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possiblyEOD

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About possiblyEOD

  • Birthday January 16

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    PossiblyEOD
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    UK

ArmA 3

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    PossiblyEOD
  • ArmA 3 XML Remark
    unsuitable for use as furniture

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    PossiblyEOD

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  1. the EU1 chat popup advertising EU2 still says 'our prairie fire I&A server', could probably do with a change to 'DLC I&A server' at some point
  2. Op Burma Road .15-03-1943. 77th Indian Infantry Brigade (13th batallion king's regiment(Liverpool)) No, 2 group (northern), 5 column Operation Longcloth Server Details: IP: 116.202.224.207 Port: 2302 ts.ahoyworld.net Expected Mission Length: 120+ minutes (may go over or under expected mission length) Mod Preset: Op Burma Road (DLC).html (With SOG Prairie Fire DLC) Op Burma Road (No DLC).html (With SOG Prairie Fire Compatabilty mod) Situation: After blowing the Bonchaung Station railway bridge on March 06 and crossing the Irrawaddy three days later, 5 Column has been operating as the furthest East brtish troops for around a week. Infested with lice, short on food, and on incredibly low water rations, it is vital for the column to find a water source capable of watering all the men and mules in order to prepare for the march alongside no 3 column towards their next target, the Gokteik Gorge viaduct. Reports of evidence of recent japanese movement have also come in from clearance patrols scouting the area around the column bivouac. A request has come from Wingate to assault these discovered Japanese positions, clearing the area before the meeting with 3 cloumn. It is proposed that the column moves to clear the Japanese positions at Brigade Hill and Boridi Village, before advancing on Brown river and securing the spring and area around Boridi Crossing for 3 and 5 columns to water all men and mules. 11. Withdrawal THERE WILL BE NO WITHDRAWAL Player slots: 26 HQ - 3 man HQ element Able & Baker - 10 man Chindit Sections Support Section - 3 man Machine gun or mortar element Allied Forces: Lead British forces of Column 5, under Major Bernard Fergusson Enemy Forces: Japanese fortified positions in the area. Civilians: No local civilian populace. Objectives: Assault and clear local identified Japanese positions to secure Column bivouac area. Access and secure water source at Brown River for advancing friendly troops. Execution: At the commander's discression. Equipment, resupply and transport: At commander's control. movement through the jungle is all on foot, water and ammunition resuplies may be ferried by mule teams to cleared positions on request of commander.
  3. Operation Basalt Server Details: IP: 116.202.224.207 Port: 2302 ts.ahoyworld.net Expected Mission Length: 120+ minutes (may go over or under expected mission length) Mod Preset: Op_Basalt_Player_EM.html(plus normal optional mods) Situation: Germans arrived on Sark on the 30th July 1940, and in the couple of years since have been slowly progressing their occupation. In general the Germans have been friendly, but with increasing restrictions on the locals, laying of mines, and the deportations of non native Men early last month, a small maquis group has formed and got in contact with British intelligence. On the 1st October 1942, Y service stations across the south coast intercepted communications from German forces on Sark. These revealed that the German Fighter Ace Johann Aistleitner had crashed on the island, and is being hosted by the island's Oberstleutnant until the begining of the next week, when he woud be taken to Guernsey and on to occupied france via the ferry. Learning of this opportunity the Special Operations Executive re-activated older plans for a small scale raid on the island, hastily updated to include cooperation with the local Partisans. Your maps have been updated with inteligence from the local Maquis group about german positions, accurate as of 24 hours ago. It is now early evening on Saturday the 3rd, Phase 1 has been enacted, with a raiding party from 62 Commando deployed to the south of the island from an offshore Motor torpedo boat. The local resistance forces have gathered in a farmhouse, waiting to step off at 1800, H-Hour. Player slots: 28 Able & Baker - 10 man commando subsections Croix - 8 man Maquis group Allied Forces: British No 62 Commando (Small Scale Raiding Force) local Maquis troops Enemy Forces: German garrison on Sark Civilians: There may be some civilians present in the town, as the German Curfew is currently lax. Objectives: Capture German Fighter Ace Johann Aistleitner from the garison in town. Aquire any additional inteligence reasonably possible. Execution: At the commander's discression. Local Maquis forces have been stockpiling small amounts of equipment from the SOE over the past couple of years, so have a number of small stashes known to them around the island, as well as a radio for communications with the commando's CO. Equipment, resupply and transport: At commander's control. Sark has no motor vehicles, so permission may been granted for troops to use bicycles or horses on the island for transport.
  4. After a while of an objective being on server (for example a day without players) any vehicles run out of fuel and just sit there (as well as turn off) meaning they can be harder to find and have no thermal signature, so cannot be locked by certain AT (for example Titan). Could it be changed so fuel doesn't run out. (I don't know how easy that'd be, but I'd assume CSAT had some fuel trucks on Altis.. :-)
  5. https://splitair.gumroad.com/l/fwzxn Splitair OV-10 Bronco (can just put 0 as a donation if you don't want to pay anything)
  6. as it's runway bombing, I'll have a Viggen. (but just to be awkward can I get 252 MHz pre-set in 'special 1', 136MHz pre-set in 'special 2' and the weapon safety height (in additional properties) set 'low' please) (just be thankful I'm not asking for full pre-set attack runs as well )
  7. I think you'll find that I did hit Toast (after losing my wing) it just wasn't what caused him to crash
  8. I think it depends on who you ask as to how much work porting I&A to a different map is. I know Stan put a lot of work into the Prairie fire server, and though it is good fun, it rarely has a server population of one or two, let alone many, so wasn't really considered worth the work that was initially put into it. It's part of the reason that ports have never happened for Global Mobilisation or Western Sahara (I think CSLA goes without saying, despite having a nice map), despite it having been brought up a few times (though I think someone was looking into it, maybe Fenton?). The problem with another server, as Siege said, is the split in players again. There is already modded I&A Available in other places, plus I&A Tanoa, and the big step is really (In my opinion) the jump from mod-less to modded (and maybe the jump into ACE as well, but they often go hand in hand) so as an intro to mods server it wouldn't have much less than Frontlines (other than kit, and some stuff that's more hidden behind menus anyway (logistics, trenches etc) ) I think the benefit it could bring would be the separate map, and the simpler objectives, so It may be worth thinking about. (In my opinion I tend to stick to non modded unless it's an organised mission with some more structure. modded but more open, like frontlines, isn't quite the right balance for me, so I tend to do it less.) (though i could probably be tempted to give a modded but more simple mission a go)
  9. This whole conversation seems to be making a proper mountain out of a molehill. Ignoring any personal connections to rules, I agree with Artemis' comment that ' I do not feel this has ever been unclear for 99% of the players '. We have a lot of players rotating through the server, and even new pilots tend to get it right first time, and even the ones that don't usually adjust after a reminder or some guidance from a member of staff (or even just one of us spartans or a player) it is rare that we have to remove a pilot for anything that's not related to wasting assets or fire support. Your argument still seems centred around the 'awaiting request' rule, which as I mentioned is not about logistics assets (it's in a different section of the rules, does not specify pilots anyway, and relates to fire, not logistics support, and as it's all part of the same rule you can assume it relates to the same thing) so for the majority of this argument we can ignore it, changing it to fire support may clarify this. It is important to also remember we have other rules in place that often cover the edge cases, i.e. 4.4. play your role, 4.8. Being AFK for prolonged periods of time in the server is not acceptable. (Being at your computer does not necessarily mean you are at your keyboard, being at your keyboard means you have almost immediate response/control over what's happening, being at your computer but doing something else does not, therefore AFK) etc. It seems all the problems brought up have adequate provision in the rules, with the ability for staff/admins to make decisions covering any small gaps left. Rules shouldn't be a guide on how to play (we have enough of those elsewhere on the forum) they should be an outline of how to behave on the server. They don't tell any other role how to play (requirements for medic kit on medics etc does not make them play that role, it just makes the role more appealing to those who will use it as intended) so why should we add in that provision for pilots, especially in a case that so rarely comes up, and when it does, can usually be solved by a quick chat in game or TS. The 'unwritten rule' appears to be, as far as I can tell, 'transport pilots should be ready to give transport if needed, and should be somewhere that players can tell they are waiting' which seems to be completely covered by 4.4. Play your role, and 4.3.5. Pilots are required to land in designated areas in base, and 4.3.1. For example, if you're waiting for a support request at pilot spawn, people won't call you (as there's usually other pilots on) even if they did know you're there (but it's quite possible they won't) and you're both not playing your role, and not prioritising logistics support. (Calling me Possum's fine, but i don't think there's any more to discuss about this, it's never really been an issue except in cases that people don't listen to staff, which is covered elsewhere)
  10. I understand the problems with grey areas in rules, however I think some ambiguity in rules is important, as it allows people to actually play the game. As I'm sure we all know we're not attempting to strictly milsim our way through playing a game, so specific rules defining specifically what players should be doing with their time become pretty restrictive pretty quickly(as opposed to rules defining what not to do, or giving an area for players to work in, allowing people to execute the rules how they think best). The grey area also gives staff a bit of leeway as to dealing with players, it's pretty obvious if someone doesn't know what they're doing, as opposed to intentionally messing around or being malicious (in most cases at least), so the grey area allows both guidance to new or unsure players, or punishment to players intentionally getting in the way or acting with bad intentions. Focusing on the pilot rules, requests for logistical support rarely happen, and almost never happen for transport from a FOB. Requests for logistical support are also not required or mentioned in the ruleset (4.4.1 refers to fire support, not logistical support assets, as shown by the first sentence, so isn't relevant, it's a separate topic) because of this, like Artemis I don't see an issue. Maybe changing rule 4.4.1 to specify 'fire support' may remove the perceived link between the rules, which seems to be where your confusion comes from, and as far as I can see would remove all the ambiguities you mentioned (which seem to be contrasting the different rules for transport pilots and fire support assets, which though similar, are not the same.
  11. possiblyEOD

    Do you play DCS?

    I've got the spit, which is fun but i need to practice more to get better at it. Get what modules you want to, (WWII stuff isn't really useful on EU1, but other communities have pretty big WWII servers) but most are pretty good fun
  12. Welcome to Ahoy! As Damo said do check out the discord, We mainly play ArmA 3 (both persistent missions and organed gamenights), where there's plenty of support roles available, and there is a number of us that play squad too. For DCS, we've also recently opened a server running Escalating Terror (a custom gamemode from our very own LH5), and we've started running gamenights too, with the next one this Saturday, the 30th (don't wory about being new, lots of us are!). Any questions feel free to ask, or jump on discord and teamspeak and we'll do our best to help out!
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