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mach2infinity

World Invasion W.I.P.

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Hello there,

As some of you may know. I'm working on a "World Invasion: Battle..." series for the ArmA community. My first project is "Battle: Chernarus" . The premise involves seeing how the worldwide invasion as seen in the film "Battle: Los Angeles" unfolds elsewhere; specifically in the ArmA reality/universe.

At the moment, I'm going for a co-op campaign for the mod but with the consideration for an online PvP 'CTI' type mode in the future. Currently, I'm on my own (pour on the pathos) so I'm seeking talented individuals to help me realise my vision for the game. I specifically would like anyone who's adept at modelling and texturing, as I want to create original addons for the mod. In addition, it's quite possible I'll want to create a new island with perhaps an existing real-world city as the setting. In addition, I would like anyone with scripting expertise to help me too as I only have a limited working knowledge of scripting.

Here are the enemy units for the mod:

Infantry Caste

110px-Infantry_Caste.png

The Blaa Infantry Caste can be identified by their lack of grasping hands; instead, they have a weapon grafted onto each arm. Their average height is about 8'1". As of the initial invasion, they are estimated to be the most abundant caste, numbering about 25 million in total. It appears that they are deployed in columns, lead by a non-specialized officer.

Like the other castes, the heads of Blaa Infantry soldiers are nothing but sensory organs. All of their vital organs are concentrated behind layers of muscle and arteries in the right of their chests. A cooling system is also integrated into their body, with a heat-dispersing fan located in front of their organs. Unlike many of the other castes, they do not have as much machinery located on their back.

IOfficer Caste

110px-OfficerCaste.png

The Blaa Officer Caste (aka "Specialized Officer") is the easiest caste to differentiate from the rest, identifiably by their slender build and four mechanical legs. They are also the tallest caste with an average height of 9'4". The Officers are specialized in commanding groups of infantry, augmented by an unusually large, well-developed brain and very keen eyesight which has been supplemented with additional electronics. They are most likely the least numerous caste, as they number roughly 2,000,000. Blaa Officers have been seen to lead fire-teams of up to four Operations Caste soldiers as well.

The Officer caste have the most substantial amount of cybernetic enhancements. As their legs have been wholly replaced, they are able to move at speeds of up to 40kpm with relative ease. Their right arm has an implanted weapons system that trades firepower for accuracy, while their left grasping hand has been replaced by a mechanical claw.

Operations Caste

110px-SpecOps.png

The Blaa Operations Caste share many similarities with the General Infantry Caste, with a few notable exceptions. The Blaa Operations average about 6'11". The special forces appear to be a more intelligent Infantry soldier, expected to undertake specialized goals beyond that of simple shock troops. They also appear to be a middling caste, lacking the firepower of the Infantry and the intelligence of the Officer. While their strength is unknown, it is likely that they are between 25 million and 2 million in number.

Unlike the officer and infantry castes, the Operations have retained their left grasping hand and are able to make use of hand signals. Their weapons systems sport greater accuracy than those of the general infantry, but a less-powerful grenade launcher.

Intelligence Caste

150px-IntelCaste.png

The Blaa Intelligence Caste is likely specialized in their namesake, gathering information and laying down lines of communication. Averaging about 5'10", the Intelligence caste are the shortest and stockiest of all known warrior castes. It is unknown how many Intelligence Caste members there are.

Unlike all other warrior castes, the Intelligence Caste lacks any integrated weapons systems. However, they retain the large amount of cooling and communications machinery grafted to their backs. The lack of weaponry is made up for by their ability to utilize both grasping hands, which they use to operate machinery and vehicles, such as driving ground artillery platforms and operating walking guns.

*Infantry weapons*

Image

All Blaa General Infantry soldiers use six-barreled machineguns with a mounted grenade launcher, although different Castes use different weapons systems. All Blaa General Infantry weapons use incendiary rounds with relatively low penetration, while their grenade launchers are capable of firing multiple rockets simultaneously.

While it is not known what Blaa ammunition is actually composed of, Blaa Wedge Ships seem to use white phosphorus for clearing out pockets of resistance during mop-up operations.

Walking gun

Image

The Blaa Walking Gun is more of an infantry support weapon than an actual vehicle. The Gun fires 16 small, guided missiles at a single target in order to destroy cover. While the gun is generally well-armored, a shot to one of the joints is able to temporarily stagger one, although the pulse jet engines at the rear of the machine are able to right it within a minute. Each walking gun is presumably operated by one of the Intel Caste members, as they are the only ones with two grasping hands. The guns are used to support both Operations and General Infantry during a battle.

Hovercraft

Image

Although the hovercraft is armed with two machineguns and two grenade launchers, it does not appear to be a front line vehicle. Instead, it is relegated to supporting areas that are deemed safe. The Hovercraft uses adjustable thrusters mounted on four independently moving pads to compensate for terrain, giving it great amounts of mobility at the cost of large amounts of exposure and little armor.

Naval mine

Image

The Blaa naval mine is a high-explosive mine with an effective blast radius of 400 square feet. The mines are self-propelled and can be adjusted remotely to change both depth and position. They utilize high frequencies that make detection difficult.

Here's a transcription of the audio description of it from unidentifiedenemy.co.uk (weapons --> mines)

The naval mines' blast radius is thought to generate seismic energy to distrupt plate tectonics on the ocean floor, potentially triggering tsunamis across the globe.

Water extractor

Image

The Blaa Water Extractor is a specialized, partially biological pump that is used to move massive amounts of water quickly, growing as large as 100 feet in height. The Extractor's organs have been greatly reduced and compacted, leaving only organs that are vital to life functions. Extractors are highly intelligent and use an advanced form of communication to coordinate their actions for maximum efficiency.

The extractors are deployed along with the initial invasion force, landing off-shore and using modified tentacles to quickly pull water from the surrounding environment.

Central hive

Image

The Blaa Central Hive is a large structure that serves the field headquarters for a beach head. The Hives are deployed with each landing force and are buried in the ground once Blaa soldiers have secured a sizable area.

The Hives are more like mobile structures than actual vehicles. While they do have a means of lift, their propulsion is only enough to get them air-born; they must be towed from one location to another by drones. If the hive is targeted, it can use its drones as ablative armor, sacrificing them to protect itself.

The Central Hive also serves as a small airfield, as its main role is to serve as the field headquarters for a beach head and a coastal landing invasion. At the very top of the aircraft is where the communications relay is; though the aerial drones are autonomous, their orders are relayed through these towers. The connection needs to stay intact in order for all of the drones to function.

The following pictures are from the "Battle: Los Angeles" game developed by Saber Interactive and published by Konami; they're not rendered within "ArmA 2"/"Operation Arrowhead"!

Wedge ship (drone)

battle-los-angeles-20110304095726669_thumb_ign.jpg

The Blaa Wedge Ship is a type of drone aircraft, entirely reliant on a centralized command and control center to function.

The Wedge Ships are highly maneuverable, using pulse jet engines to make adjustments, as well as multiple exhaust engines. These exhaust engines vary in size and all of them are located at the back of the Wedge Ship. They are equally capable of reaching speeds of mach 7 or patrolling meters from the ground for enemies.

12 wedge ships are able to go into a saucer formation for greater protection and better firepower. They are all capable of dismantling/disabling in a matter of seconds, as well as forming together in a matter of seconds. The wedge ships use ELINT (Elctronic Intelligence) to detect enemy communications and home in on the source.

The Wedge Ship weaponry consists of a high-powered Directed-Energy Weapon. The DEW can be used to combine firepower with other wedge ships when they are formed into a saucer in order to maximize damage. At the back of the Wedge Ship are four extensions that are related to weapon-use. Wedge Ships also have a low-intensity spot-light mounted on the front of the craft.

Alien #1

Alien #2

Alien #3

Alien #4

Here's a wiki page on the aliens:

Battle Los Angeles Aliens or 'BLAA'

There's a few more other things about the weapons and vehicles of the aliens. However, I don't want to put too much information here. You can get a more detailed description including schematics and drawings here:

Unidentified enemy

Here's a my trailer for the mod:

bi1BUMymyss

Edited by Mach2Infinity

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Very nice trailer with sweet viewdistance (and still good FPS)!

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Looking really interesting, but you could update the trailer, make the soldiers run on normal speed, not sprint, add some epic sound effects, maybe touch ups with sony vegas or some other program. Looks great though, can't wait to see more :D

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Thanks guys. Yes I really wanted to add some sound effects and touch up other things. It just takes up quite a bit of time and I have other commitments. Hence why I'm looking for help! I actually used Sony Vegas to make the video so that's good. Is there any good resource site for audio effects?

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one question: is this a proof of concept/idea only?

do you got any content made?

other than that, wish you good luck with your project, hell, arma surely needs some more SCI FI stuff

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Hello PuFu,

If by "proof of concept" you mean that it's only a prospective showreel, then yes. As I said in the original post. I haven't actually create any 'original' content or addons for the mod. It really is at the most basic level of development. Which is why I'm actively seeking help in regards to modelling, texturing, scripting etc. I'd like to start with making one of the infantry models and see how I can implement them in the mod. There's a few things, which conceptually I'd like to expand on.

The reason why the aliens are here is because they want our water. So clearly, coastal regions will always be a priority for them when establishing and later securing a landing zone/beachead. Of course, there are bodies of water in-land; such as the Topolka Dam in Chernarus (grid ref. 102,116). The aliens have these water extractors which apparently can grow in size and intelligently control themselves. Their air units are powerful, but require an operational command centre to operate. So it would make for an interesting battle strategy say in a multiplayer 'CTI' game. Going back to water harvesting, the aliens would need to proceed further in-land for 'better' quality water. Otherwise they'd just cling to the coastlines and you'd have a static battlefield. Perhaps freshwater resources are far more valuable, greater purity etc. So this will be the incentive for the aliens to push further inwards. These water pockets they're after would of course be small but very valuable. So one would need to scout possible incursion zone if you were the U.N side. If one were playing as the aliens, one would also need to scout for harvesting regions.

I think it can make for a very interesting dynamic in-game. For me, I always find a conflict involving differently composed sides to be the most fascinating. This isn't a simple BLUFOR AND OPFOR clash where they're fighting with very similar weaponry but an interstellar conflict! Main battle tanks against hovercraft with a mounted multi-purpose weapon (1) for example.

I hope this isn't boring to read. I just think such a mod can make an already fascinating game become even more thrilling to play. I agree too. We do really need more science fiction content!

1. This advanced weapon, known as the Multi-Purpose Weapon, is a highly destructive weapon capable of causing small and minimal but severe damage to enemies and buildings around it. It is a long, large weapon that is very useful to the Blaa. Utilizing three different weapons, including one chain gun, one artillery gun and one rocket/missile launcher; this weapon is extremely effective in carrying out all kinds of tasks and taking on all kinds of enemies, including infantry, vehicles and other buildings. These advanced, capable, powerful weapons are mounted onto the Hovercraft, and they use them to their advantage.

Reference: BLAA Wikia

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ME WANT! theres been a serious lack of sci fi mods for arma 2 with much of the focus going into making the thousanth most extremely detailed M4, Battle: LA was awesome as it bridged sci fi with modern war so hopefully more people will take this up.

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Interesting :) I'm developing a similiar thing: a coop mission pack Battle: Duala for Isla Duala v1.93 or higher ;)

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Interesting :) I'm developing a similiar thing: a coop mission pack Battle: Duala for Isla Duala v1.93 or higher ;)

Perhaps we should work together at some point for 'combined operations'. ;)

I'm guessing you'll be using your fantastic Zetaborn aliens?

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I would lie if I'd say I didn't anticipate something similar :) Good luck on your endeavour

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Epic :yay:

This looks like its going to be great.

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Please get a model of the Blaa Infantry out soon! I want to shoot all of those bastards..

WE CAN'T LET THEM TAKE LOS ANGELES

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We cannot lose Los Angeles, tovarisch polkovnik general!

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[Topgun]: that is correct. Betatesting guys like the missions so far ;) I'm using Space invaders spaceships manned by updated zetaborn aliens (from A1). Too bad I can't contact Hitcher...

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I've uploaded a new video, it's the same footage but with sound effects. I hope you like it. I shall answer queries later when I have time!

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Right, I'll address some points.

Firstly, where am I in terms of progress? Unfortunately as I've only just started, I don't have any models that I can show. I have installed the 'BI Tools 2' package tonight and so I'll have to be familiar with all of its programmes before I can start. The first thing I intend to do is to create two basic models; one for the alien infantry and one for the drone ship. Don't ask me when they'll be ready as I have no idea. It all depends on how quickly I can grasp BI's development tools. I just want a good visual reference that people can play with and see how it'll work in the game as soon as possible.

Secondly, Banderas - I know what I'm doing may sound similar to IceBreakr's project but it will be different. In all due respect to IceBreakr, I'm not seeking to emulate him as he's done and will continue to do a fantastic job with his Duala project. The dynamic that I intend on implementing in my mod will bring some interesting challenges to the game. Ones that as far as I'm aware haven't been explored before.

Thirdly, I want to again go back to the core element of my mod. Which is water! The dynamic that should make the mod both challenging and interesting. As the aliens are here for our water, in particular sources of fresh water. They will go as far as they can in order to find and secure these deposits of fresh water. Until now, fighting over water has never been an element in ArmA. As there are numerous lakes, dams and pools of water located all over Chernarus. Many of these not in such obvious locations, people playing as the aliens will have to go and find them. Even though villages, towns and cities will still be important and they'll be contested, water is the key element over which this conflict will be fought. For instance, the pool of water in grid reference 077,039 will suddenly add a new tactical and strategic dimension to the game. As the U.N use UAVs for reconnaissance, so too will the aliens. Of course their entire air force is made of drones so it's unavoidable. The aliens will have different drones for particular tasks. For scouting, they'll have a small, extremely agile and fast scout drone. It's main function will be to locate sources of fresh water for extraction. It'll either be unarmed or so lightly armed that it can only cause very minimal damage. It'll be hard to shoot down if you have cannons due to its agility and speed, but it only be able to take a few shots before being destroyed.

Here's a few pictures to illustrate my point:

'Kapyto pool'

arma2oa2011051623452786.th.jpg

arma2oa2011051623474288.th.jpg

Chyornaya Bay

arma2oa2011051623530838.th.jpg

The above shot is overlooking the village of Prigorodki, which itself has two water pools not far from the Kapyto pool.

Here are pictures of the map which shows water locations I've found and possible flashpoint areas:

arma2oa2011051700321321.th.jpg

arma2oa2011051700322431.th.jpg

These pictures are to illustrate how obscure areas can become strategic locations in addition to how a battle could be centered in such a location.

I want to discuss how the alien units will operate. Their field headquarters will be large command centres that burrow into the ground. They'll often but not always be found in towns or cities where they can hide in amongst the buildings and avoid detection. As soon as they construct an 'drone antenna', they'll be able to manufacture and control drones. So this will be a big weakness. Without this functioning antenna, no air force! I've actually considered putting a greater emphasis on naval combat too. As the aliens will seek to established beacheads along the coast and consolidate their positions. The U.N will clearly seek to stop them by using the greatest mobile firepower at their disposal; warships. This is all concept stuff and I'd have to see how the game would handle this all but it would be awesome to have at least a functioning destroyer, perhaps a submarine!

Last of all. I'd like to discuss 'dynamic' base construction for Earth's military. Now, there's already base construction in CTI games. What I'd like to see is the U.N side being able to use bulldozers to clear a certain area, so that it can place a runway for a forward operating base. This would be handy if one wishes to gain more supplies from C130 or C5 aircraft. Maybe a 'prestige' or supply point system can be used. This may not be manageable of course but it's fun to exlore nonetheless!

Edited by Mach2Infinity

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[Topgun]: great idea! Keep it up. My campaign consists of various mission that will play out differently each time you'll start them with your buddies. Some have pretty big firefights while others are mostly quiet... too quiet ;)

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Thanks mate. Your campaign sounds superb! I envisage moments of great tension in it. I'd like to join you on a co-op session sometime! Introduce the Zetaborn visitors to a high explosive welcome. :D

I've updated my original post. I've included a section about the naval mines the aliens use.

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@Topgun

You misunderstood me :) I wasn't referring to IceBreaker's aliens from Lingor, I was referring to my feelings that after the release of Battle LA, someone will pick up the theme for Arma II :)

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Post deleted.

Edited by Laqueesha

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