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Chutnut

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Posts posted by Chutnut

  1. 4 hours ago, Expos said:

    I think this functionality is already implemented in I&A (at least in an earlier version)

    I noticed that on a different Server Hosting I&A and I think I saw the respective Settings when trying to get a Server running for a LAN a while back.

     

    I like the concept of that.

    I wonder why it isn't active on the Ahoyworld Servers.

    Perhaps one of the Devs can give a Little more insight to this...

     

    Well I really haven't seen it before, it may be able to be activated in the files if it is there but there is, like you say, probably a reason for it to be disabled. We'll see.

  2. So for a while now I have noticed that AO's can go quite quick when people work together, This can be at around 15 minutes, With the general time of 20 - 30 minutes. I thought about a way that these AO's could be slightly more time consuming and I got myself an Idea.

     

    I think a way to make them longer if necessary would be to have the simple Kill everyone and do the sub objective and then give everyone around 1.5 - 2 minutes break before an enemy counter attack happens from a KNOWN direction. This should allow people to prepare for the counter attack and defend positions, the counter attack would hopefully break out about another 10 - 15 minutes of combat depending on the troops efficiency.

     

    If the counter attack ends up taking up most of the AO nothing will really happen, They will just be reinserted and simply continue on as if they are doing the AO over again. I would not expect the counter attack to have many troops, Simply just a few trucks, cars and APC's, Possibly some transport helicopters too.

     

    Anyway I hope this idea has given you some though, I would love some of you input on this at anytime.

  3. 2 hours ago, TheScar said:

    there´s so many reasons this wont work out,for example :

    • people mainly come to shoot stuff and fly for fame - driving a truck will prop attract only 2-5 people from 60 total
    • I+A 2 had this "convoy" task and it was mostly ignored/the trucks got lost on base or field and the path to FOB was AI infested with a very slim chance of success and you had to do several runs in order to keep the FOB stocked
    • in the "current" state of I+A 3 i cant approve wasting "resources" on coding/scripting/tweaking on a dead mule concept

    I fully understand where you coming from,the idea itself aint that bad at all - but its ARMA and nothing in ARMA works out like planned on paper ... ever!

    How about we push this idea back a few months and look at it once we got I+A 3 to a solid base mission we can expand from once there?

    Hmmmm?

     

    Kisses with luv,yours sincerly

    ^_^

     

     

    Your points do make perfect sense but I have noticed in the recent months a large increase of teamwork, for example a couple of days ago I saw 2 6 - 7 man teams working together. Anyway they may as you say only come to shoot stuff.

  4. 1 hour ago, Gamerbug said:

    I do like the idea of a Hemmt capable of doubling up as an arsenal; gives people a reason to drive it to (or close enough to) AO's.

     

    Also like the idea of a specific driver role, though in that case create a few so one can drive the medical Hemmt and another a repair/refuel one.

     

     

     

    Any opinion on the FOB idea though, That is what im all about on this topic e.e

  5. 6 minutes ago, Nibbs said:

    Arma 3 truck simulator

    I like this idea, I'm not sure how popular it would be, but then Bus driving in helicopters is also popular, so would suggest it's worth giving a go.

    Also thought I'd suggest an additional capability.

    Give the logistics truck the ability to act as an arsenal whilst it's carrying supply points, and dock some every time a player opens the arsenal screen from it, so you can use it as an AO supply too, this gives the role something to do when we have no FOBs.

    Is there a way to put a marker on the map that follows the truck around, to easily track it, if it goes missing within 500m of base, or for resupply operations?

     

    Also I would suggest making this a dedicated role on role selection, to prevent a repair guy jumping in as driver. In my opinion the driver should be able to get it in place without crashing it, or by calling in a repair guy when it's disabled.

     

     

    An arsenel truck sounds like something from planetside 2 e.e

     

    I was also thinking about a specific role for it too as not many people may want to do it.

     

    I was thinking that we could have more than one supply type, so like fuel and ammo are seperate but I think it would be pushing it a bit.

  6. Overview

     

    Now it came an idea to me to actually put a use to the Logistics trucks at base rather than just using them to carry your rockets and cookies etc.

     

    I think that instead of just being able to take over an FOB you should also have the responsibility of maintaining it as well as its security.

     

    How will logistics work? :- I plan it to work by having the FOB spawn with the vehicles and arsenal, However if someone decides to use one of these and destroys it, It cannot spawn unless it has the sufficient supplies, So for example if we unlocked FOB Martian and I took out the AA Jet on patrol and got shot down by some AA I would not be able to have it spawn back unless I have, Say 750 Supplies (or whatever you want to call it). To resupply on these you would use a specific truck (or trucks as I suggest the Logistics trucks are used).

     

    How will Security Work? :- So while you are worrying about having a proper logistical convoy running you are also going to come under attack, Like at base the FOB can be equipped with an AA Terminal but only activated when the supplies are available, The FOB is also going to come under attack by ground troops depending on how close it is to the AO, If the AO is 1.5 KM away from the FOB expect it to come under attack frequently but as the AO's get further it will soon Be attacked less frequently and possibly not at all. Though if the enemy manages to overrun the position the FOB will be unsafe and you will not be able to teleport to it until it is cleared.

     

    Control :- In terms of controlling this (Preventing rule breakers from having too much fun) I think that there should be some enforcement, FOB's are hotspots and if someone teleports and starts killing everyone there (Which has happend in the past) then we should make the FOB a no Shoot zone, However when under attack this is disabled and people are free to fire, If the FOB is not unlocked then it will also have to be disabled.

     

     

     

    I hope this was an idea you can take into consideration and I would love it if all of it can be added but of course remember that you can have only 1 part of this added.

     

     

  7. Last night I was helping stanhope on EU4 with testing, I think one of the main things we discovered was that being shot by a lightning bolt can cause you to go down somtimes and somtimes kill you, Same with being shot to the head, It is a very random situation of either going down or staying alive.

  8. 5 hours ago, TheScar said:

    quick fix :

     

    add 1 liftable "small Fuel truck" like before on I+A2 to base (can be roped by GH)

    BOOOOOYAKASCHAAAAAAAAA !

    :blink:

     

     

    Maybe have it as a temporary thing until they can fix the Repair Spec's Refueling script. But once and if they do fix it I think it should stay the same, Repair Specialist's are just as powerful and if you ask me more effective.

  9. I understand your second point but I think it can be fixed, however I don't agree that a change should be needed. The way I see this idea is technically make it easier where you have plenty of options to refuel.

  10. 13 minutes ago, Stanhope said:

    I'm definitely not against it.  But it might be hard to enforce and most pilots will, at least at first, not know about this rule.  Both not good reasons to not implement it.  And isn't it already kind of covered under the wasting assets rule?  Even if so, i don't think it'd hurt anyone to make it clear.  Just my 2 cents.

     

    I suppose its not necessarily a 'new rule' But I am just reinforcing it and making people aware of this, And yes pilots may not read the rules but most people don't read the rules at all so we can't guarantee they do everything correct.

  11. So recently with the prowlers added I saw an annoying situation I ran into a couple of times, I can't find any prowlers. Both times this had happened I checked Zeus to find them laying over a random area of the map or at one point I saw a blackfish pilot dumping them over some troops who don't even notice it. The point is I think a rule should be added for all vehicles that they may only be lifted to the AO if they have been requested there or are in the vehicle lift zone.

     

    Tell me your thoughts!

     

    \\ Chutnut //

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