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Walk'N reacted to Karate Pyjamas in War for Altis - Act 1 Mission 3 Modded Zeus Ops 26/01/20 @ 17:00 UTC
Lovin' this! Should be the last big operation on my current PC, aka Muckduck's old PC. She will be retiring hopefully next week. She's had a good run at an age of nearly 10 years.
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Walk'N got a reaction from MidnightRunner in [EU2] Unsung 11th Armoured Deployment Week 1 24/01/2020 @ 18:30 UTC
I already hear "Broken Arrow", don't you all?
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Walk'N reacted to TheScar in Ahoyworld End Of Year Awards 2019
FINAL HOURS LEFT TO VOTE
GO
GO GO
GO GO GO !
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Walk'N reacted to MidnightRunner in [EU2] Vietnam Campaign Christmas break & Update
Hey All,
The EU2 Vietnam Friday missions will be taking a break until the 10th January 2020.
This week I am snowed under in work, next week is Christmas and the week after I have an exam on the Saturday, so I really should spend the Friday studying.
Following this break, we will return for the final mission of the Air Cavalry deployment and then we will move on to a more conventional infantry force, modelled after the 1st Infantry Division using armoured vehicles and such. This will allow us to do missions which didn't fit right with the Air cavalry ethos.
As always, if you have any questions or suggestions send them to me.
Looking forward to seeing you in January, hope everyone enjoys their Christmas now that you don't have to worry about the trees whispering for a while.
Midnight
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Walk'N reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 5 13/12/19 @ 18:30 UTC
Mission Name:
[EU2] Unsung 1st Cavalry Deployment Week 5
18:30 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
The_Unsung_Vietnam_War_Mod
Recommended Mods:
ShackTac User Interface
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 41 (3 Squads of 11, command, and vortex )
Situation
On the last mission we discovered a significant P.A.V.N. presence in the area. They appear to have attempted to hide their number for an unknown reason. Our incursion into their territory caused them to show their hand. Also, through Intel recovered by ground forces and by air reconnaissance we have determined the location of a P.A.V.N. strong point on the island of Bin Thoi. Normally we would use artillery and/or aircraft to assault the area before sending in ground forces. However, command back in Fort Hood want us to try and raid this position for any Intel on the composition and strength of enemy forces in the area. To that end the island is not to be blanketed with support fire. We are also aware that the P.A.V.N.have access to Strela anti air missiles which could be used to defend the island. Once the island is captured we are tasked with clearing out any P.A.V.N. we discover.
Friendly Forces:
US 1st Air Cavalry Division
Army of the Republic of Vietnam (A.R.V.N.)
Assets:
UH-1D Iroquois (Slick) X 4
UH-1C/M21 X 2 (Armed Huey)
CH-47A Chinook X 2
A-7D Corsair II(CAS) X 2
A-1H Skyraider (CAS) X 2
AH-1G Cobra X 1
Various ground transport and support vehicles
Enemy Forces:
National Liberation Front (Việt Cộng)
People's Army of Vietnam (P.A.V.N.)
Civilians:
Civilians are concentrated around towns and villages.
Mission
Insert into a position form which to assault Bin Thoi. Disable any AA threat discovered to allow our aircraft more freedom. Capture any documentation/intelligence on enemy strength. If possible locate any enemy encampment in the area and clear it out.
Execution
Objectives:
Insert by helicopter
Assault and capture Bin Thoi
Disable any Anti air located on the island
Capture any enemy documents which are available
Search for any Intel on the location of hidden P.A.V.N. forces
Extract once objectives are complete
Movement Plan:
At Commanders discretion
Rules of Engagement:
Armed personnel may be engaged on sight.
Civilians are present in the area so collateral damage is to be kept to a minimum.
Only buildings clearly being used for a military purpose may be engaged.
Civilian life must be protected (Hearts and minds)
Optional Tasks:
Provide any necessary support to civilians in the area.
Admin & Logistics
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 on the map in game. Platoon has limited discretion for change but structure is to be maintained.
Good Morning Vietnam!!
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Walk'N got a reaction from Xwatt in Ahoyworld End Of Year Awards 2019
Those are my nominations
AW’s MVP 2019: @Ryko
AW’s Most Friendly Admin/Moderator/Spartan 2019: All of them
AW’s Most Helpful Admin/Moderator/Spartan 2019: @Admiralbumfluff (poping quad bike in front of me while walking to 5km away AO)
AW’s most Active Staff Member 2019: @MidnightRunner
AW’s Most Helpful User *Non-Staff* 2019: common AW's member for not AW's member
AW’s Most Friendliest User *Non-Staff* 2019: @TheScar
AW’s Strictest Admin/Moderator 2019: @Admiralbumfluff
AW’s Most Tacti-Cool ARMA player 2019: @Xwatt for Eddies
AW’s Best Teamplayer 2019: I&A4 guys
AW’s Most Underrated User 2019:
AW’s Most Incoherent ARMA Player 2019: @Walk'N
AW’s Best ARMA pilot 2019: @Stanhope
AW’s Worst ARMA pilot 2019: @Toasted_Bread_Slice
AW’s Funniest Person On Teamspeak 2019: I never recognize voices
AW’s Best Voice 2019: I never recognize voices
AW’s Best Drunk Member 2019: Anyone who don't go online while drunk
AW’s Worst Joke 2019: Any dad jokes
AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): NaN
AW’s Best Forum Post 2019: (please put url in): NaN
AW’s Best Driver 2019: NaN
AW’s Worst Driver 2019: @Xwatt
AW’s Best Fail 2019: @Walk'N trying to be spartan ... XD
AW’s Best Banned Member 2019: ??? How can you be best & banned at the same time
AW’s best TeamSpeak Channel of 2019: The Bridge XD
Yup I nominated myself twice...
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Walk'N reacted to Jenkins in Ahoyworld End Of Year Awards 2019
AW’s MVP 2019: @Ryko
AW’s Most Friendly Admin/Moderator/Spartan 2019: @Norris
AW’s Most Helpful Admin/Moderator/Spartan 2019: @MidnightRunner
AW’s most Active Staff Member 2019: @LH5
AW’s Most Helpful User *Non-Staff* 2019: @ansin11
AW’s Most Friendliest User *Non-Staff* 2019: @Walk'N
AW’s Strictest Admin/Moderator 2019: @Admiralbumfluff
AW’s Most Tacti-Cool ARMA player 2019: @WinterMute
AW’s Best Teamplayer 2019: @Murph
AW’s Most Underrated User 2019: @Stanhope
AW’s Most Incoherent ARMA Player 2019: @itsmemario (His singing makes my speakers bleed)
AW’s Best ARMA pilot 2019: @Whigital
AW’s Worst ARMA pilot 2019: @Wookz (😁)
AW’s Funniest Person On Teamspeak 2019: @Kacper
AW’s Best Voice 2019: @BruceLee
AW’s Best Drunk Member 2019: @Lindi
AW’s Worst Joke 2019: @Jenkins
AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): @GhostDragon
AW’s Best Forum Post 2019: (please put url in):
AW’s Best Driver 2019: @applechaser
AW’s Worst Driver 2019: @Xwatt (You knew this award was coming as soon as ''The Incident'' happened)
AW’s Best Fail 2019: @Toast (For blowing up the entire platoon that one op on Malden)
AW’s Best Banned Member 2019: @Gambit
AW’s best TeamSpeak Channel of 2019: Zeus Ops Channel
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Walk'N reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 3 29/11/19 @ 18:30 UTC
Mission Name:
[EU2] Unsung 1st Cavalry Deployment Week 3
18:30 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
The_Unsung_Vietnam_War_Mod
Recommended Mods:
ShackTac User Interface
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 41 (3 Squads of 11, command, and vortex )
Situation
It is our turn to patrol the southern villages of the province. We will insert in the early morning and start our patrol. We have 5 villages to visit and a lot of ground to cover on this patrol.
The enemy will likely attempt to setup hasty ambushes once they realise where we are and where we are headed. Wipeout any enemies and destroy any eney assets/positions.
Be careful and get the job done.
Friendly Forces:
US 1st Air Cavalry Division
Army of the Republic of Vietnam (A.R.V.N.)
Assets:
UH-1D Iroquois (Slick) X 4
UH-1C/M21 X 2 (Armed Huey)
CH-47A Chinook X 2
A-7D Corsair II(CAS) X 2
A-1H Skyraider (CAS) X 2
AH-1G Cobra X 1
Various ground transport and support vehicles
Enemy Forces:
National Liberation Front (Việt Cộng)
People's Army of Vietnam (P.A.V.N.)
Civilians:
Civilians are concentrated around towns and villages.
Mission
Patrol the designate route and search for any enemy activity. Provide security and stability to the area. Extract once area is secure.
Execution
Objectives:
Insert by helicopter
Follow designated patrol route
Engage enemy personnel wherever encountered. Destroy any enemy infrastructure found
Extract once objectives are complete
Movement Plan:
At Commanders discretion
Rules of Engagement:
Armed personnel may be engaged on sight.
Civilians are present in the area so collateral damage is to be kept to a minimum.
Only buildings clearly being used for a military purpose may be engaged.
Civilian life must be protected (Hearts and minds)
Optional Tasks:
Provide any necessary support to civilians in the area.
Admin & Logistics
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 on the map in game. Platoon has limited discretion for change but structure is to be maintained.
Good Morning Vietnam!!
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Walk'N reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 2 22/11/19 @ 18:30 UTC
Yea it is configured so mines don't show until discovered. Once discovered the location is shared with the squad.
I'm thinking that the Unsung trap kit(Used by the squad engineer) has a larger range than expected and that's what caused it. I will test later and see.
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Walk'N reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 2 22/11/19 @ 18:30 UTC
Mission Name:
[EU2] Unsung 1st Cavalry Deployment Week 2
18:30 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
The_Unsung_Vietnam_War_Mod
Recommended Mods:
ShackTac User Interface
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 41 (3 Squads of 11, command, and vortex )
Situation
We have heard from a local contact that the elders of a nearby village wish to meet with us. Apparently they have information on V.C. activity in the area. You are to meet with the elders and obtain any information they can give us. Following this you are to liaise with command to determine the best course of action.
We do not know if this invitation is legitimate of if it is a trap. Be on your guard.
Friendly Forces:
US 1st Air Cavalry Division
Army of the Republic of Vietnam (A.R.V.N.)
Assets:
UH-1D Iroquois (Slick) X 4
UH-1C/M21 X 2 (Armed Huey)
CH-47A Chinook X 2
A-7D Corsair II(CAS) X 2
A-1H Skyraider (CAS) X 2
AH-1G Cobra X 1
Various ground transport and support vehicles
Enemy Forces:
National Liberation Front (Việt Cộng)
People's Army of Vietnam (P.A.V.N.)
Civilians:
Civilians are concentrated around towns and villages.
Mission
Meet with the village elders and find out what information they have for us. Once received communicate this back to command and determine the next course of action.
Execution
Objectives:
Insert by helicopter
Meet with the village elders
Gain whatever intel they have for us and communicate this to "Overlord"
Determine the next steps based on the intel received.
Movement Plan:
At Commanders discretion
Rules of Engagement:
Armed personnel may be engaged on sight.
Civilians are present in the area so collateral damage is to be kept to a minimum.
Only buildings clearly being used for a military purpose may be engaged.
Civilian life must be protected (Hearts and minds)
Optional Tasks:
Do not allow the enemy to execute a revenge assault on the village.
Admin & Logistics
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 lays with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed on the map in game. Platoon has limited discretion for change but structure is to be maintained.
Good Morning Vietnam!!
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Walk'N reacted to MidnightRunner in [EU2] Unsung Air Cav Deployment Week 1 15/11/19 @ 18:30 UTC
Mission Name:
[EU2] Unsung 1st Cavalry Deployment Week 1
18:30 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
The_Unsung_Vietnam_War_Mod
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 41 (3 Squads of 11, command, and vortex )
Situation
We as part of the US 1st Cavalry division are tasked with maintaining security in the Mekong river delta. We have setup an airbase known as Mike-3 in order to establish our presence in the area. We were chosen for this task as this area is largely impassable to ordinary ground forces. Air assault troopers are ideal for this environment. The enemy have been concentrating in this area due to the thick vegetation and hostile terrain.
4 weeks into our deployment to Airbase Mike - 3 and a Huey extracting part of second platoon was downed, by a suspected anti air cannon, while returning to base. We are being scrambled to secure the crash site and search for survivors. We are then tasked to secure the immediate area and search for any sign of the enemy and their anti air weapon.
Friendly Forces:
US 1st Air Cavalry Division
Army of the Republic of Vietnam (A.R.V.N.)
Assets:
UH-1D Iroquois (Slick) X 4
UH-1C/M21 X 2 (Armed Huey)
CH-47A Chinook X 2
A-7D Corsair II(CAS) X 2
A-1H Skyraider (CAS) X 2
AH-1G Cobra X 1
Various ground transport and support vehicles
Enemy Forces:
National Liberation Front (Việt Cộng)
People's Army of Vietnam (P.A.V.N.)
Civilians:
Civilians are concentrated around towns and villages.
Mission
Insert to a safe LZ, secure and search the crash site. Deny the enemy any salvage. Search and destroy any enemy AA assets.
Execution
Objectives:
Insert by helicopter.
Inspect crash site and look for survivors, deny the enemy any salvage.
Look for evidence of enemy activity and any AA assets.
Follow any leads, clear the area and return to base.
Movement Plan:
At Commanders discretion
Rules of Engagement:
Armed personnel may be engaged on sight.
Civilians are present in the area so collateral damage is to be kept to a minimum.
Only buildings clearly being used for a military purpose may be engaged.
Civilian life must be protected (Hearts and minds)
Optional Tasks:
None
Admin & Logistics
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 lays with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed on the map in game. Platoon has limited discretion for change but structure is to be maintained.
Good Morning Vietnam!!
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Walk'N got a reaction from MidnightRunner in [EU2] Guerrilla Ops Livonia Week 8 18/10/19 @ 17:30 UTC
Village leveling incoming...
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Walk'N reacted to Admiralbumfluff in Zeus missions Ideas box
Well both really, for now stuff that we can do on server, and once I get a bit better at the whole zeusing thing then game nights and or campaigns 😁
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Walk'N got a reaction from Admiralbumfluff in Zeus missions Ideas box
Ah, you wanted for "on to go" Zeus missions?
Underwater mission's, beachhead mission's, HALO mission's...
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Walk'N got a reaction from Admiralbumfluff in Zeus missions Ideas box
Wrote that last year, feel free to pick idea(s)
Arma3EN.pdf
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Walk'N got a reaction from Xwatt in Zeus missions Ideas box
Wrote that last year, feel free to pick idea(s)
Arma3EN.pdf
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Walk'N reacted to Ryko in A peak into optimization
Hi folks,
I recognize that a lot of the development work on IA4 is kind of done in a black void, so I thought I'd share some data on optimization generated over last Friday's beta test.
This graph shows server performance per minute, relative to the number of players connected and the number of AI units present in the mission. If you played on Friday you noticed that performance really began to tank at around the two hour mark. Your first instinct might be to think, "well, the mission's been running for 2 hours, there's probably a lot of clutter, lots of units running around, it's probably making the mission slower". But in fact, that's not the case. The key metric that's slowing down the mission...? The number of players connected!
Arma's actually quite efficient when it comes to running units, the trouble is when you have a mission that is running any kind of custom script (as both 3 and 4 do) in order to manage how the mission plays, and to give any special instructions to the AI units. In the case of 4, there's one special script called opforAwarenessDaemon, whose sole purpose is to give instructions to patrolling AI units based on their knowledge of player units. Put another way: if you're shooting at the AI, the script will let the AI respond to your shots rather than just sit there and take it. It'll have them change their patrol path, call in support from other units, or even call in air support.
Here's another version of the chart that's a bit easier to read when it comes to player count / FPS;
What we're seeing in the graph is that when the player count is below 30 players, everything is working fairly well - average server FPS (the green line) hovers between 20-47 FPS, which is excellent. And it's doing so whether the number of AI is low or high. But when we get over 30 players, server performance tanks quickly (see the chart between the 100 and 150 minutes mark). This is because with more players, there are more enemy units, and they're taking longer to do their opforAwareness check. And since Arma's internal design philosophy is that if the program can't complete a script in a certain amount of time, it gets bumped to the next cycle, which just pushes the problem further down the line... until eventually the program crashes.
(the spikes, if you're wondering, are generally when new AOs are spawning and a bunch of new AI units are populated.)
So, how does one address this?
1. Less AI units? IA4 scales the number of enemy units to the number of players, so that there are plenty of targets for the players to engage and make the mission fun. If I reduce the number of units, I'll hear more feedback of "I just got the AO and it ended". And since on its own, Arma is pretty efficient at running units, that's not the preferred option.
2. Optimize opforAwarenessDaemon? Definitely the preferred direction. Data like this helps me identify methods for improving the efficiency of the code in question. In the script there are a few factors to be decided in figuring out what targets the enemy AI units will prioritize, as I've laid out in this decision tree: to summarize, every 20 seconds, an enemy group leader will assess their known targets, and decide whether one of them is a threat worth leaving their patrol route to attack.
There are certainly things I do (ie., corners I can cut) which give similar results to what I'm looking for, that are more efficient in doing so. But the long and the short of it is the same. If there are more players to assess, and more enemy groups to do the assessing, then that's more work being performed by the server.
3. Cut opforAwarenessDaemon? It has to be a consideration; while the intent of IA4 is to create a more intelligent mission, if the performance requirements to do so exceed the playability of the mission, then it's just not worth it to pursue, and maybe it'll have to go back on the shelf and await a more capable engine (Arma 4, here we come?).
So that's a look at how the sausage gets made - if you have comments or suggestions, I'm always happen to discuss.
- R
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Walk'N reacted to Xwatt in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC
Mission Name:
[EU2] Zeus Operations - Malden Reprisal [Week Seven]
15:00 UTC
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta
CBA_A3
TS address:
ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC
Expected Mission Length:
150+ minutes (may go over or under expected mission length)
Player Slots:
60
Brief Summary:
Week By Week, we have been slowly building up to this point. We now feel we are able to take the main airfield on Malden, and we will not wait any longer.
We are setting up camp by the East Coast of Malden, and we can either go via boat or aircraft to the beach East of Saint Louis. Before we hit the airfield, we will first quickly storm through Saint Louis, where NATO have retreated to as a barrier to attempt to stop us from the our attack on the airfield. After Saint Louis, we will begin our raid on the airfield, where will massacre all enemy units and secure any assets we can take and use for our future endavours.
Friendly Forces:
- Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces
Assets:
1x Gorgon 2x Zamak Transport 1x Mohawk (Respawnable upon Request) 1x Hellcat (DAGR's and 20mm cannon) 2x Greyhawk (Scalpels) 1x UGV Stomper Transport Vehicles (For Platoon, Sniper Squad and FSG)
Enemy Forces
NATO
Civillians
Expect a civillian population in Saint Louis, but no civillian population near the airfield.
Mission
AAF Continue their Reprisal of Malden, and this week AAF endavour to secure the main airfield of Malden. They must first secure Saint Louis before they advance to the airfield.
Execution:
Objectives
Take Saint Louis Secure NATO airfield Recover NATO assets from the airfield for future use
Movement Plan:
At Patoon Commanders discretion
Rules Of Engagement:
Armed NATO personnel may be enaged on sight Expect a large civillian presence in Saint Louis. Collateral damage should be kept to a minimmum Only Engage buildings used for military purposes Civillian life must be protected at all costs
Admin and Logistics
Ressuply:
Called in by platoon commander. Supply crates at FOB can be airlifted into the field.
Reinforcments:
Unlimited At Platoon Commanders discretion, transport assets are available.
Command And Control:
Command:
Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational Control on the ground lays with the Platoon Commander
Communication:
Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.
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Walk'N reacted to Jenkins in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC
Did somebody say C O L L A T E R A L D A M A G E
Liking the new layout chief @MidnightRunner
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Walk'N got a reaction from MidnightRunner in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC
I WANT IT (control it BTW) PLEASE
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Walk'N got a reaction from MidnightRunner in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC
don't know what you're talking about...
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Walk'N reacted to Gambit in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC
video illustration of the event when @Walk'N gets control of the katyusha
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Walk'N reacted to MidnightRunner in [EU2] Guerrilla Ops Livonia Week 5 20/09/19 @ 17:30 UTC
Mission Name:
[EU3] Guerrilla Ops Livonia Week 5
17:30 UTC
(Contact DLC Required)
Server Details:
IP: 136.243.150.72:
Port: 2302
Mods Required:
TFAR_Beta Installation Guide
CBA_A3
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 32 (3 cells of 9, command, FSG and vortex )
Brief Summary:
Victory! Countrymen of Livonia, we stand victorious over the corrupt LDF and puppet government of the West. The transition to a people’s democracy will begin over the next few days.
We have seized control of all LDF assets and locations! We are the army of Livonia!
Still our future lies threatened! Terrorists have begun attacking our positions, in futile efforts these lapdogs seek to preserve the decaying corpse of corruption that, you, the people! have overthrown.
We must not allow these traitors to derail all that we have acheived! Against adversity! Against oppression! Against brutality! We will not surrender! We will not abandon our liberty!
We Must wipe these men out, like the rabid wolves that they are. Search far and wide, through the forest and hills, along rivers and streams, hunt them down and end their malicious discontent, end the suffering they inflict on the Motherland!
In this new era, one of freedom and prosperity for all, we embrace our eastern allies as brothers and sisters! Never again shell we be pawns in NATOs schemes, a colony whose youth is to be mined dry in their warmongering with the East.
niech żyje livonia
Long live Livonia
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Walk'N got a reaction from Aegis_RVIR in [EU#2] Operation: Molten Avalanche - Saturday 11/5 1900 UTC
DAMNED, I would have loved to come in but got other thinks to do '-_-