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possiblyEOD

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  1. Like
    possiblyEOD reacted to Bomer in AW end of the year awards 2023   
    Hey all!

    Apologies for the delay! one of my Christmas presents this year turned out to be Covid. So I have been knocked out since Wednesday. Today I had some energy though so with that said and with only a day late I present you this year's awards! 
    AW MVP 2023: @chicken_no6 & @MidnightRunner AW Most Friendly Admin/Moderator/Spartan 2023: @JJ Cakes AW Most Helpful Admin/Moderator/Spartan 2023: @JJ Cakes & @MidnightRunner AW Most Active Staff Member 2023: @MidnightRunner AW Strictest Staff Member 2023: @chicken_no6 AW Best Team Player 2023: @Tiffany AW Most Helpful Member *Non Staff* 2023: @SiegeSix AW Most Friendly Member 2023: @possiblyEOD & @Nibbs AW Tacti-cool member 2023: @Rickard AW Underrated Member 2023: @Stanhope AW Most Incoherent Member 2023: @Rickard AW DAAASSS BOOOOT 2021 - The drunkest member of 2023: @RiverWolf AW Best/Worst Pilot 2023: @Cold AW Best Voice 2023: @Murph AW Funniest Person on Team Speak 2023: @LH5 AW Worst Joke 2023: @Gambit & @LH5! AW Best Moment 2023 (can be in-game, on Teamspeak or Forum):  AW Best Forum Post 2023 (please put URL in): AW Dankest Meme Post In Discord 2023: @Nibbs AW Best Driver 2023: AW Worst Driver 2023: @Xwatt AW Best Fail 2023: AW Best Ban of 2023: AW TeamSpeak Channel 2023: AW Best Screenshot 2023: @LH5
    AW Best/Worst Call-out 2023: AW Candidate for the Hague 2023: @Rickard & @Sho_Iwaizumi AW Role Model 2023: AW Best Shot/Worst 2023:
  2. Like
    possiblyEOD reacted to Guard81 in Converting I&A to add factions.   
    Added the following AO's.
     
    AO_Behnsdorf
    AO_Hoedingen
    AO_Walbeck
    AO_Walbeck_Railhead
    AO_Weferlingen
    AO_Ribbensdorf
    AO_Belsdorf
    AO_Klinze
    AO_Seggerde
    AO_Eickendorf
    AO_Everingen
    AO_Ratzlingen
    AO_Lockstedt
    AO_Boesdorf
    AO_Gehrendorf
     
    That now covers everything to the East of the border.
  3. Like
    possiblyEOD got a reaction from JJ Cakes in Invade & Annex 3 Version History And Feedback Thread   
    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
  4. Like
    possiblyEOD got a reaction from Damo3D in Invade & Annex 3 Version History And Feedback Thread   
    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
  5. Like
    possiblyEOD got a reaction from chicken_no6 in [AWE] Operation Burma Road, Friday 16/06/23 1800 UTC   
    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.
  6. Like
    possiblyEOD got a reaction from Damo3D in [AWE] Operation Burma Road, Friday 16/06/23 1800 UTC   
    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.
  7. Like
    possiblyEOD reacted to Murph in Cold War Ahoyworld Gamenight Tuesday 06/June/2023 18:00 UTC   
    November 24th 1983
    The night air coiled around the open door as the heaters inside warmed the now deserted vehicle bay. Heating elements cast long shadows against the ammunition crates and spare parts.  A solitary figure walked past the shadows of the big cats laying dormant outside, their purring noises reserved only for when they hunted.
     
    99 luftballons whistled into the still night air, the Oberleutnant in the doorway finishing the bars.  Taking one last drag of the cigarette he dropped the butt to the floor and crushed it underfoot.  The new figure walked over, dulled Oberfeldwebel ranks barely catching the distant orange glow.  The two nodded in acknowledgement and walked into the hangar to join the group of figures huddled over a hastily arranged table, the officer pausing only to squat and pick up the discarded butt and casually toss it into the make shift garbage bin seemingly out of reflex and absent mindedly.
     
    Once settled around the group he looked around at the assembled staff.
     
    “Gentlemen, welcome to world war three, except this time we didn’t start it.”  The opening garnering a few smiles from the assembled NCOs.
     
    “Command is currently in a leadership contest with the Americans over who has operational authority in the region.  They want Bundeswehr authority as well it’s our territory and mostly our troops.  The Americans want overall command because… well…” he paused a second time to pull a new cigarette from the scratched metal case emerging from the inner breast pocket of his parka “they’re Americans.”
     
    Where the first quip failed to garner a response the second drew smirks of approval.  The remains of 606 Panzergrenadier Battalion had had enough of the American logistics officers frantically trying to load all of their gear onto planes whilst telling Bundeswehr personnel how to do their jobs efficiently.
     
    “Command issued a general order, leaving battalion commanders on the ground to treat the Americans with respect and courtesy but to act at their discretion in defence of the national territory until local command structures were finalised.”  He paused checking for any fuel cannisters, out of more habit than any caution. Flicking open the zippo lighter he’d traded a collection of Soviet patches for, he held the flame to the cigarette and took a long drag.
     
    “That means we can’t take advantage of the situation,” he pointed to the map with a broken dipstick.  The hastily drawn line reflecting current NATO lines around the airfield.  The metal rod touching the town of Masendorf.
     
    “The mechanised Regiment that was guarding our flank has taken a pounding and is understrength, the Russian armoured force that we defeated earlier this week is moving to reinforce their position but is being hampered by Luftwaffe sorties,” he nodded to the Luftwaffe pilots around the table, “thank you.”
     
    “There is a supply depot in that town, protected by what remains of that mechanised regiment.  As the battalion still technically exists on paper, and as the remaining ranking officer, I believe it to be in my discretion to act in defence of national territory.  I plan to raid this and cause as much confusion as possible in the Soviet lines.  Just like we did when this all started.
     
    We move fast hit them hard and withdraw back to the airfield under air and artillery cover.  We get in and out before they ever know it was just a raid and if we see any targets of opportunity, we deal with them too, that’s artillery pieces, communication towers, AA positions.”
     
    The Oberleutnant paused.  Taking another drag on the cigarette he smiled and looked over the staff eyeing the map.  Little plastic soldiers and vehicles dotted the map representing Soviet positions.
     
    “Things are a bit different now, we don’t have surprise, and that strike is well within the response of panzer forces stationed here,” the senior Feldwebel motioned to the small grey tanks on the map.  He was due to retire after the Able Archer exercise, now his haggard face was less due to age and the monotony of peacetime service, and more due to the constant contact they’d endured for the past month.  Right now, like many of the others, he was running on a mixture of black coffee, nicotine and hatred.
     
    “Well,” the Oberleutnant looked past the group of assembled soldiers and into the cold dark outside.  Taking another drag on his cigarette the embers lit the wry smile on his face “we do have a reputation for armoured and combined arms warfare to maintain.  I believe the phrase is putting the leopards in amongst the pigeons…”
     
    Server Details:
    IP: 116.202.224.207
     
    Port: 2302
     
    Modset:
    AWPzg.html10.74 kB · 0 downloads
     
    Global Mobilisation CDLC is Required (or compatibility mod https://steamcommunity.com/sharedfiles/filedetails/?id=1776428269)
    SOG Prairie Fire CDLC is Required (or compatibility mod https://steamcomm)unity.com/sharedfiles/filedetails/?id=2477276806)
    CBA_A3
    Ace
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    RHSUSAF
    RHSAFRF
    Ace Compat – GM
    Ahoyworld Mod
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Zeus Enhanced – Ace Compatibility
    ACE Compat – SOG
    ACE Compat RHSUSAF
    CUP Terrains – Core
    Rosche, Germany
    Ace Compat RHSAFRF
    RHSGREF
    RHSSAF
    3CB Factions
    ACE Compat - RHSGREF
    ACE Compat - RHSSAF
     
    Normal optional mods are whitelisted.
     
     
    Comms:
    ts.ahoyworld.net
     
    Mission brief 19:00 UTC.
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
     
    Player Slots:
    21 + 1 Zeus

    Also sorry to The admins.. I done goofed last week by not putting forum post up.
     
    and as always ladies and gents police that moostahce 
  8. Like
    possiblyEOD got a reaction from Damo3D in [AWE] Operation BASALT Friday 05/05/23 1800 UTC   
    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.
  9. Like
    possiblyEOD got a reaction from SiegeSix in [AWE] Operation BASALT Friday 05/05/23 1800 UTC   
    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.
  10. Like
    possiblyEOD got a reaction from Havoc in [AWE] Operation BASALT Friday 05/05/23 1800 UTC   
    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.
  11. Like
    possiblyEOD got a reaction from Schubz in [AWE] Operation BASALT Friday 05/05/23 1800 UTC   
    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.
  12. Like
    possiblyEOD reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread   
    'Tis done ....
  13. Like
    possiblyEOD reacted to Bomer in AW end of the year awards 2022 RESULTS   
    At long last the results are here. It was a fun year with plenty of memories.
    I'm personally glad to be part of this community and look forward to another year of fun with you all!

    Now, without further ado let's discuss the results!
     
    AW MVP 2022: @Whigital
    AW Most Friendly Admin/Moderator/Spartan 2022: @JJ Cakes
    AW Most Helpful Admin/Moderator/Spartan 2022: @JJ Cakes
    AW Most Active Staff Member 2022: @chicken_no6
    AW Strictest Staff Member 2022: @MidnightRunner
    AW Best Team Player 2022: @RiverWolf
    AW Most Helpful Member *Non Staff* 2022: @Damo3D
    AW Most Friendly Member 2022: @Damo3D
    AW Tacti-cool member 2022: @TacticalError
    AW Underrated Member 2022: So many different submissions they all deserve a mention! @Stanhope @Tiffany @JJ Cakes @GhostDragon @D_ARK0 @Murph
    AW Most Incoherent Member 2022: @Walk'N
    AW DAAASSS BOOOOT 2021 - The drunkest member of 2022: @RiverWolf
    AW Best/Worst Pilot 2022: @Gambit, in both sense of the award.
    AW Best Voice 2022: @Murph
    AW Funniest Person on Team Speak 2022: @Murph
    AW Worst Joke 2022: @LH5 and his Hi back must share first position with @Xwatt and his Moto for Platco
    AW Best Moment 2022 (can be in-game, on Teamspeak or Forum):  The Ukraine fundraiser
    AW Best Forum Post 2022 (please put URL in): The the Ukraine fundraiser
    AW Dankest Meme Post on Discord 2022: No submissions/examples given
    AW Best Driver 2022: @TacticalError
    AW Worst Driver 2022: @TacticalError and @SiegeSix fight over the wheel of this award.
    AW Best Fail 2022: @MidnightRunner and his Willy Pete incident
    AW Best Ban of 2022: E-girl(?) Kittenly and their money begging
    AW TeamSpeak Channel 2022: AFK channel
    AW Best Screenshot 2022: No submissions/examples given
    AW Best/Worst Call-out 2022: https://youtu.be/9gqPtjV_N7Q
    AW Candidate for the Hague 2022: @Rickard and @Sho_Iwaizumi will both be on trail in a The Hague near you!
    AW Role Model 2022: @chicken_no6
    AW Best Shot/Worst 2022: The AI and @LH5 share the spot in being the worst shot.
     
  14. Like
    possiblyEOD reacted to pmcrugby in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    Let's just archive this thread, at this point there is nothing to gain by making more drama or digging up dirt. I get that there may be a different discussion to be had about Core Staff. But tbh I find the whole ordeal that happened on AW last summer a sad and disheartening part of my Arma career. AW will always be the place I started in Arma, and I think it's the same for many.
    So lets reminisce on the good points, not a low point. Use a different thread to discuss a different situation.
    Happy new year!
  15. Like
    possiblyEOD reacted to WinterMute in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    This has diverged significantly from the actual point and has definitely lost the constructive and mature vibe that @Xwatt was going for (easily forgotten, 18 months-ish later).
     
    If people weren't truly part of the community, then there is no point complaining about "losing" them, or them being "recruited" away, because they were never part of the community, right? You can't both have problems with people not joining in and simultaneously declare they've never been part of the community. 
     
    As for monitoring people's activity in other places, that's just really weird. Not singling anyone in particular out for this, as I know a number of people were doing it, seemingly long after everyone else considered this issue dead and buried. I would rather they had put this effort into actively promoting AW in places such as /r/FindAUnit and on Twitter etc, as unfortunately Arma 3 is an old game, and only new players find communities via the server browser. AW's strength has always been the sense of community and friendship that is centred around Arma, though ends up going in myriad directions with other games being played long into the night until people remember they have "real lives" to wake up for in the morning and they should probably get going. There are subgroups within AW, but by and large we could all get along enough to make a decent game of Arma happen 9 times out of 10.
     
    I implore you all, as the unintentional centre of this storm, to stop taking this stuff personally and to - more broadly speaking - just communicate properly. My decision to play with another group was not personal, it was simply practical (I don't like Arma that goes outside of the range of "modern history to near-future", and there was a Star Wars campaign happening, so I had an Arma day free.). My decision to become far less involved in the community has been mostly a result of people taking this kind of thing personally, and feeling like people were observing me and taking notes constantly. It left me feeling like there was no place in AW where I could continue as I always had been without someone in the room waiting for me to slip and say something that definitively broke a rule, just because they'd taken it personally. Hell, if they weren't in the room, it felt like they would be monitoring who was in the same room as me and that in itself would be a crime.
     
    Soon after I started playing with this group, I let @MidnightRunner know, in case there was any issue from a staff PoV. He let me know there isn't, and that other people in AW play with other groups and that's alright (and I know that eg. @Norris was aware of at least one such other group and was fine with it) . As soon as anyone had taken any sort of issue with it, eg. discord rich presence, or that I'd streamed some games with them, etc, they were more than free to just ask me about it, and they'd have found me just saying "I want to play Arma set around nowish, with people who do things differently to us, to see if I can improve how I play Arma as I've only played it with you guys", and we'd have been sorted. 
     
    tl;dr: It's nothing personal, AW needs to play to its strengths to attract new players. All Arma communities cycle through players, but the ones that survive or grow replace them by attracting new ones. You've got a really fucking gorgeous unique mission that I strongly believe that people need to know about - Frontlines. It deserves to be up there with Antistasi and Liberation in the lists of co-op game modes people should play. You've also got the DCS players that really have something good to push forwards with as well. I'm sure that there is plenty of good stuff for AW to be doing rather than shouting angrily at an 18 month year old thread.
     
    @SiegeSix - there are better places to start the discussion on CS activity than in a thread dedicated to a different topic.
  16. Like
    possiblyEOD reacted to Rickard in Vindicta Week/Month   
    Livonian boyes be fighting for independence.
    Livonia is smol, should not take very long to complete if enough players are interested.
  17. Like
    possiblyEOD reacted to SiegeSix in [MOD] Improved ACE Arsenal Category   
    It's client side.
    It sorts ACE contents, like medical into its own categories for ease.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2891028247&searchtext=
    It's a quality of life addition, and it's client side. No more lurking through explosive triggers, IR strobes, chemlights, tripods etc. looking for the medical gear you need. No need to scroll to make sure you grabbed 2 morphine sticks and 5 of each bandages.
  18. Like
    possiblyEOD reacted to Damo3D in Invade & Annex 3 Version History And Feedback Thread   
    @possiblyEOD it works for me also now, I had checked after the chenge log went up but the new release wasn't on the server yet. 🙃
  19. Like
    possiblyEOD reacted to JJ Cakes in Few suggestions.   
    Some things I believe that could improve the I&A3 experience for players and apologies to @Whigital if somehow the first couple of these are stepping on your toes...
     
    I believe Whigi created a small server-side mod which made CSAT armor values more akin to what we have as players so they're not such tanks.  Apparently it would need to be installed on the server and HC and IIRC he said he did some initial testing which looked good.  Shooting bad guys over and over to only receive a shrug emoji isn't terribly fun.
     
    I was on one evening where we played around with a function dealing with animation Whigi found whereby it would make stamina recovery faster so you're not standing there for a minute just waiting for your sights to stop twerking.  Added with the current custom aim coefficient of 0.7 it was a much more pleasant experience and seemed completely reasonable.  I think the fix would just have to be added to initPlayerLocal and maybe onPlayerRespawn.
     
    I check I&A3 completion % from time-to-time when I'm on at night and it's mostly in the 20-ish percent range so I don't think either of these would "Make I&A3 too easy" while mitigating mechanics that just lead to player frustration and as far as I know, they're things Whigi has already come up with so no new development needed on his part, probably just some testing.  
     
    Otherwise the one main thing I notice when the server is low-pop is players trying to find those last couple garrisoned buildings and patrols (don't get me wrong, decorations on them has helped immensely with the former, kudos Whigi) can take a long time which is pretty boring, it's the one time you actually want AI to shoot at you.  I don't have a solution to this that I can think of that wouldn't be an SQF nightmare besides maybe reducing the diameter of main AOs by 100m if that's just a global variable to reduce the search area for those wandering patrols which would at least mitigate that issue. 
     
    Oh!  One more and this is all me: I think every main AO spawns with at least 2 Tigri, there's often AA emplacements as either priority or sub objectives and on top of that there's CSAT with AA manpads and of course we have sides that spawn enemy fixed wings.  Maybe the skies above Altis don't need to be quite so hostile to transport pilots and my suggestion would be to get rid of enemy AA teams and just make them something else.  At least then pilots have a reasonable ability to know when the skies are clear and drop infantry deeper into the AO without fear of getting blasted in the face by a manpad for their effort.  I'm not a pilot, but manpads have to be frustrating AF considering all the other threats they have to deal with plus they push "safe" LZs further away from the AO except for the brave or the fools.
     
    I hope these suggestions are taken with the sprit intended, which is to make AW I&A3 a more enjoyable experience for players while making the absolute minimum of work for the developers.  I think mid/low-pop is just going to be the reality for awhile until Arma4 comes out so we should accommodate that reality and it's not like we can't tweak things if we end up in the happy place where we attract and retain more players.  (Upping main AO count could be the solution if that happens.)
     
    And sorry for bringing up so much stuff which I understand makes it difficult to address my word vomit.
  20. Like
    possiblyEOD got a reaction from LH5 in [DCS] AhoyWorld vs The USSR: Dumb Logistics - 24/09/2022 @ 18:00 UTC   
    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 🙂 )
  21. Like
    possiblyEOD reacted to Colsta in Mikael   
    I only now learned of this.
     
    Although we didn't share too many moments together, the ones we did were great.
     
    Thank you, Mikael.
  22. Thanks
    possiblyEOD got a reaction from Schubz in Clearing up grey areas in rules regarding pilots   
    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)
  23. Like
    possiblyEOD got a reaction from Schubz in Clearing up grey areas in rules regarding pilots   
    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.
     
  24. Like
    possiblyEOD got a reaction from Damo3D in Clearing up grey areas in rules regarding pilots   
    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.
     
  25. Like
    possiblyEOD reacted to MidnightRunner in Mikael   
    Hey all,

    We have arranged flowers to be sent to Mikael's family on behalf of Ahoyworld with the following message
     
    "Rest easy Mikael, 
    Your friendship and kind example will not be forgotten.
    From your friends at Ahoyworld"
     
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