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caliban55

[Singleplayer/Multiplayer] CTI: Balance Of Power

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Mission name: Balance Of Power

Filename: cti50_balance_of_power.Altis

Gamemode: CTI-COOP

Maximum defined players: 50

Playable sides: BLUFOR, OPFOR

 

Balance Of Power is a traditional tactical/military simulation mission, that puts two sides against each other to fight for control over sectors. Players can select their side and each team is lead by a commander, who can support his team with tactical and logistic support. Each sector is initially owned by the independent AI team, which is hostile to both BLUFOR and OPFOR. Players can request vehicle and supplies through the logistic menu (which can be accessed through the map screen).

 

The mission offers a wide range of individual settings/parameters that can be changed by the person hosting the mission and is (should be...) compatible with most mods, though I can't guarantee this (nor will I extend the support to mods, if they should not work directly with the mission).

 

Some of the features are:

  • Virtual Arsenal
  • Dynamic groups
  • End-game revive system
  • Logistic support
  • Tactical support
  • Fast travel

You can download the mission from my Steam Workshop link here:

http://steamcommunity.com/sharedfiles/filedetails/?id=688675654

 

Tanoa version:

http://steamcommunity.com/sharedfiles/filedetails/?id=725622472

 

If you want to, you can also test the mission on our server (if it is currently in rotation) and directly download the mission file this way:

 

Name: {TNT}ArmA3_Teamwork_Focused

IP: 74.201.57.33

​Port: ​2312

 

Balance Of Power is released under a Creative Commons license:

http://creativecommons.org/licenses/by-nc-sa/4.0/

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We played this for about 2 hours yesterday on your server. We will be hosting this as well since we had a lot of fun with it. Good job mate!

 

Some feedback:

 

Sectors that are already controlled can be voted as the next sector of conflict. Some players didn't understand the concept and would vote for the same sector previously capped. When people do this it causes a loop and you can never advance and clear the sector. it says 200 of 200 but never finishes. I would make it so you can not vote on a sector you already own until it taken by another side.

 

Lower the sector control timer to 100.   200 is way to long. Seems like you have reinforcements set at 100 to contest the capture but it takes forever if one opposing unit is 300 ms away and you have to hunt that enemy and return to restart the timer.

 

If possible limit the amount of support a player can order. When we got stuck on a previous sector described above, players were ordering tons of support tanks and infantry to the point it was causing a ton of lag.

 

Question:

Can we port this to another map?

 

Once again good job on this and hope it does well. We will  be putting up a server later today for anyone that is interested in trying out this CTI mission Mod.

 

Check http://www.SonsOfWarGaming.com for details on server later today.

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Also, does it auto support rhs or cup mods or would they have to be edited in editor?

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Thank you for your encouraging words and the feedback aztec_ghost, much appreciated :) .

 

 

 

Sectors that are already controlled can be voted as the next sector of conflict. Some players didn't understand the concept and would vote for the same sector previously capped. When people do this it causes a loop and you can never advance and clear the sector. it says 200 of 200 but never finishes. I would make it so you can not vote on a sector you already own until it taken by another side.

 

It should not be possible to vote for a sector that is already captured by the voting team. I also noticed an error somewhere in the underlying code and have to find what is causing this exactly, propably around a weekend when I have some time.

 

 

Lower the sector control timer to 100.   200 is way to long. Seems like you have reinforcements set at 100 to contest the capture but it takes forever if one opposing unit is 300 ms away and you have to hunt that enemy and return to restart the timer.

 

This is actually a core element of the mission, the required capture points are calculated by nearby sector influence and the team commanders can  additionally fortify sectors they own (this is represented by the + on the map, when viewing the sector). It more or less represents how much a sector is worth for a team holding it and how hard it will be to capture. You can change this yourself through a mission paramter, look for:

class MissionParameterSectorControlPointRequiredCapturePointModifier
			{
			title = "Modification factor for the required points to successfully capture a sector";
			values[] = {25,50,75,100,150,200,300};
			texts[] = {"25 percent","50 percent","75 percent","100 percent","150 percent","200 percent","300 percent"};
			default = 100;
			};

And also:

class MissionParameterControlSectorTicketBleeding
			{
			title = "The rate of the capture points bleeding away if there are no side units present";
			values[] = {1,2,3,5,10};
			texts[] = {"1","2","3","5","10"};
			default = 2;
			};

You can set this directly in your server.cfg with a mission paramter.

 

 

If possible limit the amount of support a player can order. When we got stuck on a previous sector described above, players were ordering tons of support tanks and infantry to the point it was causing a ton of lag.

 

Yes, I was plaining on adding this, together with a clean up function, just haven't found the time do it it yet. Will definitley be in one of the future updates.

 

 

Can we port this to another map?

 

 

Also, does it auto support rhs or cup mods or would they have to be edited in editor?

 

Yes, you can port the mission to another world, it is actually very easy to do this. Basically, you just need to place the HQ objects on the new world (and of course the player units). The distance between the HQ objects determines the radius the code will check for available sectors to create. Make sure that you do not change the name of the objects though, as they are refrenced in other mission code parts.

 

RHS and CUPS should work, the mission automatically adds resources, as long as the mods follow the standard BIS config layout.

 

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