Hello all,
...as some of you are aware, I've been working on a Multiplyer Mission for ArmA2 for quite some time now.
Mission parameter is to advance East from the Airfield outside Loy Manara (South East Takistan), through Chardarakt, eventually ending up at Hazar Bagh.
~ I'll post a map shortly ~
Along the way you are to engage, neutralize and secure the area against any enemy presence as the US intends to use the Airfield as a base of operations for further infiltrating Takistan.
This is an infantry, IFV and Armor based mission lacking air support as the area still remains unstable.
You can get a very loose idea of what the mission is like via the following YouTube Video.
The first couple of minutes of the video is all taken directly from this mission once assembled.
Please keep in mind this is my very first YouTube Video/Video Commentary so it's still a bit dry:
[video=youtube;wkyEjfkyE1g]http://www.youtube.com/watch?v=wkyEjfkyE1g&feature=plcp[/video]
There are a number of bugs that require squashing prior to this Mission being complete. In fact, I don't see it being complete until ArmA3 is released at which time I will port it over.
This is an ALPHA so it will be very buggy in the beginning. In fact I'd even term the first few connects pre-ALPHA as I anticipate frequent connecting, editing, re-packaging and re-connecting.
At this time, the mission has only been tested by myself and as such has not been properly scaled to accommodate more players.
Mission Intel: (what you can expect to see ingame)
Known Issues:
Your initial confusion, assuming you load ingame and have no idea what to do, will help me determine the best execution of Intel, Mission Notes and Map Markers to make gameplay clear to anyone new to the mission.
What I need from you:
...parameters are pretty much locked at this point so I can't make any huge changes to the overall mission design. Elements such as BLUFOR armor, IFV and infantry movements are now mostly unchangeable.
I can make small changes in deployment of infantry but armor and IFV cannot have their routes or behaviors modified unfortunately.
...
This mission currently accommodates between 15 - 20 players but will scale depending on ALPHA/BETA outcome.
Mission Execution Timeframe: Initially targeted mission completion currently lies at 3 hours. This will be adjusted to accommodate our schedule but will be scalable between 60 - 240 minutes.
If interested, please let me know in this post and we'll start hashing out a Community ALPHA start date.
Thanks all!
Ken
...as some of you are aware, I've been working on a Multiplyer Mission for ArmA2 for quite some time now.
Mission parameter is to advance East from the Airfield outside Loy Manara (South East Takistan), through Chardarakt, eventually ending up at Hazar Bagh.
~ I'll post a map shortly ~
Along the way you are to engage, neutralize and secure the area against any enemy presence as the US intends to use the Airfield as a base of operations for further infiltrating Takistan.
This is an infantry, IFV and Armor based mission lacking air support as the area still remains unstable.
You can get a very loose idea of what the mission is like via the following YouTube Video.
The first couple of minutes of the video is all taken directly from this mission once assembled.
Please keep in mind this is my very first YouTube Video/Video Commentary so it's still a bit dry:
[video=youtube;wkyEjfkyE1g]http://www.youtube.com/watch?v=wkyEjfkyE1g&feature=plcp[/video]
There are a number of bugs that require squashing prior to this Mission being complete. In fact, I don't see it being complete until ArmA3 is released at which time I will port it over.
This is an ALPHA so it will be very buggy in the beginning. In fact I'd even term the first few connects pre-ALPHA as I anticipate frequent connecting, editing, re-packaging and re-connecting.
At this time, the mission has only been tested by myself and as such has not been properly scaled to accommodate more players.
Mission Intel: (what you can expect to see ingame)
- Scripted Enemy Artillery Strikes x 3 (minimum); random shell drops so no key location is ever truly safe.
- Loosely Scripted Armor and IFV column advance.
- Randomly generated AI presence Oppositional Forces (OPFOR)
- Randomly generated AI presence US/USMC (BLUFOR)
- Dead body removal script
- Randomly placed Static Enemy Support Vehicles with probability of presence at 50%.
- Randomly placed Static Enemy Re-Supply Depots with probability of presence at 50%.
- Randomly generated Enemy Armor.
- Randomly generated wrecks and vehicle hulls used for cover and concealment.
- OPFOR and BLUFOR offset engagement means the war goes on whether your there or not.
- Hidden OPFOR/BLUFOR AI respawns (you should never see AI appear out of thin air).
Known Issues:
- Tanks and IFV's will not engage enemy quickly enough.
- Wildlife can stop IFV's and armored columns.
- Tanks and IFV's do not "turn in" once engaged.
- Player respawn in vehicle not working.
- "Mission Failed" not configured based off BLUFOR tanks being KIA.
- Smoke columns and fire not configured to burn on ruins.
- Out of bounds not yet configured.
- Markers not fully configured, still WIP.
- Objects, Hint Dialogues and Markers visible ingame. These will be removed as tests continue and only serve to determine if AI is reacting as expected.
- MAP INTRO not created.
Your initial confusion, assuming you load ingame and have no idea what to do, will help me determine the best execution of Intel, Mission Notes and Map Markers to make gameplay clear to anyone new to the mission.
What I need from you:
- Feeback (both positive and negative) so I can expand on what works while minimizing, replacing or deleting what doesn't.
- In depth bug reports. If you see something (anything) you don't think is working please give me as much detail as possible on what happened, where, when and any changes you think could be made.
...parameters are pretty much locked at this point so I can't make any huge changes to the overall mission design. Elements such as BLUFOR armor, IFV and infantry movements are now mostly unchangeable.
I can make small changes in deployment of infantry but armor and IFV cannot have their routes or behaviors modified unfortunately.
...
This mission currently accommodates between 15 - 20 players but will scale depending on ALPHA/BETA outcome.
Mission Execution Timeframe: Initially targeted mission completion currently lies at 3 hours. This will be adjusted to accommodate our schedule but will be scalable between 60 - 240 minutes.
If interested, please let me know in this post and we'll start hashing out a Community ALPHA start date.
Thanks all!
Ken
