ARMA III [Online Co-Op] Roll Call

My two girls at home are both ill and I have to take care of them. So unfortunately I will miss this again. Seems
Arma is not under a good star for me :-(. Have fun guys maybe I am able to join next Sunday...
 
Thanks to everyone who joined today, I had a lot of fun. Please let me know what worked for you and what didn't in the mission. I can take that and apply for future ops.

Couple of points I picked up, music way too loud!, limited ammo on startup, some of the custom load outs didn't work and we all ended up in pants halfway through. Respawn didn't work so well, it was way to far away. Also, some of the CSAT scripts worked very different online vs. solo. I think I need to keep it simpler.

From a command perspective, thanks Bootie and Ithikial. You both took the lead when I got confused.

Thanks agan to all, hopefully I can join next week for more sh*ts and giggles.
 
Here's a few screenies I took of today's battle.

Proud members of the FGM regiment in their traditional battle dress uniform.

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Retreating: Enemy forces turn up the heat with some serious air support in the distance.

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Bootie gets closer to nature

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We encounter a enemy camp on our way to the extraction point. I've flanked around to the right, the rest of the guys are attacking from the left.

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At the extraction point, bird incoming.

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Some interesting places to see while 'in country'.

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Nice pics, nathangun.

Thanks to everyone who joined today, I had a lot of fun. Please let me know what worked for you and what didn't in the mission. I can take that and apply for future ops.

Other than the items you already mentioned, I think the insertion point could be moved closer toward shore. Dropping us off in the shallow water close to the beach, where we wouldn't have to swim, would work a little better. One or two more patrols to encounter as the players work their way toward the castle would be nice as well. Finally, I would only have one song play when the convoy is working its way through the village. The music just seemed to go on and on at that point; it was a little much. Oh, and at the very end when we are notified our first helo was shot down, the text said it was a Greyhawk, but I think it should be Ghosthawk. That's about all I have to add. It was a fun mission, though. Great job!

Anyway, here are a few pics I took of this morning's mission as well:

Our Littlebirds ingress into the insertion area:
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Red Team moves out:
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Boomkow becomes one of the first casualties after a brief firefight with a CSAT patrol:
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After reaching Castle Thronos, we all decide it's too hot to wear clothes. Bootie keeps an eye on the road for enemies while Nelson1812 loots a corpse:
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A CSAT IFV winds through the village on its way to assault the castle:
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Boomkow and nathangun get ready to give the IFV a warm reception:
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The IFV is destroyed very close to Red Team's position:
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The game froze on me at this point, so I had to rejoin. No idea what happened in the 5 minutes or so while I got back online, but when I finally linked back up with the group I found what looked like a slumber party of grown men in their undies:
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After another brief firefight to take control of our extraction LZ, we pop smoke and wait for a ride out. I like the festive smoke colors, especially considering the season:
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Our chopper arrives and lands:
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We all clamber on board...:
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...And ride off into the afternoon sun while Steppenwolf's Born to Be Wild is piped over the chopper's intercom:
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DoubleD...
Scenario pointers as requested.
- Marksman didn't have any specialist equipment. Just a normal rifleman.
- Yeah the music... :) Also kicked in just as the team would have to be communicating the most to accomplish the mission. As we couldn't effectively communicate we didn't try to take out the HVT as it arrived on scene. The mission ground to a halt while the second piece of music played.
- I didn't lose my clothes or equipment but that may possibly be because I picked up enemy equipment including a backpack prior to that point. Uniform ID bug?
- And only realised this now but... you know how we could call in an off map mortar strike - Where exactly would they be firing from if the entire island had only just been taken over by CSAT? That part of the narrative doesn't make sense. Perhaps removing that support and forcing the players to look for on map assets to use could be more thrilling. Like using those on map mortars I went back for. :) This will also force teams to coordinate more at this point of the mission with someone manning the mortars while another spots for the HVT.

Just some thoughts.
 
What is that all about you guys running around in panties and underwear all the time? A bit, ehm, scary. Maybe I should reconsider really joining this Sunday afternoon meetings ;-)...

Nice pictures btw. Apart of the panties of course :).
 
Keen to get in on this. Have been playing Arma religiously with a group for the last 5 years or so. Have a fair amount of experience designing missions, especially those using more advanced mechanics such as ALIVE ( which was born out of MSO from Arma 2 ) http://alivemod.com/#Gameplay --- https://dev.withsix.com/projects/mso.

What it does is simulate an actual area of operations - AI commanders conduct warefare over the entire landmass and try to achieve their objectives intelligently using recon/ flanking/ casualty evac and reserves. Its something to experience when you know there are thousands of units on the continent around you battling it out dynamically.
It achieves this through some clever trickery involving caching units that are not within a certain range of the player and then passing those units over to pure simulation - everything is still tracked and units still engage each other in this state. It can also be adapted to smaller level engagements - you can create a platoon or company level engagement through simply dropping down some units, designating the AI commanders primary and secondary objectives and available resources. The commanders will use all the units/ artillery/ transports at its disposal to achieve those goals - even pulling back and adjusting the front if things don't go well in one area - scouting out another approach and pushing up if viable. This is not with a small handful of infantry - this is using from a platoon to thousands of units. The other great thing about the system is the persistence, although I think this is more for dedicated servers than directly hosted games. What it means is the ability to create campaigns that can be played over weeks instead of hours. Your characters state, as well as the state of every entity in the mission is saved to a database - which allows a mission to be running constantly - people can jump in and out of it at any time, conducting recon and marking HVTs on the map for larger groups of players to tackle at a later stage.
Have also implemented Highheads HETMAN commander into missions quite successfully before which is basically a much more powerful implementation of AI strategic control. This includes AI leader personalities ( anything from calculated to vindictive ) and the ability to place the players under his command. Basically this provides for a much more dynamic mission. Squads in Arma do not work together unless waypoints have been manually assigned to them - these systems make them fight as one dynamic, responsive force.

Arma is indeed a wonderful thing. The community has really made it into something great, and now with the massive incentive scheme Bohemia has implemented that should accelerate things nicely.

Other mods of note

ACRE - must have for most guys who play Arma regularly. Simulates various radio systems
ACE - when it comes out for A3. Basically a realism mod for Arma which adds a heap of content, mechanics and weapons systems. Adds a very robust medical system with morphine, epi, bandages and stretchers etc - the ability to bleed-out and lose consciousness, break bones. Basically adding a need to deal with casualties to the mix. Might sound like a hassle, but so many of the classic moments in arma for me have been some medical emergency or another - a memorable one involved our chinook getting shot down over the desert - the pilot performing a miraculous auto-rotation but the landing was hard enough to knock 2/3rds of our guys out - leaving about 5 or 6 still up. The enemy pinpointed the crash site and the guys who were still conscious had to fight them off while trying to administer aid, waking up to see bullets pinging off around you and an epi pen being shoved into your hand, then jumping up and desperately trying to drag the nearest unconscious guy behind a rock, while on the very of passing out again. Good stuff.
 
Read about ALIVE and I'm very interested in seeing it in action. Having an ongoing conflict that members can jump in and out of would be an excellent idea. Don't know how much it would cost to run a private server but if we have the know how and a dedicated admin then I would put some cash into the pot.
ACE is great and I cant wait for it to be released for ARMA 3. Shooting bad guys is fun but as you stated some of the most memorable ARMA moments are random events like your story above.
 
@Taliessyn The Alive & ACE sound like real fun. Do you need Teamspeak ?

Found a scenario called 'Whole Lotta Altis' http://www.armaholic.com/page.php?id=22357 might give it ago.

I was reading about this [IC] Internaitonal Conflict Tournament, does anyone know of it ?

WHAT IS IC?

International Conflict is a tournament that was originally developed for a dying (pretty much dead) game called Joint Operations. The tournament features military style ranking, two armies, sunday battle day, and a 250 man server. The tournament is currently making a move the ARMA 3 to replace the dying Joint Operations game.

Link: http://www.icarma3.info/forum/


@Facman
Found this scenario that might help you get into the swing of ARMA 3 if your still having teething problems.

'Welcome to Stratis' http://www.armaholic.com/page.php?id=20715

and here's a website I found that has useful guides for the game.

http://www.bing.com/videos/search?q=Dsleyecxi's shack tactical arma 3&qpvt=Dsleyecxi's shack tactical arma 3&FORM=VDRE
 
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I was going to suggest we give patrol operations a try. Doesn't look as sophisticated as Alive but it looked OK when Septic helped me give it a quick test earlier this week. If anyone else has something else they wanna give try, I'm up for it.

http://dev.withsix.com/projects/patrol-ops
That looked interesting and I would be up for a run on it.
 
Alive does look very interesting and using Ace/Acre down the track is probably inevitable for us.

Only concerns I have are:
- starting to use a whole bunch of mods may start making the entry into ARMA for other members of the FGM a little bit harder.
- from a technical stand point, how much of a resource hog is Alive? To do all that in addition to actually running ARMA3 must take some serious CPU power. :eek: If it's server side calculations fair enough, but even on the client side tracking 1000+ AI units at any one time will make some user's machines chug.
 
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