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  1. Operation Crusader KP Liberation, Lythium - What is Liberation - Liberation is a long term scripted, Dynamic mission made for large communities to play, the military composition of both forces is relatively the same including Air, Artillery, Armored, and Wheeled assets. All are worth a certain amount of resources, and some have to be unlocked through the capture of military bases. The Resources are Supplies, Ammunition, and Fuel. With supplies being the basic building material of everything from AI squads to planes. These can be found randomly through out the map or produced constantly in factories. Factories are randomly assigned a resource at the beginning of the mission which will be that factories starting resource though these can be changed with a small investment. Now away from the complexities of logistics and production, lets discuss the enemy. The enemy is run by a rudimentary commander AI which will try to push the players back and cut them off from resources and assets A.K.A factories and military bases. The commander's awareness or more aptly named 'Readiness' to attack you is based off of a percent. which increase as you gain ground, kill units, also is drastically increased when you killed surrendered units. Readiness will actually dictate what units spawn in and assets the enemy utilizes against you, while secondly how willing he is to retaliate against you after you push him out of an objective. Enemy battle-groups won't just halt after taking one objective from you, they will try to steam roll your lines and continue to take the next closest objective. This leads to a massive Tug-a-war gameplay where players gain ground only to be forced back if they don't successfully defend an objective. You can reduce enemy readiness through secondary objective missions, but these cost you Intel a fourth resource. This can only be gained through capturing enemy soldiers or finding Intel in military bases when you attack them. FOB hunts, and Convoy ambushes are the two missions you can use to reduce enemy readiness. Lastly, the battle-zone is not barren and filled with only enemies and buildings only useful for being destroyed by heavy assets, Civilians are a factor and civilian happiness is a major player in the speed and smoothness of your progression. Buildings in City and village objective zones that are destroyed will impact the population's opinion of you. with the most negative score coming from dead civilians, if unhappiness grows the civilians will plant IEDs and even aid your enemy in defending civilian objectives. Raiding your supply convoys and making a muck of everything. But if they are happy they will provide civilian informants and even show up in battles and attack Opfor. - mission info - The mission file has been edited and mods added that make certain aspects of the game more realistic, VCOM and ASR-AI will give the soldiers more realistic flanking and suppression actions, grenades will be thrown at you, and any building you hide in will be breached and cleared by enemy AI. They are aggressive and will act as Hunter Killer AI, seeking and destroying any players in their defense zone once they are alerted to your existence. ADV Splint and CPR overhauls Ace medical to make medics more important and broken limbs are an easy fix. The CPR mod allows players to use ACE Revive with out PAKs enabled. All players can revive with CPR certain classes though have a higher chance to revive a player. Epie now increases the revive chance. A suppression mod adds a RO2 style suppression system and immersion adds FX and screen effects when firing, or others fire near you, a slew of minor ace modifications are made to give a balanced experience and keep players from instantly being put into a revive state by just being sneezed on. FX and Sound mods are included in the mod-list. Players have US RHS Assets and 3CB assets. with the enemy being Takistani Nation Army from 3CB Factions. - Rules - No Team killing, this goes without saying but it still has to be put up here. Do Not Suicide/Respawn due to broken legs/Revive state just because you don't have a medic 2 feet from you, part of the medic's job is to try to save his teammates not to be mothballed by the Respawn button. Always ask your Squad Lead or Commander if you wish to use an asset, they cost resources and are not one person's but the team's resources and time. Following the last rule, your Squad Lead can ask the commander for an asset, if the commander says NO, it means NO. his goes for Squad Leads and players asking their Leads to make additional requests. Play your role, if you choose to be a medic be a medic. Not a Sniper, MAT, EOD, Medic Thing. We have slots for a reason they are named for a reason and have medic and engineer perms for a reason. An Addendum to the Previous rule, Play roles you know. I want this mission to be a place to learn at the same time I want people to semi know what they are doing, so if you are learning a new role please pair up with a competent player who can teach you. This heavily leans toward Medics, Squad Leads, and Pilots. Explosives being used in civilian areas are frowned upon, ROs/JTACs be very mindful of weaponry you request near civilian objectives, and where it is being dropped. Engineers, Demo charges are not viable building clearing tools in Urban areas. Lastly, Do not use gunfire and explosives as IED removal, defuse kits and engineers are suppose to clear the path for Men and Vics in streets. - Final Notes - Serious Fun is the name of the game here, you can have fun and joke around, laugh at the funny things Arma does, but you have to know how to flip the switch and get your head in the game. The people that will enjoy this will be those who don't care if an assault was a success or a failure but will learn from their mistakes and even move forward to correct themselves before others. In this game mode mistakes follow you and actions have net Positive and Negative outcomes that should be looked at, I want players to think before they act. The Three things I want to see during these game sessions if they ever get big enough to fill out the mission is Teamwork, Maturity, and Integrity. With a Quality over Quantity mindset. Modset: https://www.dropbox.com/s/ox3un4fvv923z27/Arma 3 Mod Preset Liberation V1.html?dl=0
  2. Verlich

    Arma 3 Liberation

    Moving on with the campaign, following the skirmish in the Capital near the Northern Airfield, The plain moving forward is to encircle and seize the Airfield cutting off lines of communication while securing our own supply lines. The current Assists in play are wheeled Vics and Light Air Assault assets, Capitals are filled with the largest assets the enemy can wield. This is why we are going to be taking everything around the major Metropolitan area before pushing into the city and getting bogged down in a long street to street fight.
  3. I'm going to be hosting an Arma 3 Liberation game, you can reference the liked forum posts for mod-set import and info on the game mode, and I'll be on an hour or so before to help with mods and orientation to the mission. See you guys on the Battlefield! -Verlich
  4. This will be a session at a specific time to gather numbers for a larger play session. We shall gather in the temp room, slot up as needed and go and start taking as much as we can in! There is no specific end time and we will continue going until interest dwindles or first main happens. You can leave and join as you please, just make sure to arrange a replacement for your role if it is important. You will need the modpack (only 2 small mods over stuff you won't have from FK): Steam Collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1381456221 Preset File: http://bit.ly/LibAlRayak If you have any questions feel free to ask!
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