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Right, so reading that short description from their website above may very well have some of you rolling your eyes. Really, another one of those? Yet another survival game? I'd think that too reading just that but no, not quite. The reason for conjuring this post is that this project is developed by pretty much one guy and he recently managed to port the whole thing, in it's entirety, from Unity to Godot game engine due to recent fiasco Unity leadership prompted. As some of you may know, Godot is a free and open source game engine and the fact that this guy managed to port his entire project to it sets a very positive precedent worthy of respect in my book. You can do your own research on Road to Vostok and it's developer, his beginnings and inspirations, how he documented his work, Unity jeopardizing thousands of developers on account of their whims or Godot engine project. I leave you with some links and a few opinion pieces from some of more prominent YouTubers in this field. Take care, have a content and peaceful 2024. Road to Vostok Website: https://roadtovostok.com Steam Page: https://store.steampowered.com/app/1963610/Road_to_Vostok YouTube Channel: https://www.youtube.com/@roadtovostok Godot - Free and Open Source game engine: https://godotengine.org
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Arma 3 Survival "A3S" (Zombie Survival) A3S Developer Team Hungry? - Project Lead (Scripting, Guis, Config editing, Encryption, Mapping) Marshmallow - Developer (Modeling, Config editing, Animation) Falke - Developer (Texturing, Concept Artist) Tycho - Developer (Programming) Cybeija - Developer (Graphics) luwi77 - Developer (Mapping) Story (W.I.P) -Chernarus- am 26. April 1986 versuchte ein Forschungslabor ein Mittel gegen Krebs zu erschaffen, das Verfahren war neu und wurde zum ersten Mal an diesem Tag getestet. Während der Zellteilung im Labor, kam es gleichzeitig im Block 4 des Kernkraftwerks Tschernobyl zu einer nuklearen Katastrophe. Durch die Erschütterungen gab es gravierende Probleme im Labor für Monokulare Prozesse und musste daher sofort geräumt werden. Niemand konnte ahnen, dass die Zellen sich durch die Strahlung veränderten. Die Bewohner der Insel Chernarus erkrankten und weisten unterschiedlichsten Symptome auf, aber am schlimmsten war das Fieber. Aus diesem Grund wurde auch der Notstand ausgerufen und die Organisation T.E.R.A übernahm das Evakuieren von Chernarus. Bis heute kämpft T.E.R.A noch immer gegen die Ursache. ------------------------------------------------------------------------------------------------------------------------ Features: -Chernarus with two climates (Winter/Sommer) -Custom Map -Custom Zombies -Melee System (Fists,Axt,Baseball Bat) -Basebuilding -Fishing System -Farming System -Territory System -Contaminated Zones (With Ai/Withoit Ai) -Custom Damage/Health System -Custom Inventory -Dynamic Helicrash/Air Drop System -Crafting System -6 Custom Vehicles -Vehicle Upgrade System -80+ Weapons -Interaction Menu (Objects,Players,Vehicles) -Custom Weapon Attachments Animation -Wildlife -100 Custom Items (Molotov Cocktail,Flare,Medicine Items etc.) Upcoming Features: -Quest System -Hero Bandit System -Underground Labor -... [Steam Workshop] https://steamcommunity.com/sharedfiles/filedetails/?id=1278609853 [Discord] https://discord.gg/47yf3HY
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Hi guys, Here is a link to my → Basic Starter Kit ← to start personalizing your own Combat Patrol missions. Everything is include and parameters are defaulted as if it's regular Combat Patrol. Notice: There is not a single "difficulty" setting, it's a combination of different variables that sets the real difficulty, such as: The location/environment, assets (vehicles, etc), Size of the AO, Number of buildings in the AO, Number of units per enemy patrol, Number of tickets, The objective, Number of players playing, Number of available slots to join, etc. Getting Started Customizing Exporting for Multiplayer (MP) Play, Try and Host Bugs can occurs, it's Argo... just disconnect/reconnect. Hope you'll enjoy !!!
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I know this could cause a divide in the current playerbase/community, but i believe vigor really has the chance to corner the realism shooter market by removing some hud features (crosshairs and hitmarkers mainly). It could be just an option to select before joining a match that allows for the player's instanced loot to have greater rarity without the expense of crowns. Basically the player could accept a handicap for higher reward. If people really enjoy it could become a permanent mechanic or even rotational based off map selections. This could allow for more weapon variety in the games because people would familiarize themselves with irons and hipfire shooting patterns. Just a thought.
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Hello fellow Arma 3 players. My name is John but I go by snake in game on mostly hostile takeover servers.Steam name bojangles2020 or also Snake.Im here today for the first time to post to the community.i have been playing Arma 3 since the beginning and built many missions.i like to go more smaller based missions with high intensity.depending on mods may determine difficulty.i create missions for my friends and myself to play and we are always looking for new people to join in on the fun.currently I'm working on a mission using the ALIVE mod to have a persistent battle across-the-board.maybe week long missions or longer.a place where you can save and come back and not repeat one area.Also I make special ops type missions where the run time could be 30 minutes or 2 hours.Its all up to the player.I don't mind taking requests for something your mind can conjure up!!I hear guys say Arma 3 is past it's time but let's change that perception.FYI I have no group at the moment.All the current guys just want to come and chill and have fun.Some even role play characters to really bring the missions to life.If you read this far thank you and hope to see you in the lobby!
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A3 HARDCORE DAMAGE MODIFICATION mp compatible: not tested (should work theoratically, tell if it does please) compatibility with other mods: Works fine with mods like RHS. Wont work with ACE due to its own medical system. version: 1.0 github repo: https://github.com/the0utsider/A3-HC-Damage Download on Steam workshop Description: The way of arma handling damage is possible the most sophisticated in any engine out there; you get all sorts of calculation for ballistic protection vs bullet caliber, hit velocity, angles etc. But most of the time (especially with level 4-5 armor) you have to be really precise to get headshots. You need to hit 'in the face' and that is doable but what happens when you miss? This is the problem. If your shot falls close to neck area, that is a seperate body part which have 0 affect for what you want: headshot. Similar situation with chest and upper body. There are 3 body parts in arma damage system for upper-body: abdomen, diaphragm and chest. While game evaluates total damage, not all of this is added to overall health. This results as what you mostly experience: guy gets shot again and again, he moves his arms, twitches and nothing happens. He keeps running. When you modify bullet hit values, you lost logical ballistic originality of game. Yes it would work, there are many config altering mods out there as well but they just do more than they should and break the game. It is just not fun to shoot a guy from pixel (or pinky) of left foot and get a kill for that. It breaks everything. Short desription of problem is: arma treat humanoid models like frankenstein: Each body part should have some affect on overall health but some of them do not or relationship is really low. This mod uses arma's own damage model and improves it by binding damage of certain areas of body together, getting past frankenstein issue on homanoid characters: *Neck and face damages are added up and passes to 'head' damage. *Upper chest, diaphragm and abdomen area now affects overall health of body (which they should, it is the place of all vital organs) *Pelvis (or lower gut or balls) damage passes to legs. It's not ideal when you got wounded around pelvis and still be able to run like gazelle. These values are passed on with a "multiplier" inside code and it is available under CBA addon options for you to decide a ratio for your liking, default is 1.5. *As another option, you can change the effect of how upper body damage dealt with. It is multiplied to 'body' health as default which means death when reaches to 1 and this is default behavior of mod. The option is to pass damage to 'hands' which will not kill you no matter how high it is, it is not fatal but it will cause extreme weapon swing. These are all global settings; meaning they apply to everyone on server and you have to be logged as admin in a server to change them. Last one is development debugger setting which will hint you what multiplier applied, what was the damage and where etc. Local option. Should be used good for testing. Variables and their defaults: ["goko_damage_multiplier", 1.5]; ["goko_damage_fatalHeadWounds", true]; ["goko_damage_fatalChestWounds", 0]; ["goko_damage_affects_hands", true]; ["goko_damage_disableLegs", true]; ["goko_dev_debugger", false];
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This is an open world zombie survival modification, which was specifically created to work with 'The Artifact' scenario. The scenario is available under the 'scenarios' tab in the main menu. PAY ATTENTION TO THE REQUIRED MODS LISTED BELOW. MY MODIFICATION WILL NOT WORK PROPERLY WITHOUT THOSE. Required mods: CBA_A3; CUP Terrains - Core; CUP Terrains - Maps; CUP Units; CUP Vehicles; CUP Weapons; DS Houses Feautures: Hardcore survival in the zombie-infested Chernarus; Zombies with realistic human-like sight; Stealth; Basic needs (hunger, thirst, temperature, vitamins) and injures (bleeding, pain, wounded legs, open wounds); Diseases (flu, food poisoning, blood infection); Dynamic weather; Dark ambient music; Different ambient sounds; Various hand-made animations; Survival HUD --The Artifact-- The scenario combines survival with completing various tasks. Story Year 2014, Chernarus. The zombie apocalypse began about a year ago. Chernarus Defence Forces were rescuing inhabitants for about a month before they were displaced by the infected. Many eyewitnesses alleged that something strange was going on before the apocalypse: people were going missing, animals and crops were dying. Some insisted that Chernarus was cursed. You are an explorer named Dean Hendricks. You work for the clandestine company which provides different legal and illegal services. Recently, you were sent to Chernarus to find an unidentified object, which was named 'The Artifact', examine it and bring it back with you. You were flying over Chernarus with your partner Michael and a pilot when suddenly, something went wrong... You wake up near your crashed helicopter and see the dead pilot, but no sign of Michael... --Other-- Credits Mod, scenario: SerBiX (a.k.a SerbiX8); Music, sounds: Nicolas Gasparini (Myuu) - The Dark Piano; Freesound License This work is licensed under Creative Commons Attribution 4.0 International (CC-BY 4.0) license. Donate PayPal Patreon --STEAM WORKSHOP PAGE--
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Addons/Server features: *Server Restarts every 4 hours *Roaming and Mission AI (details below) *Zombies (details below) *Mods: 4 RHS, TRYK, CUP (CORE), EXILE, Extended base mod, Ryans Zombies,----- Exile *XM8 Apps (view distance, customizable statsbar, crafting) *Full day/night cycle-- At night the time is sped up to 24x and day is 4x *Day/Night voting system (type /vote day or /vote night) *PVP (Play how you want | You can be friendly) *Optional Mods: JSRS and blastcore --- More to come *****NEW BASE RESPAWNS****** Mod Downloads: Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1494503178 Optional: https://steamcommunity.com/sharedfiles/filedetails/?id=1510537696 Server IP : 216.52.25.101:2302 Additional server info: The server is pretty new and has a pretty decent player base. The server is well set up with active admins and changes/fixes constantly rolling in! Don't let that deter you from joining! Within our discord, I will be posting changelogs for each day that I change/add/balance things. We are always open ears to suggestions that's why we set up a suggestions chat within the discord. The server is set up on the map Chernarus 2035 with 3 trader cities (safezones), 2 aircraft traders and 2 boat traders. The mods we use on the server are all 4 RHS mods, TRYK (multiplay uniforms), Chernarus 2035 (duh), CUP terrains Core, Exile (super duh), Ryans zombies, and Exile extended base mod! We also allow blast core and JSRS (with and without RHS compatibility)! Although those are completely optional! We aim to have a harder more realistic feel for the game. New players to the server will start with 5k in their bank. To keep this challenging for the players we have added zombies which are very balanced and will spawn in zones marked in red on the map... Hordes have a chance of spawning around players in order to keep them on their toes. Roaming AI are implemented to keep players aware of their surroundings and to simulate a more alive environment (good and bad AI). Of course we have AI missions on the server and will soon be adding more. We are always adding new things and as said before open to new ideas and suggestions. !!SERVER RULES ARE POSTED IN GAME ON THE XM8 APP IN THE UNDER THE MORE TAB "Server Rules" (should have a picture of a book) not the one on the first page!! *Please note that we are constantly adding things so whats posted here is likely to differ a little bit from ingame (meaning there will be more custom addons than whats listed)*
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9th Armoured Combat Detachment - 171st Combat Brigade (RECRUITING)
R. Hayward posted a topic in ARMA 3 - SQUADS AND FANPAGES
171st Combat Brigade 9th Armoured Combat Detachment Who we are Built upon serving armoured veterans and current serving personnel, we are a platoon/troop level organisation dedicated to providing the 171st Combat Brigade with personnel who specialize in armoured warfare. Our mission is to close with and destroy the enemy using fire, maneuver and shock action to enable the 171st to achieve mission success. Much like the rest of the 171st, we are committed to achieving a challenging and realistic mil-sim experience to provide a teaching and experience-building platform for both in-game and real life military skills in an enjoyable way. Similarly we aim to create and provide a community for which to casually interact with each other outside of the game environment as well. Our unit seeks to take our community to other games to expand upon our interests and palate but predominantly: we aim to provide the high standard and format of game play that our unit/community members expect and enjoy. Who we require To fill operational needs, we require 18 personnel to join our ranks and become armoured crewman capable of manning both M1 Abrams series of Main Battle Tanks and a plethora of MRAP mobility vehicles. The person joining us must not only be committed to learning the armoured trade but have a peculiar dedication to the unit to provide mission capability: there is one compulsory operation day on Saturdays 1900R (Romeo) (EST-Eastern Standard). What you can expect Unlike conventional infantry or special forces, armoured brethren have a unique bond that is noticeably casual and close between the rank structure filled with interesting and humourous banter. The nature of our job requires the crew to be in-sync with each other as much as possible to ensure that steel meets target. An excellent crew is unmatched on the battlefield, mastery of this profession ascends you to a level that cannot be unsurpassed by any land (or even air!) platform. Our missions are dynamic, complex and challenging: our servers are built using systems such as ALIVE, Spyder and other in-house tweaks and scripts in order to bring to life the 171st Combat Brigade concept of the original MSO style game play in past Arma titles. Furthermore, as a community we regularly play other games with each other purely to let of steam as well as ensuring that we prevent ourselves from burning out from doing the same thing repetitively. Would you like to know more? https://units.arma3.com/unit/171st-combat-brigade https://steamcommunity.com/groups/171CB If you are interested, please don't hesitate to contact the 171st expressing interest in the 9th Armoured Combat Detachment or myself directly through the Bohemia forums. I will en devour to respond to you as soon as possible. -
LakesideValley Hardcore Roleplayserver Guten Tag ich bin ein Spieler des HardcoreRP Servers I have a Dream Lakeside RP. Ich habe diesen Account erstellt damit andere auf diesen Server aufmerksam werden und sich mal unseren Server anschauen. Ich bin kein man von großen Worten aber trotzdem lege ich euch unsere Website ans Herzen und sage euch ein Blick lohnt sich so von RP Spieler zu RP Spieler. http://www.lakesidevalley.de
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looking for mission maker for alternative semi-persistent seeder mission
kOepi (DayZ) posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello mission makers, I hereby want to gain attention for a project of mine regarding a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention and attitude of the concept that I am going to propose, probably more than in most other contexts. That is why I chose to post in this sub-forum. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it. -
looking for mission maker for alternative semi-persistent seeder mission
kOepi (DayZ) posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hello mission makers, I hereby want to gain attention for a project of mine introducing a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention of the concept that I am going to propose, probably more than in most other contexts. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it. -
Majority servers focus only on infantry. I enjoyed the [Official] Bohemia King of the hill. All out Arma vehicles, All out chaos. What happened to those servers? Give us at least 1 server thats not infantry only, All vehicles, HC and maybe no AA missiles on jets. If I wanted to play Call of Duty I would have bought Call of duty.
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Welcome! I am here to tell you about a new Milisim server we have opened. It is well run and involves a World War 3 Aspect that hasn't yet been seen to this extent! We have around 1-2 mandatory ops each week and every night we have non mandatory ops to train and have fun with each other. We are a "hardcore" Milisim where we have a ranking system, squad leaders, commands ect. If you are interested please join our discord. ( https://discord.gg/5Umhae ). You can speak with any of us about the server and what we do between 10AM EST and 12PM EST. All are welcome. Mods needed: Enhanced Movement CBA_A3 ace RHSUSAF RHSAFRF ACE Compat - RHS Armed Forces of the Russian Federation ACE Compat - RHS United States Armed Forces CUP Terrains - Core CUP Terrains - Map X - CAM - TANAUS (Version 1.1) Vcom AI V2.81 Ares Mod - Achilles Expansion
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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.
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3rd Special Forces Operations Marine Air-Ground Task Force (MAGTF) Recruitment is currently: OPEN Who are we? The 3SFO is an Arma 3 US Marine Air-Ground Task Force (MAGTF) Military Simulation Unit (MILSIM). What are the requirements to join the 3SFO? We are seeking inquiries from serious and mature players only (17+). You must have a clear working microphone. You also must sign up and fill out the application on the forums. What positions do we have available? Ground Element 0311 Rifleman 0313 Grenadier 0314 Marksman 0315 Corpsman 0316 Scout Spotter 0317 Scout Sniper 0321 Reconnaissance Man 0331 Machine Gunner 0341 Mortarman 0351 Infantry Assaultman 0352 Antitank Missileman 0365 Infantry Section Leader 0369 Infantry Platoon Leader 7502 FAC Aviation Element 7513 Pilot AH-1Z/UH-1Y 7560 Pilot CH-53E 7562 Pilot CH-46 7567 Pilot UH-1N 6199 Enlisted Aircrew/Aerial Observer/Gunner 7523 Pilot F/A-18 7525 Weapons Systems Officer (WSO) 7253 Air Traffic Controller - Departure Controller 7254 Air Traffic Controller - Approach Controller 7314 Unmanned Aerial Vehicle (UAV) Teamspeak: 64.185.53.78 Website: 3rdSFO.enjin.com Server Name: 3SFO | [ACE3/CBA/TFAR] Invade & Annex | TS3 : 64.185.53.78 Server IP: 64.185.53.78 Port: 2302
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What does this patch mean to you? For the team members it means dedication, pride, honor, and integrity. Who is SEAL Team Two? SEAL Team Two Arma 3 is a SEAL based realism unit that tries to simulate the training, combat, and achievements of a SEAL. We are a band of brothers, a team. Each team member is treated as a brother. What were about? Our team deploys in almost any environment with any circumstance. From small HVT (High Value Target) taskings, to large scale operations, we are all trained and ready for the fight. Each civilian that has the fortune of joining our team goes through a rigorous training called BUD/s training, or Basic Underwater Demolition SEAL Training to test and see if they have what it takes to be in our elite selection of SEAL/s from all around the world. Each SEAL plays an important part in the unit via N-CODES (Jobs within the special warfare department). We deploy overseas on the weekends and conduct training, casual, and co-op events during the week. Our leadership and staff are experts at leading and conducting a team and have dealt with many situations involving international disputes, and countless combat situations. Each member of Team Two has a say and the leadership are happy to take any questions or opinions on a certain matter. Our deployments consist of the following: Quick HALO and HAHO Insertions Fast extraction via sea, land, or air Desert Environments Arctic Environments Woodland Environments Underwater/Maritime operations Recon taskings Fast paced, high action combat Countless enemies 100% Real Serious Fun Class A leadership and staff Air support on Call​ COC (Code Of Conduct) Each SEAL conducts himself to the best of their ability, following the rules and regulations of SEAL Team 2. 1. ALWAYS Respect members and guests that are in our teamspeak, in game, on steam, or any other social or gaming media. 2. Use of Foul language MUST be kept to a minimum. 3. Any inappropriate content being shown or posted is strictly prohibited. Keep it clean and respectable. 4. Respect higher ranks and their orders (within reason) as they are a higher rank for a reason. 5. NSF reserve the right to discharge any member within the unit that is an NCO at anytime for any reason. 6. If there is disagreement within the unit, this MUST be brought up to the CO and XO whom will then have the final say no matter the circumstances. 7. "Banter" "Jargon" or any other sort of joking is permitted as long as it is controlled and non-offensive to anyone within the unit. 8. You must try your hardest and best while in an operation. 9. Some sense of Seriousness must be kept present within your behavior while on our ts3, or our game server. 10. Any sort of hacking, scripting, or cheating is prohibited within our game server at any time. 11. You will be a role model to others. 12. You will earn your trident every day. 13. CO and XO Reserve the right to modify this COC at any time and put it into effect at any time. If you believe that you can abide by the rules of the COC, you may have a chance at being part of us. List of roles within the team: Squad Leader Rifleman Explosive Specialist Marksman Lead Breacher Heavy Weapons Operator Communicator Close Air Support Corpsman Point-man/Navigator Primary Driver/Navigator Explosive Ordnance Disposal Advanced Special Operations Sniper Spotter There's a lot more information to tell you about! If you are interested in being part of something great, contact us and enlist! Contact Us Website: www.sealteam2.net Teamspeak 3: ts.sealteam2.net Email: sealteam@sealteam2.net