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Hello guys, 

 

I have been looking into the server and looking at mods, maps and things that could be added to the server to make the experiance more enjoyable. 

 

Pending testing still the mission will be a modified version of I&A 4 that will work be geared more towards a teamwork orientated play style and changes that will allow for lower playercounts to play the mission more effectively.

 

Overall the modset will be based on ACE, TFAR, CBA and then will have other additions such as RHS and some other small surprises for the community that should help add another layer to the combat on server.

 

One thing that i would like to ask for is some comments with links to maps and mods that people would like to see featured.
NOTE: These are ideas and will be looked at but the size of the modpack at release will be limited and thus not all mods will be added. This does not mean that the mod is not liked. but that it might not fit the server at release.

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Personally I would just stick with vanilla maps for the beginning and see how it plays out/if the server even gets populated again. These maps also look best anyways.

As for the rest: I would also just give it a go with TFAR, ACE and RHS for example as that offers everything that is needed. Everything on top tends to be just "shiny new toys" that aren't really needed in my opinion. :)

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Takistan = CUP = 9.4GB

Yes. 2019=1tb hdd = 80$. Maybe it’s a good idea to keep repo low key. I don’t know


Sent from my iPhone using Tapatalk

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At this time i am looking for maps that DO NOT use cup. 

 

Thank you for the feedback and keep it coming I will look into these maps and mods 

 

@Noah_HeroThe idea is to have only RHS for content at launch and other mods will add functionality to gameplay rather than more toys. 

 

 

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I think sticking with vanilla maps is a good thing, I've been playing ArmA 3 since essentially day one of it's release, certainly day 1 for Altis and still to this day I'm finding new secrets on that beauty of a map.

 

New maps are nice and all, I understand people can get bored easily, but I think that is down to gameplay and a slight lack of creativity over the map. I've always been an advocate of Zues gameplay and certainly one of a more realistic play style. Some of the last Zues gamenights we had were some of the best we've had I believe, certainly had good turnouts and a lot of smiles by the end and I believe a lot of that was down to a more limited asset usage enforcing more teamwork to preserve fighting capabilities. I think a common mindset one AWE was to abandon a vehicle if it was left out in the vehicle, what if that was our only vehicle of that type however, or certainly one of very few? Preserving the vehicles certainly creates a mission all its own, should they be captured or immobilized.

 

I think keeping the modpack light would be best, I've always agreed on one thing:

 

Core Mods:

-ACE

-ACRE or TFAR

-CBA

-RHS

-Pretty much all you need to have a great experience, especially if RHS actually gets used fully, which it wasn't before.

 

Gameplay enhancers:

-Blastcore

-Dynasound

-Enhanced Soundscape

-ACE Animations

-These mods are tiny and certainly help make the game feel a bit more diverse and immersive.

 

Additional mods:

-A few extras that we don't get anywhere else to help add a little bit more diversity, certainly so that in a more realistically focused gamenight, we have the correct assets that could even potentially keep us as underdogs which of course emphasizes teamwork. These mods I wouldn't have too large though, maybe 2-3gb more at the most. 

 

Mods I suggest:

-ADV CPR - Allows CPR and Defibrillators to the ACE Advanced Medical, essentially makes medics more valuable, especially if medical supplies are actually limited on the average player. (https://steamcommunity.com/sharedfiles/filedetails/?id=1104460924)

 

-ADV Splint - Allows fractures on arms and legs which will either impair ability to aim or ability to move, useful reason see above. (https://steamcommunity.com/sharedfiles/filedetails/?id=1291442929)

 

-Diwako's ACE Ragdolling - After playing with these for a bit, I can't imagine playing without it. This mod is simple yet brilliant. It effectively removes (to the best extent it can) the ACE Medical meta of when someone gets shot, someone is able to determine if they're alive or not just by looking if they are laying on their stomach holding their gun. This mod eliminates that animation, and makes it so when a player gets shot, it will make them ragdoll to the floor and should it be a fatal shot, they will stay on the floor in a somewhat ragdolled animation making it harder to tell if they're dead or not. This will enforce people needing to verify someone by checking their vitals rather than just leaving them. (https://steamcommunity.com/sharedfiles/filedetails/?id=1435263885

 

-All of the ACE combat files for all of RHS, I suppose that goes without saying though.

 

Just my 2cents and if people are finding RHS a little bit lacking on diversity, I'd suggest using all of it. So, allowing us freedom of Serbian Armed Forces (which use western and eastern equipment dependent on how it is set up and what timeframe we use), Chedaki Insurgents (insurgency gameplay is certainly much different to standard military) and of course Russian Armed Forces which we have played before, but perhaps changing things up slightly in how we play it can always be good and same could be said for US Armed Forces.

 

I think @Johnson might have some ideas as he did have quite a few when he was eventually made staff, however it was rather bad timing to be made a moderator I'm sure others could agree. I'm all for AWE making a return, I just hope it makes a successful one that is a little more diverse while at the same time, restrictive as not to go out of control again.

 

Looking forward to what gets done and remember these wise words from your brothers at MSO: e4jyZ9X.jpg

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22 hours ago, MidnightRunner said:

Enhanced movement is a must for modded play. The tactical opportunities it opens up are massive

It's a good mod, certainly useful.

 

I just personally feel it got abused too much, people climbing buildings whenever the SL ordered a breather was a little silly.

 

I think if that mod was somehow limited, so that you could only climb chest height things and how heavy your loadout is, will vary on how much you could climb. However, I'm not sure that is possible to do.

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Have you guys ever considered making AWE a bit simpler to get in that player base?

 

I see suggestions of lets make the medic system even more convoluted than ACE is already, as an example, but to get people from public server to AWE I'd say that just getting that team up feeling, proper radio comms, reasons for roles and the RHS gear is probably enough.

 

I feel that just

 

-ACRE or TFAR

-CBA

-RHS

-Blastcore

-Dynasound

-Enhanced Soundscape

 

is enough.

 

Of course that is my opinion, so take it with a pinch of salt and I understand that maybe that's too tamed down for the AWE regulars.

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I agree with Gamerbug and Mini. Add the ADV splint and CPR for ACE into the mix of mods Gamerbug listed and that should be a good start.

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Well if this is an exercise in expanding the player base by incrementally increasing the difficulty, going to full advanced ACE medical + medical mods is not the way to go. Rather, going to basic ACE medical is probably a better direction.

 

Not that I don't appreciate the fullness of the ACE medical system - but on advanced, it turns a combat mission into a full blown episode of E.R. after a single gunshot.

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2 hours ago, Sack said:

I agree with Gamerbug and Mini. Add the ADV splint and CPR for ACE into the mix of mods Gamerbug listed and that should be a good start.

Actually I said the opposite. :)

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I have to admit the more I think about it, the more I'm not 100% convinced ACE is 100% necessary. ACE gives us a ton of extra functionality but it also adds a level of complexity that would prevent new users from getting on board easily. 

 

Let me put it another way. What would you absolutely miss if we didn't have ACE? ACE medical is impressive but frankly it's a time sink from what everyone would rather be doing - running and shooting. The abstracted method of the revive system is fairly decent, and does what it needs to do without having to have a degree in first aid training. 

 

Mag repacking, vehicle cargo,wonky fast roping, individual repair/rearm/refuel... I suppose I'd miss some of those. 

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At this time i am looking for maps that DO NOT use cup. 

 

Thank you for the feedback and keep it coming I will look into these maps and mods 

 

@Noah_HeroThe idea is to have only RHS for content at launch and other mods will add functionality to gameplay rather than more toys. 

 

Ace will be on server but we may look at the medical and see about how we can make it more accessible and less of a drag. 

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I think making the server much easier to play could draw some more people in, but I just feel that removing levels of difficulty thus reduces the amount of communication and teamwork across the board, especially with new players. 

 

I for one quite enjoy the chaos of a new player not understanding something in combat, because it kinda brings everyone together to teach and learn, slowing down the combat and creating a more drawn out experience rather than one of just "run in, shoot and leave" which I'd personally rather play EU1 if I wanted that fast paced shooty experience.

 

ACE Basic Medical could be a good way to start off, if we don't want an advanced medical. I just like having an advanced medical because it enforces some of the rules 101 of combat; don't get shot. Of course, if you plan out an operation, play effectively as a team and keep talking to one another then the chances of taking a bullet go down ten fold. Of course, luck plays a part but our medics have to have something to do. 

 

I think making the medical easier may not make people afraid to get shot, thus making them more liable to play the game not so safe and charge in a lot more, thus making the battle not as long. If there's one thing we absolutely don't want on AWE, it's fast paced AO's that are simply "walk in or find an overwatch, shoot the enemy, go in and finish up then leave" all in the course of about 10-15 minutes per AO. It gets rather stale, rather quickly and is one of the core reasons the server failed in the first place.

 

Again, the server doesn't need to be rocket science, but a level of difficulty makes the gameplay more interested and certainly longer, and longer missions means more things to happen which could potentially create a second mission out of one; for example a pilot getting shot down and needing rescuing.

 

I'd say keep ACE, it adds in a lot of neat things but if we absolutely cannot deal with the knowledge, then start us off with ACE Basic which you can't really get wrong. The ADV advanced medical mods may be good choices later down the line when the community has matured.

 

So again, I wouldn't recommend speeding things up again, it's happened about 3 times already and has the same result. We need something different for AWE and there's plenty of ways that could be done, I suppose we just have to humour the community a little bit along the way so we don't run before we can walk. Still, I suppose I'm still looking forward to what happens, we could certainly use it.

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I believe that ACE is very much a core mod, and the (advanced) medical system is great, and not that complex, IMO. 5 minutes is all that is needed to explain it at the level that is enough for a non-medic role. I have also found that people are always extremely helpful with such things. I know there are people who enjoy playing the medic and enjoy saving lives of their fellow teammates and all the troubles that come with it. AWE was always more than "come-and-shoot", I believe advanced medical system has a place here. With that said, I would oppose adding additional ADV mods, as cool as they are, at least for now. I think ACE advanced medical with no addons is the way to go.

I also think basic medical is boring and too arcady, but that's just my thoughts.

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52 minutes ago, Minipily said:

 

I think making the medical easier may not make people afraid to get shot.

I think there's some truth to it. I have witnessed it when playing zeus with friends. The knowledge that as long as they dont die instantly they can be fully fixed with a magical bandage really influences decisions. At least that's my observation.

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I'd like to table the discusssion of ACE medical for now and focus on my other question - what other facets of ACE are must-haves, or is it really just for ACE medical that we consider ACE.

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4 minutes ago, Ryko said:

I'd like to table the discusssion of ACE medical for now and focus on my other question - what other facets of ACE are must-haves, or is it really just for ACE medical that we consider ACE.

I think ACE ballistics are pretty important, plus the fact that vanilla damage models are absolutely trash, certainly for 5.56. It just doesn't capture the yawing of a bullet in Vanilla as well as ACE does.

 

The ACE cargo, sling loading, ear plugs, map tools, in depth support assets (fueling, repair etc) and explosives are also incredibly good mission enhancers. I couldn't really imagine modded ArmA 3 without these, hence why essentially every single modded ArmA 3 community use it. It just brings so much to the table that modded gameplay without it feels weak and lost.

 

I think keeping ACE in its entirety keeps the server with a level of diversity and difficulty that it needs but that's just my 2cents.

 

Of course, you could scrap ACE and basically just have TFAR and RHS or just TFAR and vanilla but that would basically just leave a slightly more fleshed out EU1, and with the popularity of EU1 compared to other I&A servers at the moment, I'm not entirely certain it would be a big success. ACE just helps deliver something different I believe and it doesn't need to stray too far from what people are already used to, it's a very flexible mod.

 

Still, I'm willing to try whatever people think will work best. Something is better than nothing.

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To me: UI options (removal of friendly tags, ammo count, etc). Fragmentation simulation from explosions (frags being actual frags), backblast, grenade aiming, explosive arming/placing, marksman ballistics, damage models, ace cargo, vehicle cookoff, captivity system, ace arsenal.  And a lot of zeus modules, not all of which are in achilles.

In my opinion ACE is an essential mod, enhancing all aspects of gameplay. It's hard for me to think of a modded server without ACE.

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4 minutes ago, JANXOL said:

To me: UI options (removal of friendly tags, ammo count, etc). Fragmentation simulation from explosions (frags being actual frags), backblast, grenade aiming, explosive arming/placing, marksman ballistics, damage models, ace cargo, vehicle cookoff, captivity system, ace arsenal.  And a lot of zeus modules, not all of which are in achilles.

In my opinion ACE is an essential mod, enhancing all aspects of gameplay. It's hard for me to think of a modded server without ACE.

^ Yes. Honestly Vanilla ArmA compared to ACE ArmA is an actual let down. There's so much that Bohemia got lazy on.

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2 hours ago, GhostDragon said:

Ace will be on server but we may look at the medical and see about how we can make it more accessible and less of a drag. 

Basic Medical as a starting point could be a good way of doing that. I think the main thing about Advanced Medical however is, it's made more complicated than it actually is. Hopefully, that could be something that can be addressed later down the line, it is certainly a simplistic medical system, perhaps too much so to even be considered advanced in my opinion.

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