ChDKZ forces are on the rise. The current CDF are in shambles. Chedaki are hunting for the remaining officers of the CDF. US forces hadn't gotten involve yet, but they're discussing about strategies called "Operation Harvest Red" but have yet to vote on whether to get involve in Chernarus or not. Currently, Chedaki haven't had too much backing from Kremlin yet, but are great strides in slaughtering the CDF loyalists. Chedaki shall make Chernarus great again.
Many of the scattered CDF and Chernarussians are arming themselves up with whatever armor vehicles and weapons they've obtained from CDF in order to make a counter offense back against the ChDKZ. There are civilians among the ranks providing homes for former CDF and current NAPA fighters and have taken up arms themselves to resist against Chedaki.
Chedaki will leave no NAPA, CDF, or Chernarus loyalist alive.
Drive into Solnichniy on armed UAZ and take out any NAPA fighters, CDF soldiers, and civilians (who are all armed including school teachers with an RPG) in the vicinity. There are a few armored vehicles and trucks. They are empty, but will be boarded once the alarm rings. You can steal them if they aren't boarded yet (includes a BMP, BTR, and 2 SPG trucks).
So Home Unlimited 1 is pretty old. If it still works I'm pretty surprise (I guess there are areas that work and areas that might be broken).
I'll have this post out for any feedback and suggestion before I get around to Home Unlimited 2 (I'm planning probably towards the fall/winter since work is pretty busy at the moment and I'll be out of town at the end of the month.
Please leave some feedbacks on what'd you like to see or any ideas.
The spawn type and spawn range I will probably ditch and utilize sets of preplaced map makers instead (since calculating a random central spawn location is buggy and can kill the enemies if they're spawn in a location where they clip inside a rock or something). The map makers would include a central location of town (maybe put players in a random building around there and then multiple markers outside of the town where enemy spawn and move in. No more set the range in parameters and have them preplaced so it's not buggy.
Amount of enemies (amount of enemy infantry). I might keep this and have this as amount of enemy infantry per wave or total enemy after all waves. Should I have this or have some kind of number as a force strength (which is probably harder to calculate or wonder what it means). I'm leaning towards per wave right now.
Amount of enemy vehicles (overall after all waves): Since a feedback that we want some vehicles. I think having vehicles divided among a random wave would make it more random on when the vehicles is coming vs send a vehicle after every wave which I think is a bit insane and predictable at the same time. I'm thinking I'd just have light vehicles with a mounted MG and nothing more.
Amount of suicide car bombs (must select an insane enemy faction): After all waves so same as above.
Amount of suicide bombers (must select an insane enemy faction): After all waves since so we can wonder when an infantry without a gun (but wears a vest) start rushing towards you (and have a suicide bomb). Gets to close to a player and kaboom. If you kill him before he gets close you're fine.
Amount of enemy waves. Divide this by the total time before the last wave and start spawning enemies.
Player Faction (default probably civilian): You start off with nothing much really. Go loot some houses. You could start off as some soldiers or whatnot as well and start with better equipment.
Enemy Faction (default: a bunch of crazy murderers because that's the original): but you can have a tyrannical government army, tyrant police force, ISIS, etc. I'll probably have a handful and they'll have different uniform set or weapon sets.
Player slots for medics. You're going to bleed a lot.
Things I need suggestions on
Loot boxes (just kidding). Random weapon cache around some buildings with weapons. I'd have to randomize what goes in the box here and there so curious on how to handle this. I was wondering if I have some gun porn for find a gun, instead of give the player, maybe have them search some houses for more guns and ammo after some wave of enemies go through. This one might be quite a lot of work depending on how I go about with it. Since I'm thinking of having players spawn at a central location in town instead, I think it'd be nicer to give some more incentive to check out a house rather than go to the closet location.
I don't think I'd want to set a parameter for how many minutes before the final wave. I'm thinking maybe hard code it as last wave of enemies spawn at maybe after 10, 15, or 20 minutes? I'm not sure. I'd definitely not want someone to have this mission set to 1 hour for spawn because it's brutal and you slaughter a lot of AI fast and they slaughter you fast.
I do want to represent all the guns if possible. I think having several factions for players or enemies can help with that. Another option for even more I think is some sort of loot box around houses for extra weapons and ammo. I'm wondering how I should limit that. Should I have a group of certain weapons that a specific group, army, faction, crazy people use, or the old fashion put should we have rifles in parameters. Should we have shotgun in parameters. Should we have pistols in parameters, etc.
Mission Making Approach
Because representing guns and factions can drag and become a pain to maintain (because it's getting tricky to maintain Home Unlimited 1 and no one really uses Massi anymore, I'm just going to stick with CUP and vanilla for factions & weapons. I'm thinking having specific faction set weapon caches with something like (CUP required), might be easier to maintain.
I'm thinking of making all the scripts and whatnot first, then making a mission on VR map first (and then have randomized compositions from various authors around) as a test run, and we get a chance to try people's random compositions too. Once those seems good, I'm probably going to expand to Stratis and Altis and keep updating the mission as I add more towns/buildings/cities or compositions for VR stuff. If the scripts update (new factions, weapon set, etc, then I'll update all the missions).
So after a little bit of work, I have finally put together a TTP document, read, and enjoy.
Quote:So for a while, I've wanted to write something like this. But that already exists, so I'll just settle for addendums for it.
There are a few things I really want to talk about, and I'll possibly add stuff in the future. I'd add something like "I'm not an expert so don't @ me", but I was in the Infantry for 8 years, I'm still a soldier, I have like 4000 hours on ArmA 3 and probably close to the same between ArmA 2 and OFP, so I'm about as close to an expert as you're ever going to get.
Contents
Friendly Fire/Firing through friendlies
Bounding/Combat Movement/Cover
Medical procedure
Picking up weapons.
Command and Control
Tanks
Friendly Fire
This has been happening a lot. Like a lot, a lot. Essentially, its a discipline issue. Don't shoot unless you are 100% sure its the enemy. In a choice between shooting a friendly and getting shot by an enemy, I'll get shot by an enemy first. If you are properly positioned to engage the enemy, then you should have cover you can duck back into if you hesitate and it turns out to be enemy anyway. I get that sometimes we are in fairly similar outfits to the enemy, but then it means you need to sort your situational awareness out. Ask the team leader where friendlies are if you don't know where they are. Don't shoot unless you are 100% certain. If you have to, get a second opinion. If we the scenario permits it, and we have lasers on and the enemy clearly doesn't, then don't shoot the dudes with the lasers.
As a sub subject on this, firing through/over friendlies. No, don't do it. I am guilty of this as well, and I need to get better at it. When you get into a fight, get on a line with your friendlies. If there are friendlies within the centre half of your screen, don't fire. Don't take that opportunity to fire over someone's shoulder, because they'll step into it. Gunfights are done from linear formations, otherwise friendly fire happens.
And one last thing on this section, if you are passing friendlies, pass behind them. It is your responsibility to stay out of others line of fire. If you absolutely have to go in front of friendlies, tell them about it. Just a call of "Coming through" on local is enough, just remember tunnel vision is a thing and you might not get friendly fired.
So in summary:
Don't fucking shoot unless you know they are enemy.
If you aren't sure, take the risk and wait until you are sure. If you get shot because of it, remember that you didn't ruin someone else's night.
Bounding/Combat Movement/Cover
Bounding is a thing we don't do nearly enough. It should be something as simple as the team leader saying "bound by colour teams" and it should happen. One team stays in position, and tells the other team "covering" or something the like, and the other team bounds to the next bit of cover, where they tell the first team "covering". The bounds can be as long or as short as you feel necessary. You can scale it up as far you need to. If you need to, it can be done in pairs, or between squads.
Combat Movement. Really, there should be 2 sorts of combat movement. Move to, and At All Costs. At All Costs is the standard ArmA multiplayer movement, you go there and try and force your way there no matter what, and its what we generally use everywhere. However, the default should just be Move to I totally need a better name for this). Under Move to, if you come under fire, then you should stop, move into cover at your position, or back up the route, and then work out what is happening. If the opponent is something you can fight through, say a single AI rifleman, then you can fight through it (probably by bounding. If however, any time anyone sticks a nose out they get suppressed, then you should withdraw and find another route. Now this has happened a few times recently, but the most of the time, we just bull through. In reality, infantry combat is 2 sets of soldiers suppressing one another, trying to find a route that is unguarded so they can get close to the enemy, or get to their objective. Our nights tend to go pretty well when we do this, but we don't do it often enough.
Also, if you are defending a position, and you get completely suppressed, then your next choice should be to withdraw to another position. There is no point staying in a position where you are just going to get killed.
Also SMOKE. Smoke everywhere when you need to withdraw, or assault. Finally, Cover. Use it, but also when we stop, take whatever cover we have. Rocks, trees, the ground itself, don't just stand in the open.
Medical procedure
If you aren't a medic, then don't crowd round a casualty. The closest person who can reach should go, pull the wounded into some form of cover, and then provide first aid until a medic arrives. Everyone else should fight. If you are the last person, and everyone else is down, don't go to help people, you keep fighting. Unless they are lucky, those who are down are already dead, don't join them. If you manage to not join them until help arrive, they may survive. The first part of combat medicine is winning the fight. As the person first aiding someone, all you need to do is stop any bleeding and give them a heart rate, if they aren't bleeding but their heart is going, then you can leave them for a medic. It might be worth marking them with a light stick if its night.
Picking up weapons
Unless your commander says yes, don't do it. I cam across a G3 and 8 magazines on a mission the other night. Someone, who had a full combat load, decided they needed to pick up an AK. You don't just leave your rifle lying around on a battlefield because you wanted something better. You only pick up another rifle if you are out, or you are armed with something like a pistol or Mac-10. The mission maker chose those weapons for a reason, and frequently it helps with IFF. In the same mission I watched someone gun down 2 friendlies who were armed with enemy weapons.
If you start with G3s, but fancy an AK, then so help you god you'd best have less than 20 rounds left for that G3 when you pick it up.
On a somewhat related note. The missions give you a shitload of ammo, start using it. That 200 rounds of 5.56 is doing exactly zero good in your magazines, and if you run out, either someone else has more to share with you, theres a resupply point, or there is plenty of ammunition lying around. And even a miss helps, as the AI definitely get suppressed. Even if you can't see the target, shoot in the general direction everyone else is shooting. It helps. Your guns have automatic, use it! What are you saving that ammo for, Christmas?
Command and Control
If you need to, nominate a pointman and also a second in command. There's no point getting overwhelmed if there's 7 other people you can drop tasks onto.
Also, I have started trying to be more mission command focused. I like to tell my team leaders what I am hoping to achieve and a vague outline of how to do it, if you have a suggestion on how better to do it, then go for it. If I want to destroy a position, then alpha and bravo are good to work together independent of me to decide one is suppressing while the other flanks. If one of the AFVs decides to move through the breach in the minefield to help hold the bridgehead and provide cover for the infantry, go ahead. The commander shouldn't be almighty all the time.
Tanks
Overpressure is a thing, the main weapon should be held under strict control whenever infantry are near. Also, don't take cover behind or near the tank without letting the commander know. The first thing a tank crew does when taking fire is full reverse, and if you're there, you have nobody to blame but yourserf. I did have something else but I don't remember right now.
UKSF to covertly insert via Zodiac and eliminate any targets of interest.
Important Note - this mission can be played for one or more objectives, depending on player numbers.
The Tanoan Government have asked for assistance to disrupt and even destroy a small Drug Cartel that has effectively seized control of the small island of Lijnhaven. UKSF have been tasked with selecting targets of opportunity and eliminating them.
Destroy the targets you select and then withdraw.
The identified targets of opportunity are as follows
Cartel Boss
Suspected Weapons Cache
Drug Smuggling Planes
Cartel radio mast
Drug Factory
JSOC drones are available if desired, as well as Artillery support.
UKSF will covertly insert via zodiac. The Cartel radio mast will likely have a generator that can be destroyed. The drug factory will likely have one or more large white fake fuel tanks which are to be destroyed.
UKSF to covertly insert via Zodiac and eliminate any targets of interest.
Important Note - this mission can be played for one or more objectives, depending on player numbers.
The Tanoan Government have asked for assistance to disrupt and even destroy a small Drug Cartel that has effectively seized control of the small island of Tuvanaka. UKSF have been tasked with selecting targets of opportunity and eliminating them.
Destroy the targets you select and then withdraw.
The identified targets of opportunity are as follows
Cartel Boss
Paramilitary Training Camp
Drug Smuggling Planes
Cartel radio mast
Drug Factory
JSOC drones are available if desired, as well as Artillery support.
UKSF will covertly insert via zodiac. The Cartel radio mast will likely have a generator that can be destroyed. The drug factory will likely have one or more large white fake fuel tanks which are to be destroyed.
UKSF to covertly insert via JSOC Helo and take out and destroy the rebel weapons cache and problematic mortar teams.
Recently well-trained rebels have become a problem. An important weapon cache and base (a disused FOB) has been discovered thanks to recent intelligence, their location is an old FOB. UKSF assisted by JSOC has been tasked to destroy this FOB, weapons cache and all of the nearby enemy forces.
Additionally, there has been an increase in rebel mortar fire. Find and destroy the mortar teams.
Finally and importantly, we understand two local village elders are being held captive in the old FOB, should they perish we will have considerably larger problems winning hearts and minds. Ensure they survive.
JSOC drones are available to help map a safe insertion path to the objective to the old FOB If need be, destroy any AAA deemed a threat.
UKSF will then insert via Helo by flying NOE and rapidly eliminate the Rebel forces. JSOC drones/helos can provide continued presence providing intel and if required additional CAS.
A motorised US Army Mortar team is available to provide support either directly via GMG or indirectly via 81mm Mortar. They will start nearer the border from a NATO FOB.
CSAT decided to purchase their dreams of having Nuclear capability. They tell the world it's for energy purposes but their direct threat on us, leaves us no other option but to do everything we can to sabotage those plans.
SF team deployed behind enemy lines are tasked to cause damage to the production facility in any way possible:
Mission objectives -
1. Disable surveillance cameras to prevent reinforcement.
2. Plant explosives on the pipe lines to disable gas transfer to the faciiliy
3. Overload servers inside the compound itself