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Found 3 results

  1. Good day to you soldiers! I am after a team of people to aid me in programme/scripting, altering, map creation and passing around ideas to create a new game mode for Arma III multiplayer. When playing Arma III multiplayer, you never take into consideration the limits of what factions can provide in real life, so I have came up with an idea for a full scale war between CSAT and NATO fighting over Altis with AAF forces stuck in the middle, though rather than the normal game modes on Arma III, I wish to put together a new game mode concentrating on a more strategic approach with a hierarchy on each side, and a currency system which can increase and decrease depending on your logistics teams collecting resources, and if you were to cause collateral damage. The war if won by logistics, not by brute force. I envisage a server of approx. 150/180 players, (60 each for NATO & CSAT and 30 [maybe 60] for AAF) on the server at one time, (BIG MATCH) and as it will be a tournament it will last over a few - six hour days from 1600 to 2359 GMT with a list of rules and requirements, and to negate the risk of non-committed players entering the tournament the server will be locked and only accessible to vetted (kinda) players. Each team will consist of a hierarchy system having one Officer in Command (OC) and his four Commanding Officers (CO's), each CO will be responsible for a quarter of the forces and split between logistics, ground offence, air offence and defence. These 5 will need to keep in constant communication to place orders with logistics, set up defences around FOBs and place minefields, call in airstrikes, and advance the line. Hierarchy & Team layout Officer in Command Confirms/denies orders and procurement of resources, the naysayer of the faction. Only person to speak to the 'Umpire' Logistics Officer Normally have ~11 people under his command (inc. officer, Sgt, 2xCpls, 7x soldiers) Responsible for placing orders of manpower, vehicles, equipment, base equipment etc Collecting resources from around Altis Defence Officer Normally have ~9 people under his command (inc. officer, Sgt, 2xCpls, 5x soldiers) Responsible for installing base defences and setting up FOBs Places down minefields [must keep track of all mines placed and sent to OC] Ground offence Officer Normally have ~38 people under his command (inc. 2xOfficers, 6xSgt,4Cpls,23xSoldiers, 3xCrew Responsible for pushing and disrupting enemy operations Air Offence Officer Normally have ~4 personnel (Officer and 3xPilots) Resources and research There are two types of resources, energy which can be acquired from the wind and solar farms around Altis, and oil that is found at all the petrol/gas stations, each resource returned to your carrier, base or FOBs will be counted by at the end of the game, these will be 'sold' granting additional money for the next day, as well as the bonus expenses, you will also gain favour from your investors which in turn increases the amount they will offer at the beginning of each day. Research can be found at 3 different labs(each have 5x documents), 4 airfields and 4 disused military bases (each have the possibility of having 1x documents) which once returned to the carrier or base can be used to climb the tech tree to have the option of more advanced kit, weapons and vehicles. These are less prominent then large cargo containers and oil drums, the documents will be hidden somewhere in plain sight in structures (much like DAYZ loot). All resources and research will spawn every hour, unless not already taken from marked locations (meaning they will not accumulate if not collected) Logistics With the money gained from resources and investors, the OC and CO's must come up with an order form consisting of how many personnel, weapons, vehicles, defences, etc in which I have done a little research and found the real life equivalent of in game items and their costs, no where near accurate (and this is where I need opinions from a team of people) but still looks like it would make you think when sending in your F-181 which costs ~£72,000,000 and a pilot which costs ~£10,000,000 (over 82% of the investors money alone) into a risky, SAM infested, area, or would it be better to send two squads and 2 APCs which would be approx. £6,500,000. AGAIN numbers aren't 100% accurate but it makes you think twice from a logistical stand point. Everything is priced from 5.56 rounds, a spec ops member with his sniper, to the M5 Scorcher and each individual missile. It will be difficult to overlook every piece of logistics but there will be people out there (including myself) to play a more logistical role in helping the team win by accumulating money and spending it in the right places, as a team. This is just the tip of the iceberg on what I have done so far, so if there is someone out there who would be willing to help out with the scripting especially but other help is most welcome then please let me know, if you wish to know more on this 'project' then let me know and I can show you many many Excel sheets and PowerPoints. Mike Discord: Ravenclaw#5221
  2. From my experience so far the game is very enjoyable I have input and feedback that I hope the developers will see Bugs and glitches first Number one accuracy seems to be off I have clipped moments where I have aimed right at someone’s head and no hit markers or anything then leading to a much louder gun fight than intended Number 2 getting to close to an enemy renders there gun useless if someone runs into me and decides to melee with a weapon my guns will Jam and say weapon ammo not found and give me -/31 clip instead of what I actually have which could be 22 bullets Number 3 I have noticed some players can shoot around corners due to the game being set in 3rd person however if I am aiming my gun and I come out from cover and attempt to shoot if I was to close to my cover when I move out my gun will refuse to shoot and then render my surprise attack useless leading to louder gun fights than intended number 4 When my teammate dies and spectates me he can hear his Audio beside his own body giving me the advantage in battle as he can tell me when to aim and when they are looting his box I have more to input but as of just now these are the major bugs some minor bugs consist of number 5 players being able to completely avoid damage by zig zagging this is due to bug number 1 and accuracy being off slightly number 6 players should be allowed to drop loot not destroy I was chasing someone who got the supply drop and also looted the safe from the barred house he knew he was going to die so destroyed everything in his inventory this should be removed if he had dropped it tactically and ran he could then Collect it at a later time instead costing other players no loot number 7 When shooting my gun in first person mode I need to shoot directly to the right of the person or else I am failing to hit them the guns iron sights is broken I cannot accurately hit a target unless I aim almost directly to the top right of the players head that is all the information I have gathered so far I would like to suggest some things now number 1 upgrades on the house and adding new things should give me ability’s like radar trip wires bouncing betty traps and various other things like if I was max level and I stole the supply drop I could have 15 seconds where I won’t ping the map to get away more swiftly number 2 add full first person support the game would play much better if there was ways to play in full first person instead of just iron sights and only 3rd-1st person can play with each other but 1st person players won’t get matched with 3rd person players number 3 abilitys and levels players need gratification for their play time and experience maybe a level system that adds exp and shows others how you have done etc and ability’s nothing crazy but maybe as you play you get better the ability to make a hammer to stop enemy’s from using radio tower or the scan tower lid like to give more feedback directly to developers if I could thanks and lastly number 4 a ping system so I can point an show my team mate where something is rather than just clicking on the map and adding a waypoint thanks I will be playing more and give more feedback as I find it Weapon accuracy Being killed around a corner
  3. Hi there! My team and I are currently working on a logistics mod, which will add vehicles capable of moving containers, tanks etc. To do this, we need som help with the models, or even a modeller, since neither of us are good at that part. We can take care of the scripting, vert-sellections etc. All we need is a model just before the stage of exporting to .p3d. From there, we can take care of the rest. If you are reading this and thinks you want to help us, but do not want to make full models, it would be of great help to us if we could just ask you for advice when we need it. Thanks for even reading this, hope you can help!
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