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Version 062 of Stiletto is now on the server.   Small update release: added a command in mission control to remove fog (it's a button on the right side), a fix for the jammer mission, and fo

Feature Request: Jochem's script for goggles and visors   Jochem writ a simple script a long while back and I think it was requested before. It simply allows the player to attach or remove h

Stiletto version 060 is now on the server. Change log follows.   Tembelan will be reverted to the previous version on the next update of the repo, until then it has been pushed to the back o

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Absolutely in love with it. From the patrol ops feel all the way to the IEDs exploding in your face, it's brilliant.

 

Couple things I mentioned already, just to have it here:

 

1. Add a parameter to limit OPFOR to infantry only for slow nights. Perhaps in Mission Management so players can decide without staff?

 

2. Feature ALiVE-style installations not dissimilar to the ambient spawn points we have, such as insurgent leader hideouts, that pop up as a secondary objective when discovered. Killing the HVT would earn reputation, interrogating him would be significant intel. Alternatively have an end-game mission spawn after x many caches or intel found that extends the mission timer by a small amount and requires quick reaction to catch him in time.

 

3. Rename to PTSD Simulator.

 

4. Perhaps an ability for PltCo specifically to generate an AO? Plot twist: no guarantee there's anything there. I could see FSG in a scout sniper role there, recon while the rest are busy.

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1. Add a parameter to limit OPFOR to infantry only for slow nights. Perhaps in Mission Management so players can decide without staff?

 

It's there!

 

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2. Feature ALiVE-style installations not dissimilar to the ambient spawn points we have, such as insurgent leader hideouts, that pop up as a secondary objective when discovered. Killing the HVT would earn reputation, interrogating him would be significant intel. Alternatively have an end-game mission spawn after x many caches or intel found that extends the mission timer by a small amount and requires quick reaction to catch him in time.

 

Interesting ideas, all. Will gradually implement after the core stuff is rock solid.

 

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3. Rename to PTSD Simulator.

 

Negative!

 

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4. Perhaps an ability for PltCo specifically to generate an AO? Plot twist: no guarantee there's anything there. I could see FSG in a scout sniper role there, recon while the rest are busy.

 

Also interesting. I need to find a good way for the pltco to interact with the map for something like that, but yeah, I like the idea in theory.

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my sugestion as always is to have minimum of 2 enginers or eod experts per squad to lighten the work load of the current only 1 enginer

 

also is there a way to have somthing to give you information on threat level on the ground  ( wen it comes to how often exblosives are placed of if the locals hate us)

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1 hour ago, LEO said:

my sugestion as always is to have minimum of 2 enginers or eod experts per squad to lighten the work load of the current only 1 enginer

 

My question back to you would be, which roles would you replace in an infantry squad to allow this. There's nothing set in stone about the current layout of squads, but here is how it is currently set out:

 

1) Squad Leader

2) Medic

3) Autorifleman

4) Engineer

5) Rifleman LAT

6) Rifleman

7) Team Leader

8) Autorifleman

9) Marksman

10) Grenadier

11) Rifleman LAT

12) Rifleman

 

I could be persuaded to change one of those riflemen to an EOD specialist, who has a greater chance to detect and disarm bombs. Right now as it stands, the 7-12 roles make an excellent ranged support squad with an autorifleman, marksman, team leader (with gl) and grenadier all in the same squad.

 

1 hour ago, LEO said:

also is there a way to have somthing to give you information on threat level on the ground

 

I've thought about this and I really don't want to have a pop-up or other indicator which just tells you what the mood of the population is, I'd much rather have the actions of the civilians, the things they say, and other kinds of "soft" factors be a good indicator of the status of the players.

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3 minutes ago, Ryko said:

 

My question back to you would be, which roles would you replace in an infantry squad to allow this. There's nothing set in stone about the current layout of squads, but here is how it is currently set out:

 

1) Squad Leader

2) Medic

3) Autorifleman

4) Engineer

5) Rifleman LAT

6) Rifleman

7) Team Leader

8) Autorifleman

9) Marksman

10) Grenadier

11) Rifleman LAT

12) Rifleman

 

I could be persuaded to change one of those riflemen to an EOD specialist, who has a greater chance to detect and disarm bombs. Right now as it stands, the 7-12 roles make an excellent ranged support squad with an autorifleman, marksman, team leader (with gl) and grenadier all in the same squad.

 

i sugest that rifleman 12 is replaced with a engineer.

 

also one issue i had during this runn whas that green team (3-6) do not have a dedicated TL .(this part reffers to this evening) with the current work load of the enginer adding the team leader role ontop of that made my job rather hectic + that i bearly had time to take care of my team in between saving you from steping on tripwiers and taking care of my self. :)

 

so if you can make it so either the squad leader has slot 3-6 as a personal escort and dont seperate them from him self. and then use team ( 7-12 ) as a exstention of him self. that wuld be the optimal setup in my opinion at this point

 

the current squad setup is not suted for this kinds of operations in my opinion

 

i whuld rather have a 8 man setup per squad/team

 

1) Squad Leader BT1

2) Medic  BT1

3) Autorifleman  BT2

4) Rifleman /assitant  BT2

5) Engineer  BT3

6) Rifleman LAT  BT3

7) Marksman BT4

8) Grenadier BT4

 

eny ways stil a solid game mode :)

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17 hours ago, LEO said:

 

 

 

also one issue i had during this runn whas that green team (3-6) do not have a dedicated TL .(this part reffers to this evening) with the current work load of the enginer adding the team leader role ontop of that made my job rather hectic + that i bearly had time to take care of my team in between saving you from steping on tripwiers and taking care of my self. :)

 

so if you can make it so either the squad leader has slot 3-6 as a personal escort and dont seperate them from him self. and then use team ( 7-12 ) as a exstention of him self. that wuld be the optimal setup in my opinion at this point

 

 

I agree that there either needs to be a teamlead, or a squadlead needs that responsibility. In fact, that's how russians do it: The squadleader is also a fireteam leader (and vehicle commander when mounted, but that's a different story). I think it would also encourage taking platco, as that would be the commanding role, while squadlead would focus on his team/squad, instead of the whole AO.

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Version 003 is now on the server.  Default infantry squad layout follows a MARSOC 14-man squad, with 4 in the lead element and 2 5-man teams:

 

SL:

1) Squad Leader

2) EOD Specialist (better at detecting and disarming traps, not so good at searching for intel)

3) Squad marksman

4) Rifleman

 

Fireteam 1

1) Team Leader (GL)

2) Autorifleman

3) Engineer

4) Rifleman LAT
5) Corpsman

 

Fireteam 2

1) Team Leader (GL)

2) Autorifleman

3) Engineer

4) Grenadier
5) Corpsman

 

There are two new general missions that will spawn: kill HVT and destroy a convoy (similar to a cache destroy mission, but the cache is in a truck en route to a destination building).

Side missions are now implemented: after 10 minutes, there's a random chance that some interesting side missions will spawn.  Also, after the players have sent a certain threshold of intel to CROSSROADS to review, there is a chance that other interesting side missions will spawn.

Eventually, the "final" mission will be a epic mission that spawns when a certain amount of intel has been gathered, or perhaps just the final objective after the others have been completed.

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2 minutes ago, Ryko said:

SL:

1) Squad Leader

2) EOD Specialist (better at detecting and disarming traps, not so good at searching for intel)

3) Squad marksman

4) Rifleman

 

Fireteam 1

1) Team Leader (GL)

2) Autorifleman

3) Engineer

4) Rifleman LAT
5) Corpsman

 

Fireteam 2

1) Team Leader (GL)

2) Autorifleman

3) Engineer

4) Grenadier
5) Corpsman

No Medic?:blink:

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Taken from this page:

 

http://www.americanspecialops.com/marsoc/

 

So you can figure out how the Navy and the Marines work together, or don't. Either way - he's a medic.

 

It's not meant to be taken as gospel, though. In Arma there's no need for an "operations sergeant" and an "assistant operations sergeant". In the real world we have to worry about food and water and stuff. ;)

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during this session we maniged to capture a POW. we shud make pows in to a grate sorce of intel if they are returned to base. also make it so blue for looses carma if they execute a pow in handcofs

 

also used 2 M112 demo blocks on a cashe it did not blow the cashe

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On 04/08/2017 at 6:18 PM, Ryko said:

Taken from this page:

 

http://www.americanspecialops.com/marsoc/

 

So you can figure out how the Navy and the Marines work together, or don't. Either way - he's a medic.

 

It's not meant to be taken as gospel, though. In Arma there's no need for an "operations sergeant" and an "assistant operations sergeant". In the real world we have to worry about food and water and stuff. ;)

Add the banana back to the inventory:,)

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On 04/08/2017 at 4:48 PM, JANXOL said:

Isn't corpsman a navy personnel? I know he can serve with USMC, but I thought marines also have their "own" combat medics.

That's a negative. The Corps uses navy medics. They used to also be totally unarmed, not sure about these days though. 

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  • Ryko pinned this topic

Version _004 is on the server. Lots of improvements under the hood.

 

1) Side missions will spawn randomly after 10 minutes, or after enough intel is generated. There are two classes: random missions, and discovered missions: with enough intel you will unlock discovered missions, and over time, random missions may be unlocked.
2) The last mission is a "final" mission, somewhat harder, more elaborate. (So in a standard run of 6 missions, the first 5 will be a mix of standard missions (destroy the cache or kill the HVT), random missions, and discovered missions, while the 6th will be a final mission).
3) New icons for actions
4) Added more civilian presence - in addition to civilians spawning in towns, there are a handful of vehicles which drive between towns, and a helicopter which flies between the two airports.
5) Karma is now specific to each town, and doesn't regenerate to neutral over time.

6) Your interactions with civilians are logged on the map screen under "Iteraction Log".

7) Intel can be reviewed in a vehicle equipped with a long-range radio, as well as players carrying a long-range on their back. There's also no animation if you're in a vehicle.

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