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Intrusion 1.02 Description Engage in this timed sector control battle where all units coordinate fighting, support and strategy in a common effort to capture and hold the key winner’s location when the battle ends! Philosophy The philosophy behind this game mode is to create some fun cooperating and TvT gameplay by balancing the imaginary slider between gaming (strafe jumps and hot action) and reality (strategy, losses and waiting times) at a good position somewhere in the middle. Further, it aims to offer good gameplay for the lone player just trying to find a server for some evening gameplay, as well as for friends who whants to join, and even leagues fighting each other. This game is meant to attract players that have some patience and the ability to feel rewarded by doing a bit of good military work before getting the ”ah” feeling of seing their targets getting blown into pieces. Features A Sector Control mission for 1-60 players (that supports SP, COOP and TvT). Capture flags and collect resources to get vehicles and weapons gaining you advantage over your enemy. AI bots can be used to fill up one or both sides, so the feeling of a great battle can be achieved even when you play alone or with just a few of your friends. Easy to get started for beginners. Start capturing the flags, and you will be valuable immediately. It’s also relatively easy to understand the deeper mechanics. It may require a small effort, but it’s all in the briefing. Progressive gameplay. You start out as infantry with standard weapons, but as resources are ticking in, your side will unlock and establish more and more advanced materiel. Fight as an individual. Be strong, do good, and earn higher ranks! Fight as a squad. Team up with friends, share responsibilities, be tactical, help each other out, and earn higher ranks together! Fight as a brigade. Follow the brigade leader’s orders, find a superior strategy, utilize the squads' different abilities, and win the battle together! All squads has a ”profession” (dependent on choice and rank). Like in reality, each squad has one role, and one specialized vehicle assigned that noone else is allowed to use. Download At Armaholic (coming soon) Direct download at OneDrive: Intrusion Malden v1.01, Intrusion Malden v1.02 Intrusion Tanoa v1.02 At Steam Workshop Intrusion Malden Intrusion Tanoa Advice For Best Gameplay Feature rich missions like these run best on dedicated server. Player on hosted server may experience some FPS drop, a bit dependant on number of players and AI in the mission. Code The code for this mission is written entierly in SQX using the TypeSqf Editor. The code is shared at Github. Licence MIT. Dependencies Arma 3. Version History Version 1.02 New Move Base Dialog Rating increase is now "reduced" instead of "blocked" when player respawns/dies etc. Made top screen info appear on one line instead of two. Made rating and rating for next rank visible for players. AI now refuels their vehicles if no human player is on their side. Introducing Intrusion Tanoa. Version 1.01 Added battle locations. Removed AI movement debug information when running locally. Improved the loading screen. Version 1.0. First version. My Other Missions Escape Tanoa by Engima (built on the original Escape Chernarus branch from Arma 2) Operation Broken Arrow Night in July
In the MP game mode "Commander" you'll play a commander like in "Warlords" but here are just two sides, the NATO vs CSAT & AAF (on Altis & Stratis) ore only NATO vs CSAT (on Tanoa & Malden). You have as commander of your troop fix resources wich you can use (infantry, vehicles) but this depending on the count of towns, villages and strategic important structures they're under the control of your side. It mean, smaller your resources are, smaller your vehicles and count of infantry. In "Commander" also exist a fix command structure, at first the "General" (AI follows a fix scripted plan) who gives orders, at second you and other players (as commander). There are a lot of normal infantry commanders (motorized inf) but also commanders of special groups (with special tasks), commanders of tanks, commanders of artillery, commanders of parts of the air wing, commanders of naval forces and commanders of support and vehicle service. All becomes orders from the "General" but it's on you how you get your goal. Every commander need the others, all units need ammo, fuel, repaire, not every fithing ground of you will be easy to arrive with your resources and not every operation have his fix line of happenings, the other side will try everything to stopp you on your way to the victory. All sides are playable or just one side is playable, but i think the game play will be better when all sides are playable. I would suggest, that also civil losses/causalties can lower the resources of your troop. When you have ideas, write them, i would really like to see that in the future in A3 Vanilla.
Hello guys, let me introduce mod I've been working on for quite some time: Arma Commander is large scale strategy game mode, in which player controls Army Battalion, and captures bases on the island. Player can control his troops from the map, or assume their direct control on the battlefield. Mode can be played in Single Player or Coop against AI Battalion, or in Team vs. Team setup. How to Play - Download from Steam Workshop - Launch Arma with the Mod - Go to Multiplayer -> Server Browser -> Host Server - Select one of the missions called Arma Commander (currently available on Malden only) - (You can go to Params in lobby to change settings of the mission, select battalions fighting the battle, etc.) Game Rules - Request troops of your selection on the battlefield - Attack enemy and empty bases on the map - Each captured base will generate some income to buy reinforcements - Battalion that owns more bases when time runs out is victorious Game Mechanics Requesting units Request new groups by pressing REQUISITION button on map screen. You have to place landing zone and then order new groups. New groups are bought for requisition points. There is limit on how many groups of one type you can request, and there is also limit on simultaneously deployed groups. Taking Control of Groups You can assume direct control of your groups by clicking on 'Switch' button. You will switch into the leader of selected group (if it's not taken by another player), and fight on the batlefield yourself. Only exception are artillery units, which has to be commanded remotely. Resupplying Every group can take losses, run out of ammunition or just lost its transport. For this there is resupply button on group tabs, which will refill the group into its original status. Ammmunition is refilled automatically and reinforcements are dropped on parachute. Resupply is available when you have enough Requisition points and group is far enough from the fighting. Capturing Bases Capturing bases takes some time, so side of the opponent can react on the attack and try to deflect it. Capturing is indicated by symbol of the base on map going red, and percentage appearing next to base name. Progress of capturing is indicated by flag in the center of base going down, switching color and then going up. Only after attacker's flag gets on top of flag pole, and percentage of his color gets to 100% is base captured. Single Player, Coop, TvT Arma Commander can be played in single player, as the mode was originally created for. But multiplayer is limited numbers is also supported, both Coop and TvT. Commanding and subordinates When playing in multiple players on one side, only one can be commander. Other players can take control of groups, or all of them can cooperate in one group. Battalions Player can select in lobby with which battalion he wants to fight with. Each battalion has composition of different group, providing different tactical options and different game experience. Game Modes There are two types of mission, differing in starting situation: Frontline: Both Battalions start with equal resources and starting bases. Invasion: Invading Battalion start with only one base, but large resources, while defeners have most bases on the map, and very limited resources. -------- How to setup new Arma Commander Missions 1. Place Arma Commander Game Mode module on map. 2. Place two teams of playable units on their starting locations, they will become the command group for both sides. 3. Place two Battalion modules near the teams, select their side and battalion type, and select their starting resources (100-200 is good for start). 4. Place bases around the map. 1. Bases must belong to correct side — If NATO and CSAT battalions are fighting each other, do not place a Base with INDEP owner. You can place EMPTY base instead. 2. Select appropriate amount of defending soldiers. 3. You can create positions for defenders: Place group of soldiers into positions they should guard, and synchronize leader with module of the Base. 5. Create description.ext in the mission folder with the line below: It will include all required lobby parameters and respawn + revive settings. #include "\AC\commonDescription.inc" FAQ: Is Arma Commander compatible with other mods? - Not yet, but I’m working on a way how to create your own custom battalion for each side, to which you will be able to insert any group with any equipment you want. ETA — before Christmas. Will there be some High Command functionality? - High Command is hard to modify, so I don’t use it. But I want to improve the controls of the current interface (like chaining waypoints). Are there more missions to play? - Yes! There is dedicated channel for unofficial missions on the Discord server: https://discord.gg/M8ffgUX Will there be more assets - helicopters, airplanes, naval? - Yes, I want to support them at some point. -------- Basically this is my baby project in which I learned proper scripting, created my own Strategic AI and tacke creating UI in RV engine. It's by no means perfect, I'm still tackling problems with some bugs, and network performance. I want to expand it in future to have missions on all islands, create new Battalions, and see how to support popular Arma mods. Any feedback, suggestions or found bugs are highly appreciated!
After a few years of forgetting about Arma, i've returned, and it's been pleasantly Nostalgic. Upon hearing the news of the "Warlords" Game Mode going Live, i had to check it out for myself. I was pleasantly surprised at both how smooth it runs and how easy it was to get deep into the action even after years away from the Popular Niche title that is Arma 3. I was immediately greeted by a team with only 3 active bases, and on the verge of being pushed into the Ocean off the South West coast of Altis, just South of Kavala the Old Capital. Knowing what i know best, i did the only thing i was best at, Special Operations behind enemy lines. I learned how to use the Points System quickly, and get myself an AI, and a medium ATV (Prowler). I raced towards Neochori only to be stopped in my tracks by superior enemy Air Power. They had Gunships, Tanks, Jets, and MRAP's all advancing towards our only remaining bases so i had to think quick. Continuing on foot I fast tracked myself to a position in the fields and with a trusty AI squad, gave orders to attack and capture the nearest towns. In a quick response the enemy returned to counter attack, buying allied forces time to re-group and collect themselves. Didn't seem to be enough because the enemy quickly recaptured most of the points. It then became a Guerrilla War between just me and my Squad separate from the rest of my allies, and Battalions of enemy Tanks, and Brigades of Gunships. I had to Adapt. After capturing a town i requested reinforcements, so Anti-Aircraft, and some Grenadiers. Grenadiers were deployed to further inland towns, while Anti-Aircraft units were spread out creating an Aerial Denial Network. This worked splendidly. In fact, so well i was able to Lock Down the enemy Advance and push them all the way back to the Major Airport. Everything was going well, except for one small thing. I was a lone wolf, a Phantom Operative WAY deep behind enemy lines and i did not have Anti-Tank units. So naturally to my not-so-surprise, i found myself quickly encircled by Heavy Armor, but not beat... At least not yet. To close, finally, after giving the enemy a serious hard time for about 1-2 hours, they finally found me and cleaned up my forces. They then finished the match by rushing our last Base. Great stuff, and a lot of fun. I'm extremely pleased that finally an Official Game Mode has become very enjoyable from the get go, especially for the Tactical kind of player. I am certain it would have been much more fun if i had my crew to assist in the counter-attack, and even confident i could very well have changed the tides of that battle! Conclusion? 9/10 Experience. I suppose the only thing that would make this better is fortifications building. Thank You, Bohemia Interactive.