Guest Luetin Posted April 15, 2016 Share Posted April 15, 2016 In the meantime I actually had a question about one area of a guide I am building. Now back on I think it was operation Mike we played with the idea of Ambushes, the problem was that in my mind an ambush was more than just some CSAT lying prone, it was more considered than that with them maybe covered with branches and foliage basically really a proper ambush. Now there is nothing we can do to simulate that and also on the mission I implemented the ambushing on some people even questioned it was suspicious how some players magically found the ambushes well ahead of the main convoy. We have no way to determine the truth of that but it led us to conclude it was something that could easily happen in the future with an ambush. So I figured the only way you could really do a true ambush was to literally just drop a CSAT unit almost bang on the players at the last minute. This presents obvious problems such as people being like WTF. Also we run into the issue that for NATO to similarly ambush CSAT is near impossible as the AI can usually detect human players in proximity. So my question is two fold - should ambushes be a thing at all, and if so how should be implement them (including the fact that I livestream) below is my initial concept. Please add any suggestions. ----- ALSO ---- If you had any general feedback about Zeus and how to improve it put that below and I will try as best to explain it. Its all an ongoing development and I regularly consider how I could make it better or more challenging. -------------------------------------------------------------------------------- Ambushing is something that I have only played around with once before but I want to try and throw it in some missions sparsely, using it too much I am sure would becoming irritating but I think if there is a reasonable cause to use an ambush then it could help the CSAT team greatly. However this I am sure will be again a contentious one for the reasons I outline below, ultimately what you are left to rely on is that the Zeus player is not abusing their power and the players trust them. I am open to further suggestions on how best to implement this. It is important to announce to the players either in the mission brief or just on server chat that they may face ambushes, no player likes to suddenly just have AI pop up on them, but if they know its a possibility then they can better guard against it by keeping their spacing well apart and best planning their routes to an objective both in and out. An ambush is difficult to simulate in ARMA because human players have a habit to use thermal optics, also there is the possibility for me of disguised stream sniping where players magically gravitate towards an ambush area. Also the AI sometimes can give away their own position too early by engaging an unintended target. The best solution is to decide how many units you wish to have as an ambush, a general rule of thumb for a large to medium mission could be 1-2 squads, for a smaller mission make it 1-2 fireteams. Pre-designate your ambush location. You will need to keep this concealed from the players and if livestreaming do not announce this either. - this is obviously contentious hence the need to keep testing this. In order to simulate an ambush the only way this can happen so as to genuinely surprise and catch out players is to drop units in as players approach and then trigger the ambush. As a Zeus you will have to keep track of where other players are and remember your ambush locations. Ambushes could be used to guard against an objective but they should not be placed inside a compound of hard cover or an open area like a field, realistically the rationale is that the could be lying in soft cover like long grass or trees maybe with their own personal camoflage as well to conceal them. They could also be used to intercept a target such as a vehicle or stop a captured objective delivery. That is the ambush concept please leave your thoughts on this, or any aspect of my Zeus missions. thanks guys. Link to comment Share on other sites More sharing options...
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