Warfare/1.1/Issues – ArmA: Armed Assault

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**Option A: WACO behavior so building at camps not possible unless town SV is raised to 20/50/120
**Option A: WACO behavior so building at camps not possible unless town SV is raised to 20/50/120
**Option B: Economy. Each wall built increases cost for next wall
**Option B: Economy. Each wall built increases cost for next wall
**Option C: Limits; maximum of 30 walls for the entire map.
**Option C: Limits; maximum of 30 walls for each side.


==Victory Conditions==
==Victory Conditions==

Revision as of 07:08, 18 December 2008

<<ArmA Warfare/1.1

Add a bug/wish using this schema in your edit

==it's broken!==
*fix it
:+1 yes it is! ~~~~

(two = per side and four ~ at the end)
The +/-1 for mimic a vote template like in other wikis.
The : is for clean indent.

Bugs

Gear

  • Laser marker in rocket launcher slot

Non player controlled AI in AA pods

Discussion>>

  • They don't fire at targets

JIP

  • FIXED IN 1.1 correctly identifies status of camps and Town Supply depots.
-1 seems to show only your side structures, not the enemy's. to verify. alef 17:33, 24 June 2008 (CEST)

Wishes

Discussion>>
(Copied over from the BIS forum section "Warfare" under the topic "Warfare 1.0" section at the request of Alef) There's always room for more "versions" of CTI. I'd say give MM two weeks well deserved holiday then hit him up for some addition features.

Countermeasure Flares

  • for aircraft and helicopters. Limit of 3, and 10 seconds to reset per discharge.

New structures

Base flag

  • max 3 deployed
  • Deployed by MHQ or Command APC
  • If any one of these flags is captured by the enemy, this side loses (90seconds to capture)

Radar tower

  • Avail after radar upgrade
  • Range 1km at start. Upgradeable to 6km in 1km steps on Aircraft detection (does not detect aircraft below 50m)
  • Builds ECM HUMMV/UAZ and Recon trucks.
  • Commander buys troops and veh for human players here.
  • AI units must be able to Fast Travel to the town supply depot closest to your position, and fast travel costs must be paid by cash on hand prior to departure.
  • reports approximate (large map grid) location of incoming artillery source.

Payroll Vault/Bank

  • Pay is issued to the bank, and you must withdraw from the Bank to cash on hand to purchase units
    • Damage to the structure means monetary loss to your account
  • A friendly town supply depot can deposit only your cash on hand, but you cannot withdraw money from it
  • Cash on hand needed for Supply depot menu (rearm/refuel/repair/jeep/motorcycle), fast travel costs, AI fast travel costs
  • When you die/respawn, you lose your cash on hand

Helipad and large tent

  • To rearm and refuel (fast rate, costs money, losing tent = loosing resupply ability)
  • Acts like town supply depot

Command Bunker

  • Acts like town supply depot for land vehicles (fast rate, closed roof to avoid abuse, costs money, no wpns)
  • Allows Fast Travel destination option in "T" menu
  • Order troops and vehicles from factories. Must pay for Fast Travel costs with cash on hand before departure.
  • Allows cash deposit, but no withdrawl from player accounts.

Victory condition

  • Change from destruction of MHQ and surrounding factories 300m to:
    • capturing any one of the enemy Base Flag
    • must hold for 90 seconds countdown.
  • No more artillery wins

Upgrades

Airlift

  • Every defensive structure weapon and vehicle except MHQ and MBT's

Paradrop/HALO upgrade

  • DC-3 shows up in airspace over marked map location deploying your troops using Fast Travel script

Medical upgrade

  • Medical vehicles builds large Mash and can order para-jumping medics from Medical M113/BMP

Support upgrade

  • Support APC from light fact to unflip any vehicle
  • Option to hitch damaged vehicle and move via towing

Aircraft Ammo upgrade

  • AT missile (default 1.25km range)
  • +250m AT range (max 2.5km)
  • LGB
  • Cluster (+50% area LGB)
  • Thermobaric (+50% dmg LGB)
  • Nuke

Airstrike upgrade

  • Need radio as equipment
  • precision AT strike
  • Cluster bomb vs Armor
  • Napalm vs infantry and folliage/vegetation.
  • Bomblet minefield vs infantry only
  • UAV Laser Designator
  • UAV 2 x Hellfire/Vikhr

AA upgrade

  • AA Stryker/BRDM armed with 8 AA missiles (1 set of reloads)
  • default 2km range on AA weapons, +250m range, max 4km range
  • Chromatic Thermal shielding; AA tanks unlockable by AT lock on missiles

Artillery upgrade

  • Chemical vs infantry
  • Nuclear
  • Thermobaric +50% damage radius
  • Range +1km (max 5 levels)
  • GPS +1km range (artillery only up to +3km)
  • Bunker-buster +25 damage per round
  • Smoke + Illumination

Nuke upgrade

  • Allows artillery and aircraft ammo upgrade
  • MHQ and Command APC immune

Radar upgrade

  • Enemy aircraft detection starting at 1km range.
  • Upgrade Levels I-V. Each level increases range by 1km.
  • Artillery detection map grid coord. Eg "enemy artillery detected @ E6".

ECM upgrade

  • level I gets you ECM HUMMV/UAZ built at Radar tower. default 100m radius effect. 30m altitude.
  • No targets inside radius can be locked on by AA or AT missiles.
  • Upgrade levels I - V
  • 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max.
  • works on satchel detonators.
  • Alternate is to build Radar obscuring smoke generating HUMMV/UAZ vehicles, as seen on "Futureweapons"
  • ECM switches off when airlifted

Boat dock

  • CRRC's, upgrade to RHIB, Fast travel option to other docks or coastal town. Dock must be next to water

Minimum build distance from MHQ to town supply depot 500m

  • upgrade option to 500m? default 1km away

Minimum supply truck reload time for supplies

  • 2 min.

Decrease kill reward by 90%

  • ADDRESSED IN 1.1
  • eg $45 for killing a M113, not $450.

Maximum number of Barracks and Light veh Fact.

  • 5 total
  • Build strategies here for this, this and this point

Maximum number of dock, Heavy veh and Air Fact

  • 3 total

Maximum number of Radar towers, Helipad, Command bunker

  • 3 total

Voting

Vote on commander default

  • 0 ai, 0 player: default lowest ping player = 1

Vote on viewdistance

  • Default 1250m, lower setting wins on tie
  • Average setting used from all votes
  • Increments of 250m. max 2.5km.

Vote on max ai controlled by human

  • Each human player max set by commander; default 12 per player
  • Total# on each side compared
  • Side with lower total gets funds equal to difference x50 per minute

Each player can order ai through the town supply depot or command bunker

  • Units must fast travel to the player's town position or command bunker
  • Simpler system would be to allow non-truck vehicles to have radio access to AI production

Commander build macros

Defensive structures

  • 2-4 defensive structures built simultaneously. Eg. 2xAA mount and GL, 2xAT + MG nest... 4 MG nests facing NSEW...

AA and Armor

  • @ 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up

Command APC, not MHQ

  • Respawn point for players
  • Allows fast travel at $500 from nearest town
  • Allows troops only via fast travel
  • Deploys mortars, not cannons
  • Deploys base flags
  • max 3 command APC's

Remove lock-on land veh for AA missiles

  • (abused in earlier CTI's)

Option to convert ammo truck to ammo crate

  • Crate contains;
    • small arms, or missile launcher+ammo
    • fuel truck to fuel cans.
  • Limited supply vs command bunker

Ammo truck, Fuel truck, Repair truck

  • Time counter when in use (slow rate, money charge when meter on, like $4 a gallon for 50 bullets/1xTOW...  : P )
  • Option to convert to structure of equal function (flag for repair, fuel drums for fuel, ammo crate for vehicle wpn ammo).

Camo netting covered sandbag defense

  • Person size (observation post)
  • Veh size (front view only)

New vehicle

Light Fact

  • 4x4 Civillian with build option for cammo netting only (SAS/SF observation post)
  • Tractor or M113/BMP
    • Bulldoze your own factory and construction structures
    • No effect on civillian structures and enemy factories
    • Can affect enemy defensive structures
    • Retrieve 25% original cost of friendly or enemy defensive structures.

U shaped dirt wall defense, veh size (tank bunker)

Tree shaped watchtower/large rock duckblind/telephone pole platform

  • For AA spotters and snipers on artificially higher ground.

Bush shaped "duck blind"

  • For snipers

Commander only can build attack helos (Cobra/Kamov/Hind/Apache)

  • 4 limit per side.

Upon death

  • option to respawn at nearest town camp, MHQ, or Command APC.
  • respawn time is 10 sec + fast travel to player selected town camp, MHQ, or Command APC. Minimum 20 seconds.
  • note that respawn option is not available at base flags or command bunkers

Medical M113/BMP builds MASH tents

  • Upgrade allows Medics to build large MASH tents with healing radius (for veh), and order up AI medics @$2000, which parachutes in.

Fast transport costs money

  • $100 per town per 10 supply point value. prevents supply truck abuse. eg. FT to a 60 supply point town = $600.

New "defense" structure 81mm mortar

  • 3x less accurate than cannons
  • Decoys for Radar detection.

Switching sides will result in screen blanking

Discussion>>

  • Lack of map access
  • Banana room penalty box
  • Teleported to corner of map
  • No action menu access
  • No "T" option

Ranges

  • Mortar range 1km (upgradeable in 1km steps to 6km)
  • Cannon range 2km (upgradeable in 1km steps to 7km, +3km GPS)
  • AA missiles minimum range 600m. Max range at 4Km
  • Increase AA tank range 2Km default minimum
    • This overrides the viewdistance bidding "duel" by vote or commander's upgrades.

Repair trucks, camps, Command APC, commander/MHQ can deploy mortars

Triple the cannon cost

  • ADDRESSED IN 1.1
  • increase the reload time 4 times
  • Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min)

Commander only one able to build cannons

  • 5 cannon limit

Mortar shells

  • each cost $10
  • Cannon shells each cost $50

Cannon and mortar ammo

  • purchased in pallets of 30 round salvos

Ammo pallets

  • Must be delivered from base or town supply depot by supply truck
  • Drops from supply truck when delivered
  • Ammo pallet disappears when ammo used up.

AirFact new options

  • "Buy airborne"; Fixed wing aircraft starts at altitude 600 and is manned by AI.
  • "Buy as pilot"; Fixed wing aircraft starts at 600m altitude with you as pilot.
  • Fly off edge of map to rearm/refuel/resupply, or a fixed location at one map edge.

Release ai units from your control

  • ADDRESSED IN 1.1

New equipment

  • Recon truck that deploys and controls UAV for players and commanders
  • Upgrade by Airstrike upgrade option allows Laser Designator and Hellfire mounts
  • Transport truck with hitch, transport troops, static defenses, artillery around map

Factory construction completed message identifying customer

  • Ordered vehicle is locked until buyer unlocks
  • Lo-jack option to disable vehicle remotely and eject all aboard
  • Vehicle option to see who is the owner
  • Owner has keys to lock/unlock vehicle

Role Missions

  • Assigned by commander
  • Complete any role mission assigned by commander and receive reward of 500 supply and $2000 cash

SUPPLY

  • Deliver supplies to 10 towns or 10 mortar/artillery ammo pallets to artillery at least 500m distance away (fast travel resets counter)

REPAIR

    • 15 damaged vehicles (with more than 50% damage or immobile)

SALVAGE

  • 20 vehicles

ANTI-TANK

    • 12 Tanks (BMP/Shilka/Stryker/Vulcan/non-tank vehicles counts as 0.5)

SNIPER

    • 30 soldiers

ARMOR

    • Kill 15 tanks with a tracked vehicle

ARTILLERY

    • 48 points

ANTI-AIRCRAFT

    • 6 confirmed kills

RECON

    • Spot 36 points for arty/airstrikes
    • Find the enemy MHQ for 9 points

SPECIAL FORCES

    • demo/mine kill 20 points

PILOT

    • 120 points kills with aircraft weapons

MARITIME

    • 15 points kills from RHIB

MEDIC

    • Heal 12 soldiers. para option to medical M113 with medical upgrade for $1000

TRANSPORT

    • move 60 soldiers, 20 static defenses (3), 12 artillery pieces (5), minimum distance 1km (Fast travel resets counter)

Income update

  • A toggle "request balance" in the "T" menu to get your account balance if you're not getting income, and re-cook the script so you get your paycheque
  • Possible splitting of funds like in Sahrani Life to separate cash on hand vs Banked account funds+possible Vault base structure

Commander designated mission/battle town

  • Normal income very low, and when commander designates a town as the current objective, enemy killed or destroyed income is doubled or tripled until town captured
    • Say $10 normally reward for enemy soldier killed, vs $30-$50 per soldier killed when the town is the Commander's designated mission/battle objective

Loss

  • If you lose an AI under your command, or lose a vehicle you're driving/flying, your bank balance is reduced also a %. (ouch)

"Gear" option

  • "Gear" option at town camps not available until town is supplied by a friendly supply truck
  • Remove artillery option
  • Add mortar option

Introduce 20 sec delay to Vikhr lock-on

  • Add pulsing locking tone during 20 seconds, and solid tone for lock-on with diamond lock HUD

Salvage truck

  • Option to salvage abandoned, damaged, stuck vehicles, not just destroyed hulks
    • Will help clean up stuck supply/salvage truck traffic jams
  • Option to salvage weapons and gear from dead bodies. I think a menu command would be best for this, or else it could be abused to strip equipment from alive AI and players!!!

Capturing Towns

  • Capturing the town Supply Depot does not flip all camps to your side.
  • Side with the most camps (over 50.5%) gets a fraction of the supply and monetary awards.
  • Missing 1 camp=50%, missing 2 camps=25%.

Ending

  • Show the reason of the victory in the ending screen (time elapsed, more towns captured)

RBT/BE version

  • You can purchase units away from factory
  • Upgrades to factories possible by commander if a command center is active
  • Commander can upgrade artillery range, unit camera, paratroopers, apc paradrop, satellite camera
  • Command Centers are spawn points and FT points
  • Commanders can order Napalm/Cluster bomb/Carpet bomb/Nuke air strikes on map marker
  • Recycle rates are 2min/2min/3min/4min.
  • Improved aircraft with Napalm/Cluster bomb/24xGBU level bomber
  • UH-60/Mi-17 can airlift, MH-6/AH-6 can airlift trucks and HUMMV/UAZ

Voting for Commander

  • Problem with players not voting for the human commander.
  • reduce the vote success requirement to 3 players, not 50%.

MHQ/Fake MHQ build location

  • make towns with higher supply values have wider radius where you cannot deploy the MHQ/Fake MHQ
  • display the non-build radius for the commander.
  • Cannot build factories/CC within the radius.

FARP Officer

  • Bottom slot player is the FARP officer. Large tents placed by FARP officer for $5000 are spawn points with a 1 km radius
  • Problem with abuse where the player places the tent inside solid buildings, or bottom of tent is not visible, rendering the FARP indestructible

Rearming Kamov/Modified wpn at town bunkers

  • Cannot rearm Hellfire armed Kamov's/Stinger armed Cobras at town bunkers. Only possible with ammo trucks

Improving FPS during full server

  • When FPS drops during full games, decreasing view distance to 600 improves FPS

Hellfire/SA-7/Stinger Ranges

  • AT/AA wpn mounts range at 1.3-1.8, aircraft/helo wpn range at 4.4-5.2km

Wall abuse at camps

  • players will wall up camps blocking access to camps/roads at camps and repair trucks
  • problem with too many structures built, resulting in lag and eventual server crash
    • Option A: WACO behavior so building at camps not possible unless town SV is raised to 20/50/120
    • Option B: Economy. Each wall built increases cost for next wall
    • Option C: Limits; maximum of 30 walls for each side.

Victory Conditions

  • Destroying the MHQ during early game makes for fast games.
    • Option A: MHQ regenerates; Enemy must have 10 towns or 500 supply value to cancel MHQ regeneration
    • Option B: Command Tower or Command bunker, where you must satchel to destroy the spawn point. Impervious to all other wpns.
    • Option C: Must kill the commander to win the game.