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iceman77

JTAC (Joint Tactical Arma Campaign) Coming Soon!!

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1.1 MISSION:

JTAC will be a 8 weeks campaign that will encompass the entire island. The goal will be to dominate the entire island. The island will be divided into eight sectors that will have objectives with each sector. Each week, a sector of the island be released to both sides of the participating teams so that they can prepare their CONOP ( Consept of Operations) or SMEAC (Situations Missions Execution Administration Command ) accordingly to the objectives within that week's sectors. Depending on which team wins the previous week battle, will determine which zone sector that will be released for the upcoming weeks' battle. After four weeks of campaigning both teams will switch sides allowing both sides a chance to use all the toys, bells and whistles that Arma 3 has to offer.

2.1 FORCES:

This will be a two-way battle between OPFOR and BLUEFOR that may consist of multiple clans in a joint operation per side. The max number of players consist of 50 vs. 50 or 75 vs. 75 Players. The battle commander for each side will determine how his team will be broken down into squads in the amount of operators per unit. In order to participate clans size should be a minimum of five players.

3.1 WEAPONS:

Because of Arma 3 Beta being a WIP ( Work in Progress) the weapons, equipment, vehicles, aircraft, helicopters, and any ships will be distributed evenly to keep the balance of the game-play. Meaning that only Bluefor will use bluefor weapons, vehicles and equipment, same goes for Opfor. Doing this will prevent from stacking one team side with better equipment that could give them an exploit during the match. This tournament will be set up were solely the strategy and the skill set of the Commander and his operators, will determine the outcome of who wins the battle and ultimately the campaign.

4.1 COMMAND AND SIGNAL:

This paragraph contains instruction in information relating to command and communication control and functions. It would be suggested that all participants of this campaign be on one team speak. Our team speak server is on a 12 core dedicated box that can handle up to 5000 users and one time. Acre should be implemented by the time of the first battle. Having everybody in one team speak Channel will expedite any issues that are occurring during this event and prevent JTAC commanders from bouncing between team speak to team speak.

a. SIGNAL. It is suggested that you give your team signal instruction for the operation such as frequencies and all call signs to help expedite communications between units.

b. Command. You should identify the chain of command and their locations including ( medics and logistics coordinators i.e. ammunition runners, repair teams and transportation coordinators) before and during the operation.

5.1 AMRA 3 BETA UPDATES:

As Bohemia updates the beta we will implement all the changes for the upcoming week's battle. Any new content that is released during the beta phase of our three will also be implemented in the game depending on the functionality of that particular equipment or unit.

6.1 MOD'S:

JTAC will be ran with ADDONS. Pending the release of Acre, JSRS and Blast Core FX for beta will be the only mods allowed to be used. Addons of F-18 and weapons will be used.

7.1 MAP ZONES: Altis

19m6.jpg

a. Tasks.

GamePlay:

Inside each zone will be A&S style of game play. The aim in JTAC is to capture a neutral Control Points (CPs) or enemy CPs and hold them. Teams must hold CPs and kill members/vehicles of the opposing team to reduce the enemy ticket count. Once a team ticket count has been reduced to zero, the other team wins.

Capture Points (CP):

CPs must be taken sequential order.You must defend your own, and simultaneously attack the enemy's.When you die, you can wait to be revived by a team-mate, or you can respawn at any FOB built by your team. Your Main base has the most assets, but is the furthest away.

Rally Points (RP):

When one or more members of the squad have died the squad leader can place a rally point (RP) to speed up the squad's regrouping.The following conditions must be met for the RP to be placed successfully:

1) You are the leader of your squad

2) You can only place one RP before you need to rearm this ability

3) Another squad member is within 25 meters of your position

4) No enemy is within 100m

*****Note***** Rally Points by default expire 2 minutes after their creation. Please note that in order to deploy another RP you need to wait 5 minutes.

Forward Operating Bases (FOB):

Are special player deployable assets. Squad leaders may place Forward Operating Bases if they have one supply crate dropped from a Logistics Truck or helicopter.The following conditions must be met for theFOB to be placed successfully:

1) Must be constructed within 50m of a friendly supply crate

2) The team may have a total of 6 forward outposts at the same time

3) Must be constructed at least 200m from other forward outposts and the team's HQ

Supply Crates are available at the Main base, you can move and load them in any Logistic Vehicles.

When ever two supply crates are located within 50 meters from a FOB, the Squad Leader is able to fortify the Forward Outpost Base with several vehicles and fortification objects. Please note, once abandoned or destroyed, vehicles will respawn near the Fortified FOB.

Ticket Loss:

-50 Control Point Captured

-20 FOB Destroyed

-2 Soldier Killed

-15 IFV

-15 IFV-6c PHANTER/MI-48 KAJMAN/AH-99 BLACKFOOT/BTR-K KAMYSH

-10 AMV-MARSHALL/MSE 3-MARID/SVD/SPEEDBOAT MINIGUN

-50 Control Point Captured

-8 HEMTT/ZAMAK

-5 UH-80 GHOST HAWK/PO-30 ORCA/HUNTER/IFRIT/ASSALT BOAT NATO/CSAT

-3 QUADBIKE

Ticket loss, also referred to as ticket bleeding, is the state where a team constantly loses reinforcement tickets due to the opposing team holding all the flags (1 Ticket per sec)

Spawning:

Players can no longer spawn at flags which their team is in control of, nor can players spawn on their squad leader. Now, players can spawn at a permanent spawn point at their main base, at their squad's rally point, or at Forward Operating Bases.

b. Slot Restriction. Only AT4 Soldiers are trained in missile launcher operations. Only Repair Specialist can Repair. Only Pilots will be able to fly aircraft. Slot restriction allows us to keep the teams even and forces them into a teamwork style of gameplay that is more realistic.

c. Operator Respawn. 25 Sec or Revive 900 Sec

d. Vehicle Respawn.

  • Attack Helicopters if Destroyed-180 Sec or UnMan-5-mins.
  • MH6 if Destroyed-120 Sec or UnMan-5-mins.
  • Ifit & Hunters 60 Sec or UnMan-5-mins.
  • Zamak & Hemtt 60 Sec or UnMan-5-mins.
  • Armor 180 Sec or UnMan-15-mins.
  • All other vehicles if Destroyed-30sec or UnMan-5-mins.

8.1 Uniforms. Uniforms will be selected and will not be an option in any and virtual ammo boxes. Swapping uniforms will be strictly prohibited and could forfeit your team/or side form that weeks battle.

9.1 Land Vehicles:

  • a. Motorbike
  • b. Quad bike
  • c. HEMTT
  • d. MLRS
  • e. Hunter (Plasan M-ATV)
  • f. T-100
  • g. Slammer M2A1 (Merkava 4M Tank)
  • h. Panther (Namer APC/IFV/AFV)
  • i. Patria MCV
  • j. Strider ARC(Fennek ARC)
  • k. M5 Sandstorm MLRS
  • l. M4 Scorcher Self propelled Arty
  • m. UGV(modular system)
  • n. Ifrit GMG/HMG
  • o. Civilian vehicles
  • p. Law enforcement vehicle
  • q. Cheetah
  • r. Hunter GMG/HMG

10.1 Armor:

  • a. AMV-7 Marshall
  • b. MSE-3 Marid
  • c. T-100
  • d. M1A2
  • e. BTR-K Kamysh tracked IFV
  • f. AFV-4 Gorgon wheeled APC
  • g. IFV-6a Cheetah tracked IFV AA
  • h. IFV-6c Panther tracked IFV
  • i. MSE-3 Marid wheeled APC
  • j. ZSU-39 Tigris tracked IFV AA
  • k. CRV-6e Bobcat Tracked Engineering Vehicle

11.1 Aircraft:

  • a. RAH-66 Comanche (2)
  • b. Mi-48 Kajman (2,3)
  • c. KA-60
  • d. F 35 A (2)
  • e. V-22 Osprey
  • f. NATO UAV
  • g. L-159
  • h. MH-9/AH-9
  • i. CH-49
  • j. GhosthawkK
  • k. PO-30 Orca
  • l. UH-80
  • m. AH-99 BlackFoot.
  • n. F/A-18 Super Hornet.
  • o. A 143 Buzzard Jet Fighter

12.1 Seacraft:

  • a. Military Speedboat Minigun/MK19
  • b. Hovercraft
  • c. Mk8 Swimmer Delivery Vehicle
  • d. Rescue Boat
  • e. Assault Boat Combo M2/Mk19
  • f. SVD -Submarine

14.1 Weapons:

See Attachments Below.

15.1 Handguns:

  • a. P07 (CZ P-07 Duty)
  • b. Rook-40
  • c. ACP-C2 (Modern Colt 1911)

​16.1 Submachine guns:

  • a. Scorpion EVO 3
  • b. Vector

17.1 Assault rifles:

  • a. Mk 20(FN2000)
  • b. Mk 20GL
  • c. M 14 EBR
  • d. TRG-20/TRG-21EGLM
  • e. SDAR 6.5mm
  • f. MX-C 6.5mm
  • g. MX-3GL
  • h. MX-M 6.5mm
  • i. KH-2002
  • j. Katiba

18.1 Sniper Rifles:

  • a. GM6 Lynx Anti material rifle
  • b. M320

19.1 Shotguns:

  • a. M1014
  • b. Kel-tec KSG

20.1 AA/AT/GL Launchers:

  • a. XM 25
  • b. N-LAW
  • c. RPG-42 Alamut
  • d. Titan [AA/AT]
  • e. AT4 CS
  • f. ERYX
  • g. STINGER- AT4 CS

21.1 Machineguns&LMG's:

  • a. Mk. 200 (KAC LMG)
  • b. MX - Automatic rifle
  • c. Zafir 7.62
  • d. M249 standard, desert and woodland versions
  • e. MK48 (placeholder, it is just a bigger M249) standard, desert and woodland versions
  • f. M240 ckbla
  • g. FN MINIMI 5.56 & 7.62
  • h. RPK
  • i. PKM
  • j. PGM HECATE II

22.1 ​Mounted weapons:

  • a. M312
  • b. M2 BMG
  • c. MK19
  • d. M134

23.1 Special weapons: *Note all Explosive can be stuck to vehicle or walls*

  • a. APERS Bounding mines (jumping)
  • b. APERS Trip wires
  • c. Directional claymores
  • d. M6 Slam Mine
  • e. Naval Mine
  • f. Mine Detector

24.1 Additional Weapons Mods and Attachments:

  • 1. Collimator sight
  • 2. Combat optical sight
  • 3. Sniper sight
  • 4. NVG sight
  • 5. FLIR sight
  • 6. Flash hider
  • 7. Sound suppressor
  • 8. Flashlight
  • 9. Laser marker
  • 10. Mark 4 HAMR
  • 11. Hybridsight
  • 12. Mk 17 Holo
  • 13. M4A1, M4A1 M203, M4A1 AG36 standard, desert , woodland and CQB versions
  • 14. HK416, HK416 M203, HK416 AG36 standard, desert , woodland and CQB versions
  • 15. M16, M16 M203 standard versions
  • 16. HK417, SR25, M24 standard, desert and woodland versions
  • 17. M107 standard, desert and woodland versions
  • 18. M249 standard, desert and woodland versions
  • 19. MK48(placeholder, it is just a bigger M249) standard, desert and woodland versions
  • 20. M240 black
  • 21. MP5A5 standard, desert and woodland versions, MP5SD6 with underwater version
  • 22. Beretta M9, Glock 17, USP, ACP.
  • 23. AK74M, AK74M GL standard and camo versions
  • 24. AKS74, AKS74 GL versions
  • 25. AKMS, AKMS GL standard and camo versions
  • 26. AKM, AKM GL versions
  • 27. SVD
  • 28. KSVK standard and camo versions
  • 29. RPK
  • 30. PKM
  • 31. Zastava M70s , M72 and M91
  • 32. AK74U standard and camo versions
  • ​33. Makarov.
  • 34. MK18 Pack
  • 35. Kalashnikov AK-47
  • 36. FAMAS F1
  • 37. FAMAS G2
  • 38. FAMAS Surb
  • 39. FAMAS FELIN
  • 40. HK417 12 / 16 / 20 inches
  • 41. FRF2
  • 42. PGM HECATE II
  • 43. FN MINIMI 5.56 & 7.62
  • 44. M107
  • 45. PAMAS G1
  • 46. AT4 CS
  • 47. JIMLR

25.0 Uniforms: Stander Uniforms

Edited by Iceman77

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@Iceman77

Just for you to know..i already have notified my team about this but..i 'll make a friendly suggestion (if you allow me).

In your list i see LOADS of guns-vehicles and equipment.

NONE of those are essential to build a good campaign.This long list (most probably) will bring confusion-incompatibilities..even bugs that will ruin the main idea you should focus..the Campaign and "smooth" gameplay experience..

You can leave the equipment as is-focusing on minimal use of scripts and efficient server settings.

We have seen multiple times campaigns like this one-gathering people at first time..and 1 hour later people leaves the campaign for ever due to frustration of lag/performance problems/bugs and other stuff.

I hope everything will be good.. ;)

Edited by GiorgyGR

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Hello Iceman

Great Idea! Hope it will go well.

From your Text, it is not totaly clear if only clans or just single ppl can join the Campaign?

Or am I missreading something?

best regards

Lappihuan

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Clans and single entries. Click on the link at the top to go to the forums. All of the info is there aswell. Hop on teamspeak sometime and chat up butcher (the campaign lead). Cheers.

Regards,

Iceman77

---------- Post added at 15:56 ---------- Previous post was at 15:55 ----------

@Iceman77

Just for you to know..i already have notified my team about this but..i 'll make a friendly suggestion (if you allow me).

In your list i see LOADS of guns-vehicles and equipment.

NONE of those are essential to build a good campaign.This long list (most probably) will bring confusion-incompatibilities..even bugs that will ruin the main idea you should focus..the Campaign and "smooth" gameplay experience..

You can leave the equipment as is-focusing on minimal use of scripts and efficient server settings.

We have seen multiple times campaigns like this one-gathering people at first time..and 1 hour later people leaves the campaign for ever due to frustration of lag/performance problems/bugs and other stuff.

I hope everything will be good.. ;)

Hi, unfortunately I don't make the calls. I'm only the messanger :p . Feel fre to visit the sealz home page or forums. Hop on ts anytime to ask questions.

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Hi, unfortunately I don't make the calls. I'm only the messanger :p . Feel fre to visit the sealz home page or forums. Hop on ts anytime to ask questions.

Basically..i don't have any questions to ask (at least for now).. but i do have concerns (previous post)

imho it would be nice idea you (as a Messenger :) ) want to notify "those_guys_who_make_the_calls" of the existence of this thread.

Anyways..i m "closing" underlying that my comments and concerns solely purpose is- i really want your campaign to succeed

and not be another "Titanic".

Thanks

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The additional weapons mods and attachments are going through a testing phase right now that will determine which of the following weapon systems that will be compatible with the template that we are using for the tournament.

*** Note all content posted is subject to change.

Our current base template is 95% stable platform and we have started beta testing on Wednesday nights at 9 PM Eastern standard time in vanilla mode so that everyone can get acclimated to the functions within the game and will allow Loki and I the time to Stream Line our platform/template...

I too have seen the Titanic style tournaments go down to quickly and we are implementing a slow process to ensure that this is a successful endeavor. We are looking to kick this off on or around November 13 or November 20. This allows us to continue finishing the stabilization of our current template 100% and selectively go through every add-on to ensure that it is compatible to our current template and software-hive.

All are welcome to help us beta test this so that we can see the numbers of Groups or/ Single Players that are interested in participating tactical PVP style gameplay. Currently we are communicating with six other clans that are interested in participating.

Team Speak IP: speak2.sealz.com

Edited by Butcher_ak

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What questions did you have.

---------- Post added at 08:59 ---------- Previous post was at 08:52 ----------

Just an Update. We are still working on our JTAC Project and ADVANCE WARFARE MOD.... Getting closer to Drop A Beta TESTING Missions and would Like for PVP Groups to Hop on our Team Speak to Set up MASS LOAD TESTING...

Still looking for a ADDON EDITOR/MODEL EDITOR to hop on Board due to Our Main Editor is in the Hospital and is fighting for his life and mostly likely will be out for a year or so if he Pulls though. Our Prayers go out to his Family.

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