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TOTAL CONQUEST by tvig0r0us Current version: 1.03 RC2 Instability has finally erupted into an all out battle for control where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Total Conquest is a fast paced, action packed engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier. My Steam workshop: Download Links: Tanoa - Left Island (No Plane) - RC2 Altis - Katalaki Bay - RC1 Battle for Zaros AAS - A1 Tanoa Airport - A1 Servers: --==TVIG's Total Conquest 24/7==-- Features: - Totally dynamic combat - Instant action - Selectable soldier count, vehicle count, vehicle types, AI skill, fire-team size, starting time, weather, quick start option... - Selectable spawn points - Selectable soldier class or random selection - Totally independent AI - Recruitable AI - Drive any vehicle - Complete mulitplayer compatibility with up to 12 players(subject to change) - Join other player groups - Random Environment Mission parameters explained: What do the markers on the map mean??? To do list: - Add some kind of ammo crate system - Try to get AI groups to use vehicles with cargo slots for transport and deployment in target zones - Create presets for game modes for easier administration - partially done - More map layouts (including custom maps) - partially done Current test: - Fixed vehicle commandeering. - Changed weather settings to overcast only until some other solution comes along - Several code optimizations where nearestObjects or nearObjects could be replaced by nearEntities - Added random weather v2 script by Meatball(sic) - seems to work well - Reduced units types available for the time being - added units back for Tanoa test.. more to come This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it. If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy :) Cheers:D
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ARMA 3 - Arrowhead Community Server [sRV] EU-ARROWHEAD.NET #1 - Conquest Large - CTI - [Hardcore] [sRV-IP] 164.132.200.134:2302 [TS3] eu-arrowhead.net [TS3-IP] 164.132.200.134:9987 [WWW] eu-arrowhead.net [Work in Progress] About Us: Arrowhead is an international gaming community focussed on Arma 3. We provide an immersive player vs. player experience, emphasizing simulation and tactical realism where a strong will, teamwork and communication is key. Victory is not achieved, it is seized. What is Conquest Large? Conquest Large is our own variation based on BECTI which is created by Benny. With this game mode we provide players with a military experience without limiting the great features ARMA 3 has to offer. Every weapon, attachment, armoured vehicle, chopper and jet is available on our server. The main goal of both teams is to extend control over possibly the greatest number of territory points which are spread over the entire map. The more territory you have, the more supply income you generate for your team. Thus providing the ability to allow for more upgrades. The territory you control will function as a respawn point for you and your team. Additionally you can use the redeploy function near the HQ to deploy yourself to one of these territory points. These points are definitely a valuable asset in the field. To capture a territory point, move to the marked location on the map. A territory point consists of a main capture point and several camps surrounding it. The process of capturing can be speeded up. The more players are present, the shorter it will take to capture it. Capturing can be interrupted, when the enemy players team come within the territory’s border. In that case, the advantage in numbers within the territory reach works as a decisive factor. The end-game goal is to find- and destroy all of the enemy structures. This goal can be accomplished in many ways. For example your team can choose to cripple the enemy’s supply rate income by capturing and holding more territory, which will in turn provide your team with a technical advantage in the early- to middle game. Of course there are many other tactical approaches a team can take.