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CaptainAzimuth

Lets Get Creative! Mission Makers Welcome

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Ok, so the whole point of this thread is for fun discussion of Creativity within Arma 3. From the days i've played the Arma 2 Demo, to Arma 2: Combined Operations, to Arma 3, i've seen some interesting things. Lets see, where do i start... So, in the Arma 2 Demo, there was a mission where you had two Aircraft Carriers Off the coast of Chernarus. Both flying missions inland, however, it wasn't like domination, but it was more interesting, i do not quite remember how it went, but it felt like a pretty lengthy battle. The mission name was "The Long Day's" i think, and it was probably one of my favorites. Now, in Arma 2:CO, i think the best game mode was Wasteland.

Ok, now. Most of the game modes we play focus on Offensive. Think about that. Now, lets see what you guys, the community, can come up with. I want everyone to think of something different, and if possible keep out mods, unless absolutely necessary. Try to keep it Vanilla as possible, but it has to be something different. Something emmersive and fun, where there will be combat, and involve maybe 1 team, 2 teams, or even 3 teams (CSAT, AAF, NATO). The only exception for mods (for now) will be mods people can play with or without (Sound mods, particle mods, things like that).

Stay on topic, and be respectful

Ok ready? GET CREATIVE!

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Might it be worth mentioning to people about https://community.bistudio.com/wiki/activatedAddons

Yes, I know you said try and keep it mod free, but this command allows mods to be optionally added into the mission PBO (obviously, you cant place any of the modded objects in the editor, you will have to spawn them or script them in).

It will be interesting to see what the community comes up with, I will probably have a go myself and see what I make.

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Dan;2677543']Might it be worth mentioning to people about https://community.bistudio.com/wiki/activatedAddons

Yes' date=' I know you said try and keep it mod free, but this command allows mods to be optionally added into the mission PBO (obviously, you cant place any of the modded objects in the editor, you will have to spawn them or script them in).

It will be interesting to see what the community comes up with, I will probably have a go myself and see what I make.[/quote']

This is interesting, i also thought they implemented this in the modules of Zeus somewhere. I could be wrong though. Could be useful for a simply modded server however.

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This is interesting, i also thought they implemented this in the modules of Zeus somewhere. I could be wrong though. Could be useful for a simply modded server however.

Indeed, servers would just need to make sure that the mods match between them and the client (force the client to have them), otherwise they will get invisible units and what not (we did that in TOH with the Hinds)

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I've got some ideas for 'Evasion and Escape' manhunt-type missions where you and your mates have to get out of enemy territory on foot or by vehicle.

But it's too easy because you always know exactly where you are because your icon is always on the map.

Is there any way to remove the icon so that the map is completely devoid of unit icons?

That way you'd have to realistically navigate by noting landmarks and the lie of the land, and working out your position from them.

At the moment the only way round it seems to be to print out a map and play with it in front of you on your desk, and not look at the ingame map.

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I've got some ideas for 'Evasion and Escape' manhunt-type missions where you and your mates have to get out of enemy territory on foot or by vehicle.

But it's too easy because you always know exactly where you are because your icon is always on the map.

Is there any way to remove the icon so that the map is completely devoid of unit icons?

That way you'd have to realistically navigate by noting landmarks and the lie of the land, and working out your position from them.

At the moment the only way round it seems to be to print out a map and play with it in front of you on your desk, and not look at the ingame map.

The best way to go about this is to change to difficulty on Veteran or what ever the hardest mode is. This ensures that when you open map, their icon doesn't show up on map. However, they can always set waypoints and know exactly where they are going, but not there current position. So maybe getting rid of their maps and forcing them to either find one, or limit maps to one person. This is an interesting idea for a game mode, but i'm sure it's similar to escape Altis style missions. Never the less, nice idea.

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The icon can be deactivated by each player in the difficulty menu. I have played on servers where the icon was deactivated for everybody.

Some ideas for story-driven COOP scenarios:

- Give a compass to everybody, but limit maps to fireteam leaders. No GPS for anyone at mission start. This works wonders for squad cohesion, by the way.

- Equip most weapons with red dot sights or iron sights. Allow one or two scopes per group. See if a lucky player is willing to hand his scope to the marksman who might need it.

- Limit ammo, vehicles, NVGs, medpacks etc.

- Limit or deactivate respawns to introduce fear of death and reward a careful approach.

- Place a few stashes where players can find unexpected goodies.

Let some, but not all of the enemies carry much-needed items. This makes victory meaningful and provides motivation for the players. The fact that there is no guaranteed success keeps the tension up.

Whatever you do must be explained briefly but believably to the player. It is frustrating to start a mission as a 2035 high-tech soldier without thermal sights, range finder and GPS. So assume that your group has survived a plane crash and could salvage only parts of the equipment. Or start with a HALO jump and the container with a good part of the equipment is lost.

When you place a stash, give players a chance to actively follow hints to find it. Written notes in the inventory of a corpse and a burning wreck in the distance might make the players curious, etc. If players ignore the hints and just stumble over a box hidden under the altar of a church in a town which once was held by the resistance, that's OK, too.

Mission goals must be believable. Conquer the island with a mere fire-team is not a very believable task. But a small team may try to assassinate a high value target, escort a contact to safety, blow up a structure, etc. Both ingress and egress should be part of the mission.

Surprise the players and allow different approaches to a mission goal. A tank may be attacked with a launcher but also with a satchel bomb. So a mission should automatically be lost if the original plan fails. Be mean: Make the mission simple but ruin the getaway.

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Including mods, I would love a game mode similar to Rust, taking advantage of all the great possibilities the iBuild project will bring us. Some things would have to be omitted perhaps, but seeing what people have accomplished with scripts means a lot of things would be taken along. Although it's not very creative, it would be nice to play a survival game not involving zombies or mutants, and with Arma 3's combat it would add a nice twist.

Without mods though, a mission where a city is under lockdown and there's no way in or out, and someone has poisoned various individuals in the population, giving them a warning they must kill a specific target to gain the antidote or else... although that's also just The Ship. Still, it would make a great public mission I think. You would have to scavenge weapons in buildings, and there would be some sort of penalty for killing those who aren't either your target or your hunter.

Another idea would involve Zeus, and two clashing groups of mercenaries, in specific clothes depending on team (maybe one would wear pants, another wearing shorts, fedoras vs berets, whatever the mission maker chooses). They would fight over some objective selected or created by Zeus, who would alter the gameplay as he/she sees fitting. For example, if one team was tremendously stacked or just had the upper hand by far, Zeus could try to even it out by giving the other team a technical or an AH-9. I think that would be an equally entertaining public mission.

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I am currently working on a chernarus campaign which involves NATO special forces taking key airfields in south zagoria from the russians.

It is using the ChaRus Russian Naval Infantry, MEDSOC Bundle, SU-39 and the Su-35s - F/A-18E/F Mods.

4 missions are almost complete with gameplay revolving around High Command, use of drones and a linked battlespace to accomplish objectives with low amounts of men.

You play as the captain of an SAS company sent to take Krastnostav Airfield so allied reinforcements can be deployed.

Screens:

http://imgur.com/a/3Vm6f

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