Most Friendly Admin/Moderator/Spartan 2021: @Stanhope
    AW Most Helpful Admin/Moderator/Spartan 2021: @Whigital - much on EU1
    AW Most Active Staff Member 2021: @MidnightRunner - man of many zeus ops
    AW Strictest Staff Member 2021: @chicken_no6 - (i dunno this year, but didn't really have anywhere else I could fit you in :- )
    AW Best Team Player 2021: @Damo3D - the man does all the discord welcomes for us
    AW Most Helpful Member *Non Staff* 2021: Fenton
    AW Most Friendly Member 2021: @JJ Cakes
    AW Tacti-cool member 2021 : @Moto - GAS MASK
    AW Underrated Member 2021: @RiverWolf - who'd guess huh :- )
    AW Most Incoherent Member 2021:
    AW DAAASSS BOOOOT 2021 - The drunkest member of 2021: @RiverWolf
    AW Best/Worst Pilot 2021: @Gambit - that heli to boat drop on EU2
    AW Best Voice 2021: @Murph
    AW Funniest Person on Team Speak 2021: teamspeak 'Deajay' as from @Bomer
    AW Worst Joke 2021 : Hi Back
    AW Best Moment 2021 (can be in-game, on Teamspeak or Forum):
    AW Best Forum Post 2021 (please put URL in): just for the sheer effort @Bomer's put into this: https://forums.ahoyworld.net/topic/18594-task-force-sol-operation-situation-report/#comment-875300
    AW Dankest Meme Post In Discord 2021: @FrOzT - despite his StrEamER sound board :-]
    AW Best Driver 2021:  @Jochem for the Altis rally
    AW Worst Driver 2021: @FrOzT - it seems I missed the op, but it was all clipped, so we're good!
    AW Best Fail 2021: EU2 as with @LH5, excelent work from @Stanhope, but unfortunately popularity just fell off
    AW Best Ban of 2021: can't remember the name, but the guy on EU1 just constantly complaining about and ignoring various members of staff, while they were on server/in chat
    AW TeamSpeak Channel 2021: lido deck
    AW Best Screenshot 2021:
    AW Best/Worst Call-out 2021:
    AW Candidate for the Hague 2021: squad IC for OP Geneva Suggestions, - 'we're not taking prisoners' when clearing bivouacs, I can't remember who
    AW Role Model 2021: @Bomer - just putting in all the work
    AW Best Shot/Worst 2021: @SiegeSix - also for that helo shot https://www.youtube.com/watch?v=WXR62zRFuQM
     
    others of you deserve recognition too, but I can't fit everyone in :-]
  3. Thanks
    Stanhope reacted to Walk'N in AW end of the year awards 2021   
    AW MVP 2021: Ahoy Community 😊
    AW Most Friendly Admin/Moderator/Spartan 2021: @Stanhope
    AW Most Helpful Admin/Moderator/Spartan 2021:
    AW Most Active Staff Member 2021: @MidnightRunner
    AW Strictest Staff Member 2021: @chicken_no6
    AW Best Team Player 2021: @FrOzT
    AW Most Helpful Member *Non Staff* 2021: @DomT
    AW Most Friendly Member 2021: @TheScar
    AW Tacti-cool member 2021 : isn't it a requirement?
    AW Underrated Member 2021: NA
    AW Most Incoherent Member 2021: NA
    AW DAAASSS BOOOOT 2021 - The drunkest member of 2021:
    AW Best/Worst Pilot 2021: @Walk'N (yup I nominate myself)
    AW Best Voice 2021: NA
    AW Funniest Person on Team Speak 2021: NA
    AW Worst Joke 2021 : Didn't catch them all, but the one on my accent starts to be worse...
    AW Best Moment 2021 (can be in-game, on Teamspeak or Forum): Midnight campaign
    AW Best Forum Post 2021 (please put URL in): 

    AW Dankest Meme Post In Discord 2021: 🙊
    AW Best Driver 2021: NA
    AW Worst Driver 2021:  NA
    AW Best Fail 2021: https://www.twitch.tv/jbreizh/clip/GentleSpikyKittenSmoocherZ-3ClSzU3e4FzWg8YR?filter=clips&range=all&sort=time
    AW Best Ban of 2021: Seen a lot, can't remember but the one trying to make foul of staff members are the best
    AW TeamSpeak Channel 2021: AWE
    AW Best Screenshot 2021: (Got too much of them 😢)
    AW Best/Worst Call-out 2021: NA
    AW Candidate for the Hague 2021: @Sho_Iwaizumi
    AW Role Model 2021: NA
    AW Best Shot/Worst 2021: https://www.twitch.tv/jbreizh/clip/CleanPreciousYogurtHassaanChop-0mqIxmBjhtzg1TZ7?filter=clips&range=all&sort=time
  4. Thanks
    Stanhope got a reaction from Schubz in How would I set up for Sefrou-Ramal?   
    Assuming you're only making a map and not a player and an enemy faction as well:
     
    Copy the mission folder and paste it with the correct file name behind the . (so I&A.newMapNameHere instead of I&A.altis), go to the Main_AOs.hpp file in the defines folder, in both the bases and Main_AOs classes create sub classes following the example of the other ones with the map name used above.  In the editor delete all the AO & FOB markers and create new ones, following the naming convention of that file (so AO_SomeNameHere).  The name of the class should be the same as the marker name.  Give them the correct display name and type.  For FOBs you'll need to put more markers down and put them in the correct define, again see the examples in that file.  Put the static bases first, then the FOBs and then the other AOs.  Once you've done that update basemanager, baseTeleport and baseTeleportSetup in the function/base folder.  
     
    And once all of that is done test every single AO you created to ensure that you didn't make a typo anywhere in any of the marker names as that will completely break the mission.  
     
    Now for part 2: ensure that there are enough side mission to play, the default ones available on all maps are located in \Missions\Side, the ones that are map specific are located in "\Altis\Missions\Side" (assuming you copied from altis).  Either new missions need to be created for this map or the existing altis (or vietnam) missions updated to work on all maps (including vietnam).  The shared mission (located in \Missions) also need to be tested that they work correctly on this map (e.g. no out of place buildings)
    This part needs to be repeated for prio missions and subobjectives as well.  
     
    Don't forget to check that the fortifications spawned by main_AO_spawn_specific in \functions\AI is also not spawning anything that's out of place. Oh and don't forget to update fortifyBuildingDefs in \Functions\Defines.
     
    I probably forgot to mention a few things but arma will send you an error with what I forgot.  Once you've done all that send anyone in the dev team the edited files and we'll get them put into our version control system.  
     
    If you want to make a player and/or enemy faction as well there "a few" other things you need to change as well.  
  5. Thanks
    Stanhope got a reaction from Guard81 in How would I set up for Sefrou-Ramal?   
    Assuming you're only making a map and not a player and an enemy faction as well:
     
    Copy the mission folder and paste it with the correct file name behind the . (so I&A.newMapNameHere instead of I&A.altis), go to the Main_AOs.hpp file in the defines folder, in both the bases and Main_AOs classes create sub classes following the example of the other ones with the map name used above.  In the editor delete all the AO & FOB markers and create new ones, following the naming convention of that file (so AO_SomeNameHere).  The name of the class should be the same as the marker name.  Give them the correct display name and type.  For FOBs you'll need to put more markers down and put them in the correct define, again see the examples in that file.  Put the static bases first, then the FOBs and then the other AOs.  Once you've done that update basemanager, baseTeleport and baseTeleportSetup in the function/base folder.  
     
    And once all of that is done test every single AO you created to ensure that you didn't make a typo anywhere in any of the marker names as that will completely break the mission.  
     
    Now for part 2: ensure that there are enough side mission to play, the default ones available on all maps are located in \Missions\Side, the ones that are map specific are located in "\Altis\Missions\Side" (assuming you copied from altis).  Either new missions need to be created for this map or the existing altis (or vietnam) missions updated to work on all maps (including vietnam).  The shared mission (located in \Missions) also need to be tested that they work correctly on this map (e.g. no out of place buildings)
    This part needs to be repeated for prio missions and subobjectives as well.  
     
    Don't forget to check that the fortifications spawned by main_AO_spawn_specific in \functions\AI is also not spawning anything that's out of place. Oh and don't forget to update fortifyBuildingDefs in \Functions\Defines.
     
    I probably forgot to mention a few things but arma will send you an error with what I forgot.  Once you've done all that send anyone in the dev team the edited files and we'll get them put into our version control system.  
     
    If you want to make a player and/or enemy faction as well there "a few" other things you need to change as well.  
  6. Like
    Stanhope reacted to LH5 in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  7. Like
    Stanhope reacted to MidnightRunner in PMC Ops REVENGE Week 12 (Finale) @ 18:00 UTC 24/09/2021   
    Mission Name:
    PMC Ops Revenge Week 12
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team 
     
     
    Situation
    Following several hours of open fighting between Russian and Chernorussian forces a tense ceasefire was called.
    The Russians still believe that the CDF openly attacked and killed their personnel. The CDF on the other hand believe the Russians opened fire on their QRF who had arrived to aid the Russians.
     
    The Russians, have threatened to withdraw all support for the Chernorussian government as a result. To avoid this and a wider diplomatic incident, leaders from both Russian and CDF forces have arranged a meeting to resolve the issues between them.
    The meeting is being held in secret to avoid any further issue.
     
    Any disruption to this meeting would spell disaster for any treaty between the Russians and the Chernorussians. 
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    We must discover the location of the secret meeting between the Russians and Chernorussians. If we can disrupt this meeting the two factions will likely never return to the negotiation table and the Russian aid will cease. This will likely lead to the eventual fall of the Chernorussian governement.  
     
     
    Execution
    Objectives:
    1. Investigate and find the location of the secret meeting
    2. Disrupt the meeting by any means
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
    Civilians are present in the area so collateral damage is to be kept to a minimum.
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.

  8. Like
    Stanhope reacted to LH5 in [AWE] Frontlines Wednesday - 29/09/2021 @17:30 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Mod set/how to join
    https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
     
    Situation
     
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
  9. Like
    Stanhope reacted to Bomer in Task Force Sol - Exodus 05-10-2021   
    Mission Name:
    Task Force Sol – Exodus
    Server Details:
    IP: 116.202.224.207
    Port: 2302
    Mods required:
    AW Sol.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC
    Server opens 30 minutes ahead of time
    Expected mission length 120+ minutes (may go over or under expected mission length
     
    Player Slots: 36
    UK Royal Marines
    ·         Central // 4 man command element
    ·         Alpha - Delta // 6 man Royal Marine infantry squads
    ·         Wyrm - Lindwurm // 3 man Transport helicopter crew
    ·         Dragon // 2 man Light CAS helicopter crew
    Situation
    Full situation report
    The global relations with the Horizon Islands government are deteriorating at a drastic rate. A combination of nuclear build up, Chinese influence & a tactless comment from the UK Prime Minister have led to the Horizon Islands government making the decision to kick out the UK embassy. Carrier Group Severn has reached the archipelago as a show of force to extract Embassy personnel and any EU citizen looking to get off the islands. Several teams of SAS operatives will be inserted across the island to ensure high value civilians are extracted.
     
    standing with the Horizon Island Military Force (HIMF) is low, but they are not directly hostile to us. They are expected to make an appearance in response to our show of force. Furthermore, CSAT is active on the islands as military consultants, training and supplying the HIMF. Despite being arrival, they are not hostile either.
     
    The only hostile activity we may expect is from Syndikat or any Looters that would want to use this opportunity for chaos to their own benefit. Fortunately, we are not alone though. Several US forces have performed their own extraction earlier today in conjunction with PMC IoN Just north of Georgetown. Several Jets are still in the area keeping the air secure and performing another show of force as we enter town.
     
     
    Assets:
    ·         CH-47I- Chinook
    ·         WY-55 Hellcat Armed
     
    Friendly Forces:
    Embassy Security
    ION Security
    US Airforce
     
    Neutral/unconfirmed forces:
    -HIMF
    -CSAT
     
    Enemy Forces:
    -Syndikat
     
    Civilians
    Georgetown is the capital city of Tanoa. The streets are mostly abandoned in anticipation of our action and a minor crackdown on dissidents. Be wary of Looters using this as an opportunity.
     
     
    Mission
    Secure & Extract Embassy personnel
    Execution
    Load into chinooks and land near the Embasy.
    Protect & help civilans & Embassy personnel while they are being escorted by chinooks
    Keep the peace
    Execute any follow up order given
     
    Movement Plan:
    At commander’s discretion
    Rules of engagement:
    At commander’s discretion

  10. Thanks
    Stanhope reacted to MidnightRunner in [AWE] Cataclysm Campaign Week 1 @ 18:00 UTC 01/10/2021   
    Mission Name:
    Cataclysm Campaign Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset AW_Cataclysm.html(Plus usual optional mods)
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots:  33 
    Platoon // 3 man element
    Alpha - Echo // 6 man elements
     
     
     
    Situation
    Following an unknown cataclysm the world was plunged into chaos. Most electronics ceased to work and strange anomalies started to appear all over the world. As global governments scrambled to adapt to these events another problem came to light. 
    A virus emerged which was fatal to almost all those exposed. While a small amount were immune another group were transformed by the virus into violent inhuman creatures, who more resemble fictional zombies than real humans.
     
    In the decade since the event colloquially known as the Convergence the surviving remnants of humanity have banded together in small groups, surviving as best they can. Though not all of these groups are friendly. What little technology still survives is hoarded by the more powerful groups.
     
    After several tough years your group had created a good life for yourselves. Through farming and trading with other groups you have managed to ensure that your people are fed and are safe from this hostile world.
    That was until a group of raiders attacked during the night and overwhelmed your defenses while most of the fighters were out on a trading run.
    When they made it back, they found only a handful of survivors, some were killed and others were taken along with all of the food and supplies stored.
     
     
     
    Mission
    You must find a way to survive. You will need food, water and shelter to achieve this. There are several groups nearby that have been friendly in the past. You may choose to see what goodwill you can garner from these groups. 
     
     
    Execution
    Objectives:
    1. Find a way to survive
    2. Gather supplies to sustain your forces
    3. Secure a defendable position to recover
    4. Gather any information on the group that attacked your compound
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
    Civilians are present in the area so collateral damage is to be kept to a minimum.
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.

  11. Thanks
    Stanhope got a reaction from MidnightRunner in AWE not working?   
    I believe this was handled via discord but I'll post what was wrong here for future reference: the mod in question had updated but the server didn't get this update yet.  
  12. Haha
    Stanhope got a reaction from Guard81 in I+A 3.5x >> class restriction is off   
    And what makes you think you can demand anything from me? 
  13. Thanks
    Stanhope got a reaction from Bomer in Task Force Aegis - Operation Ajax: Heisenberg 17-08-2021   
    So for a bit of feedback after sleeping it over.  Also, before I begin, I won't name any names, just roles.  Nothing of what I say here is an attack against any one particular person/ group of people.  I'm fairly certain that if I or other people occupied the roles I'm talking about here the resulting gamenight wouldn't have been drastically different.  Everything said here is also how I perceived them.  I could certainly be wrong in how or why things happened but nevertheless this is how I experienced them.  
     
    First off I want to say that I have in the past enjoyed gamenights in which I've done nothing for 2 hours.  However, in those gamenights I knew that I wasn't going to be doing a whole lot or even anything when I took the slot.  Yesterday I took a rifleman slot in bravo, so my expectation was to get to shoot a few csat, assault a place etc etc.
     
    Now for  a rundown of events and how I think they could be improved:  (for those unaware I was a rifleman in bravo and this is how I experienced the gamenight)
     
    We started with a 10 minute briefing which seems like a reasonable length to me, nothing here that needs improving.  Then it took us 23 minutes before wheels up of the blackfish.  This could probably be reduced to 15 or even 10 minutes.  Often hard to determine what exactly takes so long though.  From what I've seen if the briefing from acting command ends with something along the lines of "mount up in that vehicle once you're read to go" it tends to go a bit quicker.  And than lastly before we get boots on the ground was the flight over, this took 10 minutes.  This could easily be cut in half by spawning the carrier closer to the action.  
     
    Then we paradrop out and regroup, combined this takes 2.5 minutes, not bad at all.  After this bravo is send to their first overwatch to scout out the first objective (to my understanding).  We go here together with command.  Going to and sitting at OP 1 combined takes 8 minutes.  After which we're send to our 2nd overwatch, where alpha is located, to commence a combined assault on the first objective (again, to my understanding).  Hiking to OP 2 takes 3 minutes.  
    From the information I had and what I could perceive bravo didn't have to go to OP 1 and would've been better of going to the same OP as alpha from the start.  But I understand that this wasn't clear before moving out so I don't mind this.  What could be done in the future though is instead of having both pilots fly us in in the blackfish have one of them fly the blackwasp ahead to scout out everything.  They could still get in to the armed blackfish together after the paradrop had been completed.  But again, having to move between OPs is something that can always happen and I don't mind that it did happen yesterday.
     
    Now once we got to OP 2 the plan to move in with alpha changed to alpha moves in and bravo "covers".  I put covers between quotes because we were 500 meters away from the nearest hostile, had a pretty poor line of sight because of trees and it was a foggy night.  So of the 4 of us the only person that could be considered to be within engagement range was the machine gunner in my opinion.  I personally consider the furthest a rifleman with an acog can effectively engage about 400 meters.  In very clear conditions when shooting down from a hill into a valley 500 could be doable, but not at night, through trees, when PID is already difficult.  Again, my opinion.  
    After alpha had captured and blown up this first objective though bravo was just told to sit where it was.  In total we sat 41 minutes at this OP.  This is something I cannot understand.  How can a squad sit in one spot for 40 minutes?  Most of which was doing absolutely nothing.  In this time I finished 3 levels of mini metro, I scrolled through reddit a bit and I went AFK for a while.  We once were told to move up but before we walked 200 meters we were told to turn back.  During this entire ordeal I had also absolutely no idea what was going on.  Because no information flowed to me the only assumption I could come to was that we were basically forgotten or simply thought to be not needed.
     
    After these 40 minutes we were told to move up to a roadblock a bit up ahead and clear it out, this was the first real contact we had, at this point in time it's been 1 hour and 43 minutes since the briefing started.  I typically operate a rule of thumb that if 1 hour after briefing started I haven't got to fire my rifle yet (which I hadn't up to this point) I leave and go play something else (assuming I'm playing a regular infantry role).  Yesterday I didn't as I had already played the games I typically go play so I'd have left to play mini metro/motorways which I can do while in arma so I might as well stick around.  
    Moving up and clearing this roadblock took about 5 minutes, after this we sat at this roadblock for an additional 7 minutes.  In this time I spotted a tractor, walked over to it to play with it to have something to do, only to discover that it was out of fuel and that I didn't even bring incendiary grandes to blow it up.  
     
    Next we were told to move to an overwatch position for the final objective hiking over there and setting there took a combined 14 minutes before we got to our 2nd (and final) engagement: we could move up and engage some enemies.  We did this for about 7 minutes, in which time we had reached the outer wall of the compound without taking a single casualty.  I believe we killed about a squad worth of enemies and nobody of us even got hit as far as I could tell.  This engagement ended with our SL saying on our radio that, and I quote: "Okay guys, we've had enough fun according to command so we're gonna pull back".  This assault started 2 hours after briefing began and was only our 2nd engagement.  Now from what I gather "diplomatic avenues" were being used.  If it's known that a team hasn't done basically anything for the entire gamenight and an opportunity presents itself to give said team something to do, why not take it?  Again, this is the conclusion I came to with the information I had at the time.  
     
    After this it took another 20 minutes of us doing basically nothing before the op was finally over for a total of 2.5 hours of OP, in which we had about 13 minutes of action.  
     
     
    So for things that I think can improve:
     
    Have more information flow to the regular infantry who are not on LR.  Not doing anything is only made worse by not knowing what's going on.  It's easier to not do anything because another team is waiting on a resupply than it is to not do anything while you have no idea what's going on.  
     
    If a team was told to act as a blocking force send some stuff at them to block.  I understand from debrief that this was attempted but didn't happen for multiple reasons.  The only thing I want to add to that is that if there's too many teams to manage for the zeuses present it might be an idea to reduce the amount of teams (by increasing the size of individual teams) to make it more manageable.  While I certainly don't deny that a lot of fun can be had in small teams, if it's too much work to manage them as a zeus, are they worth it?
     
    Reduce idle time as much as possible.  As already mention, try to get people in the heli after brief as soon as possible, have infantry spawn close to the fight so insert times aren't too long, cut down on roleplay as much as possible if an OP has been going on for a long time already, etc
     
    This is already a long enough wall of text.  One last thing: I won't be responding here or in any discord channel about what I said in this post.  I've said what I wanted to say, arguing about it won't be beneficial in my opinion.  Obviously anyone is free to respond to what I said here.
  14. Thanks
    Stanhope got a reaction from Schubz in Task Force Aegis - Operation Ajax: Heisenberg 17-08-2021   
    So for a bit of feedback after sleeping it over.  Also, before I begin, I won't name any names, just roles.  Nothing of what I say here is an attack against any one particular person/ group of people.  I'm fairly certain that if I or other people occupied the roles I'm talking about here the resulting gamenight wouldn't have been drastically different.  Everything said here is also how I perceived them.  I could certainly be wrong in how or why things happened but nevertheless this is how I experienced them.  
     
    First off I want to say that I have in the past enjoyed gamenights in which I've done nothing for 2 hours.  However, in those gamenights I knew that I wasn't going to be doing a whole lot or even anything when I took the slot.  Yesterday I took a rifleman slot in bravo, so my expectation was to get to shoot a few csat, assault a place etc etc.
     
    Now for  a rundown of events and how I think they could be improved:  (for those unaware I was a rifleman in bravo and this is how I experienced the gamenight)
     
    We started with a 10 minute briefing which seems like a reasonable length to me, nothing here that needs improving.  Then it took us 23 minutes before wheels up of the blackfish.  This could probably be reduced to 15 or even 10 minutes.  Often hard to determine what exactly takes so long though.  From what I've seen if the briefing from acting command ends with something along the lines of "mount up in that vehicle once you're read to go" it tends to go a bit quicker.  And than lastly before we get boots on the ground was the flight over, this took 10 minutes.  This could easily be cut in half by spawning the carrier closer to the action.  
     
    Then we paradrop out and regroup, combined this takes 2.5 minutes, not bad at all.  After this bravo is send to their first overwatch to scout out the first objective (to my understanding).  We go here together with command.  Going to and sitting at OP 1 combined takes 8 minutes.  After which we're send to our 2nd overwatch, where alpha is located, to commence a combined assault on the first objective (again, to my understanding).  Hiking to OP 2 takes 3 minutes.  
    From the information I had and what I could perceive bravo didn't have to go to OP 1 and would've been better of going to the same OP as alpha from the start.  But I understand that this wasn't clear before moving out so I don't mind this.  What could be done in the future though is instead of having both pilots fly us in in the blackfish have one of them fly the blackwasp ahead to scout out everything.  They could still get in to the armed blackfish together after the paradrop had been completed.  But again, having to move between OPs is something that can always happen and I don't mind that it did happen yesterday.
     
    Now once we got to OP 2 the plan to move in with alpha changed to alpha moves in and bravo "covers".  I put covers between quotes because we were 500 meters away from the nearest hostile, had a pretty poor line of sight because of trees and it was a foggy night.  So of the 4 of us the only person that could be considered to be within engagement range was the machine gunner in my opinion.  I personally consider the furthest a rifleman with an acog can effectively engage about 400 meters.  In very clear conditions when shooting down from a hill into a valley 500 could be doable, but not at night, through trees, when PID is already difficult.  Again, my opinion.  
    After alpha had captured and blown up this first objective though bravo was just told to sit where it was.  In total we sat 41 minutes at this OP.  This is something I cannot understand.  How can a squad sit in one spot for 40 minutes?  Most of which was doing absolutely nothing.  In this time I finished 3 levels of mini metro, I scrolled through reddit a bit and I went AFK for a while.  We once were told to move up but before we walked 200 meters we were told to turn back.  During this entire ordeal I had also absolutely no idea what was going on.  Because no information flowed to me the only assumption I could come to was that we were basically forgotten or simply thought to be not needed.
     
    After these 40 minutes we were told to move up to a roadblock a bit up ahead and clear it out, this was the first real contact we had, at this point in time it's been 1 hour and 43 minutes since the briefing started.  I typically operate a rule of thumb that if 1 hour after briefing started I haven't got to fire my rifle yet (which I hadn't up to this point) I leave and go play something else (assuming I'm playing a regular infantry role).  Yesterday I didn't as I had already played the games I typically go play so I'd have left to play mini metro/motorways which I can do while in arma so I might as well stick around.  
    Moving up and clearing this roadblock took about 5 minutes, after this we sat at this roadblock for an additional 7 minutes.  In this time I spotted a tractor, walked over to it to play with it to have something to do, only to discover that it was out of fuel and that I didn't even bring incendiary grandes to blow it up.  
     
    Next we were told to move to an overwatch position for the final objective hiking over there and setting there took a combined 14 minutes before we got to our 2nd (and final) engagement: we could move up and engage some enemies.  We did this for about 7 minutes, in which time we had reached the outer wall of the compound without taking a single casualty.  I believe we killed about a squad worth of enemies and nobody of us even got hit as far as I could tell.  This engagement ended with our SL saying on our radio that, and I quote: "Okay guys, we've had enough fun according to command so we're gonna pull back".  This assault started 2 hours after briefing began and was only our 2nd engagement.  Now from what I gather "diplomatic avenues" were being used.  If it's known that a team hasn't done basically anything for the entire gamenight and an opportunity presents itself to give said team something to do, why not take it?  Again, this is the conclusion I came to with the information I had at the time.  
     
    After this it took another 20 minutes of us doing basically nothing before the op was finally over for a total of 2.5 hours of OP, in which we had about 13 minutes of action.  
     
     
    So for things that I think can improve:
     
    Have more information flow to the regular infantry who are not on LR.  Not doing anything is only made worse by not knowing what's going on.  It's easier to not do anything because another team is waiting on a resupply than it is to not do anything while you have no idea what's going on.  
     
    If a team was told to act as a blocking force send some stuff at them to block.  I understand from debrief that this was attempted but didn't happen for multiple reasons.  The only thing I want to add to that is that if there's too many teams to manage for the zeuses present it might be an idea to reduce the amount of teams (by increasing the size of individual teams) to make it more manageable.  While I certainly don't deny that a lot of fun can be had in small teams, if it's too much work to manage them as a zeus, are they worth it?
     
    Reduce idle time as much as possible.  As already mention, try to get people in the heli after brief as soon as possible, have infantry spawn close to the fight so insert times aren't too long, cut down on roleplay as much as possible if an OP has been going on for a long time already, etc
     
    This is already a long enough wall of text.  One last thing: I won't be responding here or in any discord channel about what I said in this post.  I've said what I wanted to say, arguing about it won't be beneficial in my opinion.  Obviously anyone is free to respond to what I said here.
  15. Thanks
    Stanhope got a reaction from Mikael in Task Force Aegis - Operation Ajax: Heisenberg 17-08-2021   
    So for a bit of feedback after sleeping it over.  Also, before I begin, I won't name any names, just roles.  Nothing of what I say here is an attack against any one particular person/ group of people.  I'm fairly certain that if I or other people occupied the roles I'm talking about here the resulting gamenight wouldn't have been drastically different.  Everything said here is also how I perceived them.  I could certainly be wrong in how or why things happened but nevertheless this is how I experienced them.  
     
    First off I want to say that I have in the past enjoyed gamenights in which I've done nothing for 2 hours.  However, in those gamenights I knew that I wasn't going to be doing a whole lot or even anything when I took the slot.  Yesterday I took a rifleman slot in bravo, so my expectation was to get to shoot a few csat, assault a place etc etc.
     
    Now for  a rundown of events and how I think they could be improved:  (for those unaware I was a rifleman in bravo and this is how I experienced the gamenight)
     
    We started with a 10 minute briefing which seems like a reasonable length to me, nothing here that needs improving.  Then it took us 23 minutes before wheels up of the blackfish.  This could probably be reduced to 15 or even 10 minutes.  Often hard to determine what exactly takes so long though.  From what I've seen if the briefing from acting command ends with something along the lines of "mount up in that vehicle once you're read to go" it tends to go a bit quicker.  And than lastly before we get boots on the ground was the flight over, this took 10 minutes.  This could easily be cut in half by spawning the carrier closer to the action.  
     
    Then we paradrop out and regroup, combined this takes 2.5 minutes, not bad at all.  After this bravo is send to their first overwatch to scout out the first objective (to my understanding).  We go here together with command.  Going to and sitting at OP 1 combined takes 8 minutes.  After which we're send to our 2nd overwatch, where alpha is located, to commence a combined assault on the first objective (again, to my understanding).  Hiking to OP 2 takes 3 minutes.  
    From the information I had and what I could perceive bravo didn't have to go to OP 1 and would've been better of going to the same OP as alpha from the start.  But I understand that this wasn't clear before moving out so I don't mind this.  What could be done in the future though is instead of having both pilots fly us in in the blackfish have one of them fly the blackwasp ahead to scout out everything.  They could still get in to the armed blackfish together after the paradrop had been completed.  But again, having to move between OPs is something that can always happen and I don't mind that it did happen yesterday.
     
    Now once we got to OP 2 the plan to move in with alpha changed to alpha moves in and bravo "covers".  I put covers between quotes because we were 500 meters away from the nearest hostile, had a pretty poor line of sight because of trees and it was a foggy night.  So of the 4 of us the only person that could be considered to be within engagement range was the machine gunner in my opinion.  I personally consider the furthest a rifleman with an acog can effectively engage about 400 meters.  In very clear conditions when shooting down from a hill into a valley 500 could be doable, but not at night, through trees, when PID is already difficult.  Again, my opinion.  
    After alpha had captured and blown up this first objective though bravo was just told to sit where it was.  In total we sat 41 minutes at this OP.  This is something I cannot understand.  How can a squad sit in one spot for 40 minutes?  Most of which was doing absolutely nothing.  In this time I finished 3 levels of mini metro, I scrolled through reddit a bit and I went AFK for a while.  We once were told to move up but before we walked 200 meters we were told to turn back.  During this entire ordeal I had also absolutely no idea what was going on.  Because no information flowed to me the only assumption I could come to was that we were basically forgotten or simply thought to be not needed.
     
    After these 40 minutes we were told to move up to a roadblock a bit up ahead and clear it out, this was the first real contact we had, at this point in time it's been 1 hour and 43 minutes since the briefing started.  I typically operate a rule of thumb that if 1 hour after briefing started I haven't got to fire my rifle yet (which I hadn't up to this point) I leave and go play something else (assuming I'm playing a regular infantry role).  Yesterday I didn't as I had already played the games I typically go play so I'd have left to play mini metro/motorways which I can do while in arma so I might as well stick around.  
    Moving up and clearing this roadblock took about 5 minutes, after this we sat at this roadblock for an additional 7 minutes.  In this time I spotted a tractor, walked over to it to play with it to have something to do, only to discover that it was out of fuel and that I didn't even bring incendiary grandes to blow it up.  
     
    Next we were told to move to an overwatch position for the final objective hiking over there and setting there took a combined 14 minutes before we got to our 2nd (and final) engagement: we could move up and engage some enemies.  We did this for about 7 minutes, in which time we had reached the outer wall of the compound without taking a single casualty.  I believe we killed about a squad worth of enemies and nobody of us even got hit as far as I could tell.  This engagement ended with our SL saying on our radio that, and I quote: "Okay guys, we've had enough fun according to command so we're gonna pull back".  This assault started 2 hours after briefing began and was only our 2nd engagement.  Now from what I gather "diplomatic avenues" were being used.  If it's known that a team hasn't done basically anything for the entire gamenight and an opportunity presents itself to give said team something to do, why not take it?  Again, this is the conclusion I came to with the information I had at the time.  
     
    After this it took another 20 minutes of us doing basically nothing before the op was finally over for a total of 2.5 hours of OP, in which we had about 13 minutes of action.  
     
     
    So for things that I think can improve:
     
    Have more information flow to the regular infantry who are not on LR.  Not doing anything is only made worse by not knowing what's going on.  It's easier to not do anything because another team is waiting on a resupply than it is to not do anything while you have no idea what's going on.  
     
    If a team was told to act as a blocking force send some stuff at them to block.  I understand from debrief that this was attempted but didn't happen for multiple reasons.  The only thing I want to add to that is that if there's too many teams to manage for the zeuses present it might be an idea to reduce the amount of teams (by increasing the size of individual teams) to make it more manageable.  While I certainly don't deny that a lot of fun can be had in small teams, if it's too much work to manage them as a zeus, are they worth it?
     
    Reduce idle time as much as possible.  As already mention, try to get people in the heli after brief as soon as possible, have infantry spawn close to the fight so insert times aren't too long, cut down on roleplay as much as possible if an OP has been going on for a long time already, etc
     
    This is already a long enough wall of text.  One last thing: I won't be responding here or in any discord channel about what I said in this post.  I've said what I wanted to say, arguing about it won't be beneficial in my opinion.  Obviously anyone is free to respond to what I said here.
  16. Like
    Stanhope reacted to Art3misZA in Invade & Annex Aim Coefficient Poll   
    I was just simply stating my thoughts. This comes from hours and hours running around with a Cyrus, a heavy weapon with terrible sway. I cut my teeth on EU1 and like I said in the meeting I learnt with the sway and am used to it and compensate accordingly. 
     
    River your comments are quite combative and rude. People are welcome to their opinions on this but ultimately whatever choice Core Staff makes is fine as I trust they have community interests at heart.

    I think this is a case of “my opinion is the right opinion”. 
     
    At the end of the day it is a game on a server run by volunteers. Remember that when issues like this are raised. I have been guilty of this myself and it does help to just take a step back and regain perspective.
  17. Like
    Stanhope got a reaction from Art3misZA in Do you play DCS?   
    I own the F-16 & F-18, prefer PvE ground attack/SEAD and play once or twice a week at most currently
  18. Like
    Stanhope got a reaction from LH5 in Do you play DCS?   
    I own the F-16 & F-18, prefer PvE ground attack/SEAD and play once or twice a week at most currently
  19. Like
    Stanhope got a reaction from DarkBaal in AW I&A mission file   
    I use this myself: https://mikero.bytex.digital/Downloads
  20. Like
    Stanhope reacted to AhoyWorld in Introduction of Regular Community Meetings   
    Hi all,
     
    Based on recent events and feedback from the community, we have decided to introduce a regular community meeting, to be held on a regular schedule which is to be agreed during the first meeting.
     
    The first of these meetings is to be on Thursday 22nd July at 18:00UTC held in the Ahoyworld Teamspeak. (ts.ahoyworld.net, weekday/times of future meetings is another topic to discuss and agree)
     
    The purpose of these meetings will be to both communicate staff plans to members and to discuss member feedback/concerns.
    With the plan being that at subsequent meetings we can determine the effectiveness of any measures/actions decided at previous meetings and adjust accordingly.

    The heart of Ahoyworld is and has always been its members. As CS we strive to meet the needs and expectations of the members, though sometimes as people we fail to do this but I hope that if we can have a more open forum then we can be more proactive rather than reactive.
     
    In advance of this meeting we will be preparing an agenda as put forward by the members and keeping minutes for record on the forum for those that cannot attend. Any member can put forward a topic to discuss.

    Please share below any topic which you would like to see discussed or message a member of Core Staff with your suggestion if you wish to do so privately. 
     
    Looking forward to seeing you there
     
  21. Like
    Stanhope got a reaction from RiverWolf in Helicopter changes?   
    The taru bench has already been removed from the reward pool and the asraam doesn't use radar so the little bird not having radar is not an issue.  Yes, you have to fire it without a lock but that does not make it useless. 
  22. Like
    Stanhope reacted to shuffle in Hello!   
    After playing I&A for a while, I finally decided to join the forums!
     
    Don't mind me though, I'm just here to lurk and to have a good time 😄
  23. Like
    Stanhope reacted to MidnightRunner in Announcing CHADS Revenge starting 18th June   
    The next iteration of the CHADS will start this Friday 18th June.

    Setting:
    The CHADS fresh from leave after their stint in Africa have gotten an aid contract in Chernarus. The local governement forces, backed by Russia are fighting against an uprising of local forces. Civilians have been hit hard and the UN has sent aid workers to the area.

    The CHADS have been contracted to deliver this aid. However, since the events in Finland the CHADS have been looking for a way to get back against the Russians they have also taken secret contracts with the local rebel forces.
     
    The CHADS will have to maintain the guise of the provision of humanitarian aid, while working covertly to undermine government forces.
     
    Expect the brief for the first mission in the next day or so.
     
    Factions involved:
    Chernarus Local Government 
    Rebel Chernorussians
    Local smugglers
    Serbian UN detachment
     
     
    Modlist:
    Arma 3 Preset CHADS Revenge.html
     
     
     
     

  24. Thanks
    Stanhope got a reaction from possiblyEOD in Helicopter changes?   
    The taru bench has already been removed from the reward pool and the asraam doesn't use radar so the little bird not having radar is not an issue.  Yes, you have to fire it without a lock but that does not make it useless. 
  25. Like
    Stanhope got a reaction from Stanza1990 in Invade & Annex 3 Prairie Fire 23/05/2021.   
    It is the wrong section yes, this would be the right section and to answer your question: have a look at this topic.
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