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grayace

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Everything posted by grayace

  1. grayace

    Diplomatic incident between Russia and Turkey

    our Army has been long time standing guardian of Secular Republic, thanks to European support, EU declared our military as an obstacle in our democracy* everytime, around 2007 Generals and Admirals were framed with a coup scenario and imprisoned right away... soon after people were applausing when ErdoÄŸan told them "we have imprisoned them because military was abusing the *democracy*".... in the reality, it was crystal clear who was abusing it.... Generals and Admirals were sentenced to lifetime in prison after years of trial, then these religious organisation declared outlaw who has framed the Generals with the coup scenario, in 2014 after the 17-25 December events (they were emptying the treasure...) Soon after, Generals and Admirals released without an apology and ErdoÄŸan said that they have been tricked(!)... guess what, people once again applaused... *actually gladio was the opposition, not the top management, thanks to NATO, gladio is their legacy in our countries...
  2. grayace

    Diplomatic incident between Russia and Turkey

    Yeah good point, I was thinking about it, if I try to sneak Syria and joined the fight, Id be taken into custody, somehow these fanboys managed to go and join others, and in the video clip where they're shooting at parachutes, some people were shouting "Allahuekber" and also some were shouting "dont shoot dont shoot they are captives, captives coming!" Im not going to name them or organisations backing them up if any, since I feel comfy in my room, and I dont plan to go in a prisoncell anytime soon
  3. grayace

    Diplomatic incident between Russia and Turkey

    Similar to public interest on hitler back in 1935s.... really!, half of the population is extremely against him, we practically hate him and his party, and half of them seeing him as a great leader, because he has fixed the economy and acted in a more charismatically... (actually what he did is, imprisoned the journalists, imprisoned the chief of staff(!) and so many military personnel for years, has overtaken the important companies and given them to accomplices, he has used religious groups in favor in the process and then declared them outlaws... he tries to foster a population with less liberal ideas, controlled by religious nonsense and work like slaves..) We already lost too much in this crisis, Russia was an important economic source for us, we were enjoying incoming tourism, cheap energy inputs and we were selling/exporting to them equipments, machinery, agricultural stuff etc... its a huge loss for both sides, mainly for Turkey, it may very well effect our daily life for sometime, but; On the other hand We can impose serious measures against them as well, but what is the point? Russia should be more concerned about in competition with China and US rather than being furious at us and taking furious decisions, If Russia suffers another Afghanistan in Syria (probabilities are way too high) it will be a another devastation for all the players except the radicals...
  4. grayace

    Diplomatic incident between Russia and Turkey

    It's been a while since the last time I post something around, but I need to express this, Im a Turk and my country is being shifted to right-wing more and more, Western hemisphere shouldve handled the current government in a much more cautious way but they've laid red carpets to them, and backed the approach till this day, now they are sending their warnings about the media (journalists are being imprisoned for too long) and also sending concerns about the war in Syria... and this government recently won another election with 49% of votes, altough half of the voters represent 35 million+ people that prefer to have a secular, modern future, I dont have much hope from future now, because what has happened to Turkey is financed from Europe and Saudia in the first place, On the other hand, this crisis with Russia, I felt sorry for the crisis, especially sorry for the Russian soldiers torned in the process but after seeing Russians' furious black propaganda* and comments, now I can only think what the hell? Turkey is not dependend to NATO or Russia totally, and Russia is not there to fight ISIS, whole process would be different if they aim to destroy ISIS and radicals, My point is, radicalism is being fueled everyday, bombing other elements, keeping people in a hopelessness, furious and mindless talks are serving more and more to this, Russia can have its base it Syria, Syria government can have a large soil, Kurds can have their federal governance, Shiite, Alevis and Sunnis can live in isolated areas as well, what the hell you cant share in there? oil? what good does it serve if there is a chaos and anarchy over there... Last thing is, Turkey can very well decimate any Russian conventional offensive without NATO, but in the end, would you like to see a Syria-like Turkey with 70 million refugees? I need to remind that 300.000 people has already overwhelmed Europeans, so leaders should work on a solution not more destruction, let people control the radicals... *Pilots were warned, which has been confirmed by allied air units who heard the warnings, *Pilots indeed fly over the Turkish airspace, they have been warned for months in various diplomatic channels, *Their motive to fly over Turkish airspace is to bomb northern face of the hills, because Syrian army artillery can only bombard southernface *Turkmens are our kin, they fight ISIL but some good portions can be radicals, dont know them very well, Im an deist but I cannot forget my kin, so they should be contained rather than bombed indiscriminately *Turkmens has been bombed intensively and lost the control hill but apperently it was tactic, because in the nightfall they have regained control of the hill and Syrian army has lost personnel... People are dying because of nothing, nobody showing any progress in this war, ISIS is too busy with planning other terrorist activities becuase they are enjoying the chaos... (you may put the blame Turkish government, I'd agree, but DO NOT PUT the blame on Turkish people)
  5. grayace

    Control Lag - ever resolved?

    same here, IT LAGS SO BAD*, any clue how to resolve? its still moving after you stop the mouse, it skips if you move it a little faster, like its slipping on the screen please help, and I noticed that this is solved in Arma2, but I have 3 copies of Arma and I still play, PLEASE HELP ---------- Post added at 12:58 PM ---------- Previous post was at 12:53 PM ---------- pre-rendered frames* setting helped me, (read another thread here) under the NVIDIA control panel, Manage 3D Settings, (advanced), then select Program Settings, you will see pre-rendered frames,
  6. grayace

    Arma mouse lag

    pre-rendered frames 0 setting helped me as well THANKS
  7. Hello fellas, Im using Athlon X2 5000+ 2.6 Ghz, with 2 GB Ram and I was using GForce 8600GT and my fps was around 13-15 (min) when I got woods insight, average rate was 25 to 30 (max) today, I bought a GForce 9600GT and now my FPS kicks to 75 where I got 30 before, and min value is 25, so its veerryy playable, and these values were taken from idle maps, (uteh and the chernarus) replacing the GPU has given more than I expected, so I might recommend to you all whom using GF8600 series note, the benchmark values indicates that GF8600GT is at half speed when compared to 9600GT (ref. futuremark)
  8. Discard the Vista and capitalize on CPU with the spare budget Id say. Im going to buy Quad core soon, X2 5000+ just cant keep up with Arma
  9. grayace

    UEFA Euro 2008

    Congratulations to Germany, goodluck to them at the final. it was an exciting match We, Turks played superb last night though we miss 5 major players, especially the goalkeeper and also Turkish nation thanks to two refrees in prior matches for flying yellow cards in the end, tournament was/is great, and still there are two more matches to enjoy!
  10. grayace

    UEFA Euro 2008

    in both matches (Czech and Croatia) refrees were badly sided on card issues. Its crystal clear. I wonder who will be on field next match, Fatih Terim himself??
  11. grayace

    UEFA Euro 2008

    Scratch another one for TURKEY!!! YEEEAAAHHHH I lost it when Rustu got out his goal and help croatians to score, and then miracle happens!!! we are BACK!!! GO TURKEY GO!
  12. grayace

    CTI 2

    Well I have been reading ArmA CTI and stuff, and things doesnt sound hot enough for me, Im glad that BIS tried to keep things realistic, but steering away from the CTI's core without replacing it with a decent stuff isnt the brightest idea in the rack.. well here is my recommendation to keep both action, realism in place. my points in suggesting this are, Class based operatives (crew,pilot,infantry,officer,commando) Mission templates for operative classes Realistic base command Realistic tactical mission conduction Realistic material and equipment handling ------------------------------------- Total and realistic modern warfare Ways to implement this, There should be domination areas on the map, like towns or other strategic points but I would recommend map should be "Hex"ed, rather than unbalanced town locations. This should help to maintain a certain Battle Front These areas should be under command of Garrisons which are to be represented by a field base (few tents maybe) and the area under their control should be guarded by few AAA/SAM units, few mobile MBTs/IFVs. Let say each of this hexes are sized around 5-10 km2 Having mobile and static armoured units will give something to shoot for Allied Helicopters and Armor units, If allied units are just the infantry that has been inserted via APCs or Airborne means, they could move into demolish Garrison Base In this case, Garrison will deploy few infantry squads to fight off. So infantry will have some stuff to deal with. Damaged Garrisons will need supply trucks to replace the losses, and these trucks should be sent from HQ, so they can be intercepted by the Allied Special Operations units that are operating behind the enemy lines A Garrison base without enough supplies (this should also reduce the ammo/fuel carried by that garrison's defenders) would be more vulnerable to further attacks and it will collapse, so this garrison will pack and fall back to a hex behind Now in this case, base commander can "create missions" for the operatives, for example if the HQ has enough amount of supplies to perform an offensive operation, Commander will assign missions to Operatives, missions could be (regarding to supplies and equipment availability) Motorized Infantry Assault (Infantry offensive) Mechanized Infantry Assault (Infantry offensive) Armored Spearhead (Armored offensive to kill enemy units) Airborne Infantry operations (Tactical Infantry insertion) Air Cavalry Operations (Tank busting / SEAD / Deep Strike) etc... When a Offensive Mission operatives (players) suitable for this class will take the mission and will be equipped accordingly, Once they start their operation, they can be supported by other mission operatives if there are any... Operation commander should be responsible for the tactical planning for the missions assigned to single enemy garrison, while operatives can be other players. So other than Base commander, there could be Lt. Commanders to command squads assigned to that mission (example: 2 groups of Infantry, 1 group of APC/IFVs, 1 group of Support units) So operatives, usual combatants, could get their squads moving respectively to the orders of Lt.Commander, in case they die, they should GROUP SPAWN so tank and helicopter operations can be kept going on. While Lt.Commander can be travel with the support group (ex. 2 trucks, 1 M113 mobile c2 unit) Well Lt.Commander can be included if the battle size gets large enough to battle with few enemy garrisons at the same time other wise Commander can command the battle.. During offensive, both operatives and commanders should keep eye on their equipment, if they start to lose too much units, they should pull back their units and re-organize. Tanks and helicopters dont come-by easily as well as the weapons. If the HQ is low on supplies, they should wait for shipment from mainland which should occur in certain time intervals, if the battle is going in favor, shipped equipment will be more offensive oriented, other wise mainland will send defensive equipment. And if HQ is still low on supplies, where they cant launch an offensive, Base commander will assign defensive missions to operatives like, Infantry Area Patrol, (to increase security in controlled territory) Infantry Area Hold&Support (to intercept enemy offensive ops) Armored Recon&Scout Operations (limited offensive ops) Airlift operations (to supply garrisons) Well both in defense and offense, all operatives (Crew, Infantry and Pilots) will be able to perform operations, Special Operations teams can be deployed at all times since they dont require much supplies. Base commanders can be loaded with other strategic options, like setting forthcoming supplies to offensive or defensive, requistition of advanced units (ex: T62 to T72 to T80...) and also they can be put in charge of strategic decisions. placing artillery pieces, calling in airstrikes, paratroopers... reinforcing or re-balancing existing garrisons... also there will be 3 or 4 garrisons per side (accoring to zone of control) and since they will have certain amount of force (also infantry they have will only go out (appear) when enemy forces are entering their zone) this will keep the existing unit count as low as possible to provide smooth and lagless play... let say; 3 AAA/SAM (per garrison) 2 MBT/IFV patrol 1 Squad of base area guards 2 Squads will be created if attackers are located inside zone of control this means 3x2 + 2x2 + 1x8 + 2x6 = 18 units/garrison if the area is clear, and will top at 30 units if the garrison is under attack so, 18x3 (garrisons) +12 (1 garrison is on alert deployment) = 66 so 66 per side is not a very high number in OFP standarts, attackers size could be 1 group of Infantry 1 group of Support 1 group of MBTs let say 1x8 + 1x6 + 1x6 = 20 units... is also nothing so total existing units would barely reach at 200 globally including support trucks, base commanders and other misc. units. will add more I got to go...
  13. grayace

    CTI 2

    They have Tour of Duty limit.. so they can join on more skill requiring missions that is open to discussion anyway
  14. grayace

    CTI 2

    Focus should be on winning, not hiding in the bushes. You have to accomplish something no matter what in the game u can be easily killed punishment would do nothing other than cause frustration. Trying to force people to play in some narrow role through punishment dosnt work in a game if a person whats to do something, they do it. well I think we agree to disagree because in my game I want people TO DO as they're told, if they are taking a damned $20M worth AH-64 just to "fly around and so called helping others" THEN it is definitely NOT MY TASTE They have to fly as per mission orders, and bring back the damned vehicle back to base AT ALL COSTS, if they cant, they should NOT fly it, but if they loose it for a good cause (suicide is not option in anyways) it could be acceptable, or can be credited through Tour Of Duty limits.. A GOOD PILOT ALWAYS FIGHTS ANOTHER DAY Besides there is hoot load of cheesy games out there just to play, where the unrealistic elements are abundant in them, like flags, health packs, stuff like that, even in OFP and in CTI people plays like that, when it comes to WARFARE, it should be done in a ORDER, and of course, running all over the map is not something heard of in history of warfare and also you said "winning" did I read true? And which war has ever been won by running all over the place without any TRACE of ORGANIZATION? Not even barbarians did that, belive me And also, you are having problem understanding my concept, (or I couldnt make myself clear enough) why would people should stay in bushes? INFANTRY supposed to move with their squad, they dont need to hide... You're mixing it with current CTI where people run all over the map for Km's with 2-3 persons, and when they got shot they end up in home base, this is not I want....I want people to go out there with their PLATOON or UNIT of ARMORED/WINGED vehicles, DO their mission, and either PULL BACK or DIG IN...when they die, they should GROUP SPAWN right back into group and continue from where they left... you're pretty much confused with QUAKE style gaming, Im talking about WARFARE, Order of Battle, Chain of Command...
  15. grayace

    ARMA DISSAPOINTMENT

    well havent played ARMA yet, but personally I prefer "slow weapon" changing, I liked the animations and restrictions of it, still I would like to see a quick move in AT launcher mode, like dropping weapon and hitting ground fast. but on the other hand, I prefer "fast paced" controls, I mean I mapped E to sprint and W to run, and I should be able to run-sprint-run-walk just holding keys, Im sure its still possible in ARMA, I hope.. and Walking and shooting OFP was just nice, as long as you dont toggle kneel option, because V and F stacks.. and can get you confused sometimes, if V is on or F is on... ON THE OTHER HAND ONLY THING FREAKS ME OUT HERE, is seeing that poor UI all over the place, OFP UI was perfect, why did they change it I dont understand, Map is screwed, squad display is screwed, command bar seems to be altered pretty much I cant evaluate it without using, but visually it seems pretty worked-DOWN to me
  16. grayace

    CTI 2

    Well "punishing" is necessary for; -x- To prevent people running suicide missions, -x- Keeping focus on survival than killing, will make killing harder and rewarding -x- Will let Commander to have limited supplies, and each single part of equipment will be worthy -x- Those who wants to roam free can still go on SpecOps where they have their best options at their disposal, And also, if you want to run a game worths playing with so many people; Existance of "Chain of Command" and way of its ENDORSEMENT is IMPORTANT not STUPID... Otherwise, neither Commander nor Lt.Commanders would be respected, so people wouldnt be interested in these, and also Players will start to run all over the place, supposedly "trying to do their best" however they will be screwing the Order of Battle beyond belive... I have been playing JointOps, where 130-150 players play, and its soo occasional when a group of players team up and plays throughly (and when they do, they do good, no matter how good shooters they are, because a well organized attack based on numbers not personal skills) BY THE WAY, I DID NOT say that players have to CO-OP, I said they have to CARRY OUT their mission, and I explained what those missions could be, a certain group of unit supposed to deal with certain area of operation, and should be able to see WHAT OTHERS are there to INTER-OP or CO-OP with them. Try to think large, its not like I hold here you hold there.
  17. You know it would be possible to have them taken out based where the tank was actually hit. It would be a lot better than doing it randomly. wow!!! I didnt know that, I mean my point was creating a need of "Advanced Battlefield Logistics" so I came up with that idea.. haha thats superb!
  18. About Supply system, This is what I was thinking for my suggestion of CTI2, (I know that it is pretty wild) When a vehicle gets damaged, some of it's subcomponents can be flagged as damaged, let me make it clear, For example, a M60A2 MBT damaged by 60%.. let say this tank has these subcomponents, -x- Engine -x- Transmission -x- Turret Gearbox -x- Electrical System -x- Suspensions So, Sixty percent of damage will take out 3 of 5 systems randomly, so in script this units subcomponents will be flagged as "inoperational" So lets say we have TRANSMISSION and SUSPENSION systems intact in this M60A2, they need no replacing... and we have another tank, let say a M113, lightly damaged and needs only a TRANSMISSION to be flagged as "completely repaired" Well in this case, sides will need FIELD REPAIR BAYS, where the damaged tanks will be taken (if they are damaged, they will not be able to fire also cannot move as well) and with the Supplies available, engineers at the Repair Bay will start to work on damaged vehicles by removing parts, and fitting operational parts to others to get the damaged vehicles repaired.. (some animation could be used, like in CTI's worker building ani...) on the other hand, base commander will have to ask for certain subcomponents to increase efficiency of the Repair Bays. In this way, damaged tanks will no longer left in the field, a new area of operation for players will be created as well as new challange to base commanders...
  19. grayace

    My CTI idea

    I agree that "next objective" style flow of war, but still like DeadmeatXM2 mentioned, limiting them is not a good option, thats why I proposed few garrisons over an area...
  20. grayace

    CTI 2

    Actually AI is much better than Players when the case is "obeying the commands" and completing basic tasks like, move, watch, target.. etc, and also they have much better perception. So putting them into grunt position, and placing humans to command would give preferable results, But still having players as Squadmates offers different options, like Coop, actually if Im flying a group of helicopters I would prefer another human player to be the other pilot
  21. grayace

    CTI 2

    @Franze Thanks, actually I took only Tour of Duty from EE, but other than that like any dynamic combat EE has similarities with the ideas I took/build up from other games.. about unit count, well I would like to hear your opinion about this, because I tried to implement this in OFP already, And about Hex, well its from "People's General" one of my favourite strategy game... but its only flags the garrison area, other than that it doesnt have much to do.. in ex. computer will calculate the WPs according to distance.. Im really working on it, but I really need to know how to run SCRIPTS server sided only, and adding buttons appeared to me a little tricky...
  22. grayace

    CTI 2

    @HellToupee No, players have to be Group Spawned, but due to technical limits, they can be BASE SPAWNED and right after the spawn unit can be teleported and exchanged with next Highest Ranking unit... (actually game allows you to Group Spawn, but if there is no more unit in your group game ends.. which wouldnt fit in to CTI concept...) Well, I think a Lt.Commander is terribly needed because there could be 3 or 4 squads operating under his command, a full platoon I mean. In this case, Squad leaders are to deal with fighting and squad level management, It is really hard to keep eye on units when enemy units are attacking, at least I would HAVE hard time; to manage 12 soldiers, coordinate move with another Squad, keep distance with Support Squad, Send recon units to forward to seek enemy units Request support from nearby Armored/Winged units under heavy enemy fire, cant having enough time to plan moves carefully, could disasterously put you a situation refered as FUBAR... Some Supervision is BADLY NEEDED in large operations. A Lt.Commander can see the combat from top, tell the squad leaders what to do, so squad leaders would HAPPILY pull the trigger and send units around, and they would NOT NEED worry about who is where, going to where, who is coming.. they will just reload and shoot... And also Lt.Commander can keep in contact with the Base Commander, telling what forces they encounter, what supplies would be necessary for further offensive operations... for example if Lt.Com's forces are repeadetly encountering armoured units, this would tell that enemy is weak on infantry and airborne operations... Clear enough?? About punishment, well when I was flying in Apache VS Havoc, I was ALWAYS able to move just TWO MORE MILES, and kill more tanks, but I know that if I do that, a CAP unit could drop by and easily shot me out of air, SO I ALWAYS DO THE MISSION, KILL THE TARGETS OF OPPORTUNITY IF I FEEL SAFE, AND KEEP MY TOUR OF DUTY LIMIT FLYABLE... SO players has to know its not only to kill enemy but to stay alive... This makes killing much more REWARDING, because there is no joy in SUICIDE BOMBING... This is why most of the hardcore players are like to start with low-tech stuff, to take more cover than shooting recklessly...
  23. grayace

    CTI 2

    Yes but towns are generally the most strategic points we have, in ww2 the most strategic points were generally towns especially cross road and port towns. A hex is generally not a point needs to be something in them of value, something visual. I dont get what you mean by group spawning. Also i dont really see the point of a lt commander, its entirly symbolic in game, i dont really see what a seperate role brings to the table. The only role i could see is unit allocation to the infantry squads, eg transport. Squad leaders are perfectly capable or coordinating themselfs they just have to be willing. AS i indicated armour and airpower would be under some command of commander because without control over them his role would also be entirly symbolic. You have to be realistic to, there could be alot of organisation in CTI ofp, it is down entirely to the players even with a chain of command in place like battlefield for example it is no gurantee of organisation. Organisation will not prevent scatting of people over the map only limited points of focus will, there is no way to force organisation without reward. Briefly Hexes keeps the Garrison control area sizeable, and in each hex there could be a strategic location like cross roads, industry, river bank, town... and keeps the strategic battle in a chess style Group spawn gets you transfered in to control of next alive unit in your group WHEN you got killed, so you will not be teleported to a base 10km away from your squad WHILE you are in command of them... samething goes for pilots and crews.. Lt.Commander thing is important because when an infantry goes on operation its WAAYYY to vulnerable to enemy fire, and they are so slow, but when 2 groups of Infantry move with a support group, step by step, they are far more powerfull than full group of MBTs (in ex. 20 soldiers with enough ATs can make short work of them) so as long as they stand close, they are strong. But squad leaders has to deal with their squad level tasks, like moving them around, picking targets, watching a direction etc.. So a Lt.Commander could be responsible for moving both 2 squads of infantry and the support group TOGETHER while tasking his recon/scout unit to look out enemy moves, ordering his supply unit to heal/rearm nearby units, and deploying Infantry squads over areas where he thinks that he can create a defensive position. And also a Lt.Commander can keep eye on other allied mission operatives, like nearby armored group, so he can plan his moves accordingly, A squad leader cant do this, even if he do, he probably leave the other squads away and in open.. Armored/Winged units are under the control of the Base Commander, and they are responsible to fulfill the mission they're given, and also responsible to return the equipment they are using. Even in best clan operations people go "rogue" and they screw the CoC beyond belive. Only way to keep the "would be rambos" is to PUNISH em with Tour of Duty. If they keep getting killed, and wasting valuable supplies of the side, they WONT be allowed to go on missions (so there wont be any squads, tanks, helis for them) Now they can go SpecOps where they wont need any CoC, just the rambo ops, so they will do what they like without wasting supplies, Cowboy stuff
  24. grayace

    CTI 2

    just a short reviews for the replies, @HellToupee: Hexes are preferable (IMO) to create zone of controls and battlefronts, and in real life not only towns are strategic points, so.. hexes could keep it clean and sizeable And also about spawning (hurts my brain here) Squad leaders are to be GROUP spawned, not to be sent to HQ all the way back, it would really suck.. and yes I agree that ALL PLAYERS has to be handled as squad leaders, even if they are pilots or crews or specOps... Lt.Commanders should only be assigned to Infantry operations, where they have 1 or 2 squad leaders, because Lt.Commanders are supposed to run a tactical mission with the squads, Armored and Winged units doesnt need any Lt.Commander, because they are compact and highly mobile, so they can help one Lt.Commander on offensive ops, and then fall back to another place to help another, so they will perform their operation, but Lt.Commanders will seek their help, however they will not be placed under direct command of Lt.Commanders because OTHERS will need them as well...(But they will get orders from Base Commander, like mission templates..) About chain of command, Im sure as hell if a squad leader cant get a AT-14 Kronet but a less effective RPG-7V, would probably try to keep his squad along with the other squad and support vehicles. and a pilot cant get Ah-64 but a messy UH-1, will certainly keep his eye on friendly units where he can get support, so he wont endanger his valuable TOUR OF DUTY credit, to keep flying... a tank commander trying to earn some credit to be assigned in command of advanced units, will certainly keep eye on his current vehicle, and so on... players will be still FREE to roam around and blow stuff up, but they will do it in a certain radius and in a organized way. I REALLY HATE TO SEE some tanks with some infantry SCATTERED over 10km2 AREA... I dont know you guys but for OFP/ARMA this is way too much idiotic. There should be ORGANIZED static and mobile units, so pilots crews and infantry can move in a unified way... (what is the good point in CTI to get a AH-1 Cobra without FFARs, people dont even know which tank they are shooting at... unacceptable) @Victor, I know scripting, I do my own dynamic missions, but Im incapable of producing this large scale mission on my own, ON THE OTHER HAND, planning and outlining an idea is the start, I never seen a building built before the plan was drawn. @Nemesis_wales I have been playing OFP since it got out, and also I have been playing many other simulations and strategy games (for more than 13 years), ideas I proposed above are a mixture of them. AND they are ALL possible in OFP/ARMA.. I just dont have enough knowledge to do it on my own, and also it would be quite stupid not to share something good where others can build it much better than I could.
  25. grayace

    CTI 2

    And here are some ideas for the mission templates... <u>PLAYERS WILL BE EQUIPPED FROM THE HQ SUPPLIES ACCORDINGLY TO THE MISSION, IT IS NOT LIKE "I BUY A MBT LETS GO".... BASE COMMANDER WILL "FLAG" A MISSION, PLAYERS WILL APPLY FOR IT, SO THEY WILL GET THE EQUIPMENT FOR THAT MISSION... EQUIPMENT QUALITY DEPENDS ON THE SUPPLIES SENT FROM HOMELAND, THINGS DONT SPRUNG OUT OF SOIL... INFANTRY OPERATIONS ARE TO BE SUPERVISED BY LT.COMMANDERS.... ARMORED/WINGED UNITS WILL PERFORM THE GIVEN MISSION, FAILING TO DO SO, WILL PENALIZE THEIR "TOUR OF DUTY" SO THEY MIGHT NOT GO ON MISSION FOR SOMETIME.... THIS IS WARFARE, NOT THE RAMBO CRASH COURSE.... AND ALSO, BASE COMMANDER HAS TO KEEP EYE ON SHIPMENTS FROM HOMELAND, ADJUST THE TECHNLOGY LEVEL AND THE SETTING (DEFENSIVE/OFFENSIVE) OF EQUIPMENTS...IN EXAMPLE GETTING LAW LAUNCHERS OR STATIC TOW LAUNCHERS IS HIS DECISION...WHILE ALL SQUAD LEADERS HAVE TO KEEP EYE ON THEIR GIVEN EQUIPMENT, ITS COMING FROM SUPPLIES, LOSING IT WILL SERIOUSLY REDUCE THE ABILITY OF THAT SIDE'S OFFENSIVE AND DEFENSIVE CAPABILITY</u> Helicopter Missions (Offensive/Defensive) --------------------------------------------- -x- SEAD (F) suppression of enemy air defences, one or two attack helicopter is able to wreck some of enemy air defences, but Helicopters carrying ATGMs (Cobra, Apache, Hind, Hokum..) are not cheap units, so these units should be fielded carefully and relatively rare. -x- Tank Busting (F) Helicopters carrying FFARs could give some hard time to enemy tanks if they are not under AAA protection... -x- Deep Strike (F) Again helicopters with FFAR could damage enemy garrison base, in doing so this should reduce the supplies of that base, which should cause reduced Ammo/Fuel capacity for the units under that garrison command -x- Air Scout (D) Helicopters can be used to spot enemy vehicle movements to give friendly units Early Warning to set up some defence, and also spotting enemy convoy movements could help SpecOps guys to set up their ambush positions to cut the enemy garrison from supplies. Or scouting position of enemy artillery could be another great task.. -x- Air Lift (F/D) If a Lt.Commander has called for replacements, (symbolized by some soldiers, equipment to repair damaged vehicles, some ammo/fuel) Pilots could air ferry this "cargo" under sling from HQ base to operations area. -x- Airborne Area Denial (F/D) Utility Helicopters like (Hip, B.Hawk..) can deploy airdropped mines to create minefields (AT/AP) for both defensive and offensive reasons -x- Battlefield Air Interdiction (D) Utility and Attack helicopters can operate within friendly garrison areas to provide fire support to friendly units that are under attack. While doing so they will be away from enemies AAA/SAM units located in enemy garrison, but they will be still vulnerable to MANPADs, or AAA units coming with attackers ACV (Tanks) Missions (Offensive/Defensive) --------------------------------------------- -x- Spearhead Operations (F) a unit consists of 1 or 2 Main Battle Tank(s) and few IFVs could perform a spearhead operation to clear the way for Infantry squads, especially decomissioning enemy tank patrols would clear the way for infantry carriers, and will speed up the process. -x- Combined Arms (F) Few IFVs could help Infantry squads to advance under enemy fire, by giving fire support and cover, but still Platoon leader of this unit should take care of his units, preferably, I would position my IFVs behind the infantry, as soon as enemy units (armored/light) show up, they can zap'em from distance -x- Armored Strike (F) Few MBTs could easily neutralize enemy AAA unit which can not be defeated if the side doesnt have any Attack Helicopters, During this operation a friendly Utility helicopter could move with the armoured package to locate enemy AAA while keeping watching on enemy armored patrols. Difference from armored spearhead is, that operation requires more time to clean up enemy armored patrol, while this one is only targeting enemy air defence assets and supposedly will retreat as soon as target is down. -x- Armored Support (F/D) Again few IFVs/APCs can deliver supplies to the front on request of Lt.Commander who is conducting an defensive/offensive operation. -x- Armored Mine Sweep (F) MBT units can be equipped with minesweep blades, as far as I know their task is to move the mines out of the way not to explode, but in ArmA, because of limitations, this could be made as mine defusing with a BLADE.. I know.. but do you have a better idea?!? -x- Recce (D/F) If the side doesnt have enough MBTs/IFVs, a recce mission can be given to "crews" so BRDM/HMMWV class vehicles could move to front and watch for enemy movements to provide Early Warning to friendly Lt.Commanders. Infantry Missions (Offensive/Defensive) --------------------------------------------- Well, the missions I explained in previous part are supposed to be limited to a single group, which refers to min of 2 or 5 vehicles at max. But Infantry operations are large and slow moving missions, So I when I say "group/squad" perhaps it refers to few infantry equipped with light vehicles, where "platoon" refers to few groups that are operating together in these missions. And the Lt.Commander is in charge of _a platoon_ while Squad Leaders are commanding their squads And also a standart Infantry operation should be equipped with: - 2 groups of infantry (2x8-12 inf) each with a 5ton Truck - 1 group of support/command unit (3-5 infantry with Command APC (C2 unit) and Support APC (carries fuel/ammo, limited repair capability) and may be a recon/scout unit (jeep) And the quality of the equipment and size of the squads are to be defined by the available supplies of the HQ... On the other hand, to keep "fielded units" amount in a reasonable level, Garrison bases should be on "Secure" mode as default, once the enemy Infantry operations take place, that Garrison will switch to "On Alert" so it will deploy 2 Groups of Infantry (will be explained later..) -x- Motorized Infantry Operations (F) In this mission, Lt.Commander has to deploy his forces regarding the intelligence on enemy positions, he will move his troops in enemy area to destroy the Garrison base, where he could encounter enemy resistance from Armored patrols and Infantry units. -x- Mechanized Infantry Operations (F) 5Tons trucks can be replaced with APCs/IFVs according to the availability, but Motorized Infantry is slightly more stealth and fast but vulnerable, so the decision should be left to Commanders. Otherwise both mission objective and the profile should be same with Mot. Inf. Ops. -x- Airborne Infantry Operations (F) If enemy air defence has been suppressed previously, Lt.Commander can deploy his troops from air (by aircrafts). Where he wont have supply vehicles, but a static supply cache (paradropped along with units) Good use of this operation would be seen best if enemy Commanders has positioned a tight frontline defence which is hard to pass, but leaving soft spot in behind. (And also, when this operation performed, enemy will move his defense assets to back in order to defend the base, so friendly armored/winged units could have better chance against units on the move rather than dug-in units. -x- Infantry Area Patrol (D) This mission should be made available as soon as enemy Infantry enters our garrison area. In this case, Lt.Commander will have 2 carrier load of Infantry but the supply/command wont take place, support will be given directly from garrison base. I dont think Infantry would be usefull other than full offense or full defense, because they lack mobility and flexibility as well Special Operation Missions (Offensive/Defensive) --------------------------------------------- This refers to CommandoOps but since SpecOps units are left pretty helpless due to nature of OFP/ARMA, (in example no civilian factor to conceal movement/operations) may be they can be given a special ability to "lurk" behind enemy lines, So they can get teleported to safespots within enemy garrisons where they can launch infiltration and sabotage operations, otherwise they will have to travel aaaallllll the way on foot which would SUUUCCKKK, I guess -x- Sabotage Sabotaging enemy AAA/SAM units will help much, on the other hand, ambushing enemy supply convoys that are coming from HQ to garrisons will leave garrisons more vulnerable. On the other hand, if an garrison is already damaged and in a state where it cannot deploy too much infantry to defend the base, SpecOps units can level the entire garrison back to *farmland* so area will be captured, and enemy will be forced to fall back -x- Surveillance Closing to enemy HQ and deploying Electronic Surveillance Equipment should let them to gain intelligence about enemy operations underway, and also intelligence on enemy strategy by learning what units they have requested next... -x- Combat Support Designating enemy units with LASER and calling in airstrike/artillery strike could be another option to these fellas in black outfits..
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