Warfare/1.1/Issues – ArmA: Armed Assault
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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. | 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== | ==Countermeasure Flares== | ||
==Airlift upgrade== | ==Airlift upgrade== | ||
* | *Everything except MHQ and MBT's | ||
==New | ==New structures== | ||
*Base flag, max 3 deployed. Deployed by MHQ or Command APC. | *Base flag, max 3 deployed. Deployed by MHQ or Command APC | ||
==Victory condition | *Radar tower: | ||
*from destruction of MHQ and surrounding factories 300m to capturing any one of the enemy Base Flag | **Avail after radar upgrade | ||
**Builds ECM HUMMV/UAZ and Recon trucks. Range 1km | |||
**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 | |||
*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) | |||
==Victory condition== | |||
*Change from destruction of MHQ and surrounding factories 300m to: | |||
**capturing any one of the enemy Base Flag | |||
**must hold for 30 seconds countdown. | |||
*No more artillery wins | |||
==Paradrop/HALO upgrade== | ==Paradrop/HALO upgrade== | ||
*DC-3 shows up in airspace over marked map location deploying your troops using Fast Travel script | *DC-3 shows up in airspace over marked map location deploying your troops using Fast Travel script | ||
==Medical upgrade== | ==Medical upgrade== | ||
*Medical vehicles builds large Mash and medics | *Medical vehicles builds large Mash and medics | ||
==Support upgrade== | ==Support upgrade== | ||
*Support APC from light fact to unflip vehicle | *Support APC from light fact to unflip vehicle | ||
*Option to hitch damaged vehicle and move via towing | |||
==Aircraft Ammo upgrade== | ==Aircraft Ammo upgrade== | ||
*(AT (default 1.25km range) | *(AT (default 1.25km range) | ||
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*LGB | *LGB | ||
*Cluster (+50% area LGB) | *Cluster (+50% area LGB) | ||
* | *Thermobaric (+50% dmg LGB) | ||
*Nuke | *Nuke | ||
==Airstrike upgrade== | ==Airstrike upgrade== | ||
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*Cluster bomb vs Armor | *Cluster bomb vs Armor | ||
*Napalm | *Napalm | ||
* | *Bomblet minefield vs personel only | ||
*Need radio as equipment | *Need radio as equipment | ||
*UAV Laser Designator | *UAV Laser Designator | ||
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*AA tanks unlockable by AT lock on missiles | *AA tanks unlockable by AT lock on missiles | ||
==Artillery upgrade== | ==Artillery upgrade== | ||
* | *Chemical | ||
* | *Nuclear | ||
* | *Thermobaric +50% damage radius | ||
*GPS +1km range | *GPS +1km range | ||
* | *Bunker-buster +25 damage per round | ||
* | *Smoke+illumination | ||
==Nuke upgrade== | ==Nuke upgrade== | ||
* | *Allows artillery and aircraft ammo upgrade | ||
*MHQ and spawn flag immune | *MHQ and spawn flag immune | ||
==Radar upgrade== | ==Radar upgrade== | ||
* | *Enemy aircraft | ||
* | *Artillery detection map grid coord. Eg "enemy artillery detected @ E6". Levels I-V | ||
==ECM upgrade== | ==ECM upgrade== | ||
* | *level I gets you ECM HUMMV/UAZ | ||
*levels I - V, 100m radius. 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max. works on satchel detonators) No targets inside radius can be locked on by AA or AT missiles. Alternate is to build Radar obscuring smoke generating HUMMV/UAZ vehicles, as seen on "Futureweapons" | |||
==Boat dock== | ==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== | ==Minimum build distance from MHQ to town supply depot 500m== | ||
* | *upgrade option to 500m? default 1km away | ||
==Minimum supply truck reload time for supplies== | ==Minimum supply truck reload time for supplies== | ||
*2 min. | *2 min. | ||
==Decrease kill reward by 90%== | ==Decrease kill reward by 90%== | ||
*''' | *'''ADDRESSED IN 1.1''' | ||
*eg $45 for killing a M113, not $450. | *eg $45 for killing a M113, not $450. | ||
==Maximum number of Barracks and Light veh Fact.== | ==Maximum number of Barracks and Light veh Fact.== | ||
*5 total | *5 total | ||
* | *Build strategies here for this, [[ArmA_Warfare/1.1/Issues#Maximum_number_of_dock.2C_Heavy_veh_and_Air_Fact|this]] and [[ArmA_Warfare/1.1/Issues#Maximum_number_of_Radar_towers.2C_Helipad.2C_Command_bunker|this]] point | ||
==Maximum number of dock, Heavy veh and Air Fact== | |||
==Maximum number of dock, Heavy veh and Air Fact | |||
*3 total | *3 total | ||
==Maximum number of Radar towers, Helipad, Command bunker | ==Maximum number of Radar towers, Helipad, Command bunker== | ||
*3 total | *3 total | ||
==Vote on commander default== | ==Vote on commander default== | ||
*0 ai, 0 player: default lowest ping player = 1 | *0 ai, 0 player: default lowest ping player = 1 | ||
==Vote on viewdistance== | ==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== | ==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 x100 per 2 min | *Side with lower total gets funds equal to difference x100 per 2 min | ||
==Each player can order ai through the town supply depot or command APC== | ==Each player can order ai through the town supply depot or command APC== | ||
*Units must fast travel to the player's town position or command APC | *Units must fast travel to the player's town position or command APC | ||
*Simpler system would be to allow non-truck vehicles to have radio access to AI production | *Simpler system would be to allow non-truck vehicles to have radio access to AI production | ||
==Commander build macro for defensive structures== | ==Commander build macro for defensive structures== | ||
*2-4 defensive structures built simultaneously. Eg. 2xAA mount and GL, 2xAT + MG nest... 4 MG nests facing NSEW... | *2-4 defensive structures built simultaneously. Eg. 2xAA mount and GL, 2xAT + MG nest... 4 MG nests facing NSEW... | ||
==Commander build macro for AA and Armor== | ==Commander build macro for AA and Armor== | ||
*@ 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up | *@ 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up | ||
==Command APC, not MHQ== | ==Command APC, not MHQ== | ||
*Allows fast travel at $500 from nearest town | *Allows fast travel at $500 from nearest town | ||
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*Allows troops only via fast travel | *Allows troops only via fast travel | ||
*Deploys mortars, not cannons. | *Deploys mortars, not cannons. | ||
==Remove lock-on land veh for AA missiles (abused in earlier CTI's) | ==Remove lock-on land veh for AA missiles== | ||
*(abused in earlier CTI's) | |||
==Option to convert ammo truck to ammo crate== | ==Option to convert ammo truck to ammo crate== | ||
*Crate contains; | *Crate contains; | ||
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*Time counter when in use (slow rate, money charge when meter on, like $4 a gallon for 50 bullets/1xTOW... : P ) | *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). | *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 | ==Camo netting covered sandbag defense== | ||
*Person size (observation post) | |||
*Veh size (front view only) | |||
==New vehicle, Light Fact== | ==New vehicle, Light Fact== | ||
*4x4 Civillian with build option for cammo netting only (SAS/SF observation post) | *4x4 Civillian with build option for cammo netting only (SAS/SF observation post) | ||
==U shaped dirt wall defense, veh size (tank bunker)== | ==U shaped dirt wall defense, veh size (tank bunker)== | ||
==Tree shaped watchtower/large rock duckblind/telephone pole platform== | ==Tree shaped watchtower/large rock duckblind/telephone pole platform== | ||
* | *For AA spotters and snipers on artificially higher ground. | ||
==Bush shaped "duck blind"== | ==Bush shaped "duck blind"== | ||
* | *For snipers | ||
==Commander only can build attack helos (Cobra/Kamov/Hind/Apache)== | ==Commander only can build attack helos (Cobra/Kamov/Hind/Apache)== | ||
*4 limit per side. | *4 limit per side. | ||
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*Decoys for Radar detection. | *Decoys for Radar detection. | ||
==Switching sides will result in screen blanking== | ==Switching sides will result in screen blanking== | ||
* | *Lack of map access | ||
* | *Banana room penalty box | ||
*Teleported to corner of map | *Teleported to corner of map | ||
* | *No action menu access | ||
* | *No "T" option | ||
==Ranges== | ==Ranges== | ||
*Mortar range 1km | *Mortar range 1km | ||
*Cannon range 2km | *Cannon range 2km | ||
==Repair trucks, camps, Command APC, commander/MHQ can deploy mortars== | ==Repair trucks, camps, Command APC, commander/MHQ can deploy mortars== | ||
==Triple the cannon cost== | ==Triple the cannon cost== | ||
*''' | *'''ADDRESSED IN 1.1''' | ||
*increase the reload time 4 times | *increase the reload time 4 times | ||
*Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min) | *Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min) | ||
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*purchased in pallets of 30 round salvos | *purchased in pallets of 30 round salvos | ||
==Ammo pallets== | ==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. | *Ammo pallet disappears when ammo used up. | ||
==AirFact new options== | ==AirFact new options== | ||
*Buy airborne. A-10/Su-34. starts at altitude 600 and is manned by ai | *Buy airborne. A-10/Su-34. starts at altitude 600 and is manned by ai | ||
*Fly off edge of map to rearm/refuel/resupply | |||
*Buy as pilot | |||
*You spawn with aircraft at 600m altitude. | |||
==Release ai units from your control== | ==Release ai units from your control== | ||
*''' | *'''ADDRESSED IN 1.1''' | ||
==New vehicle== | ==New vehicle== | ||
*Light factory: | *Light factory: | ||
**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. | **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. | ||
==New equipment== | ==New equipment== | ||
*Recon truck that deploys and controls UAV for players and commanders | *Recon truck that deploys and controls UAV for players and commanders | ||
*Upgrade by Airstrike upgrade option allows Laser Designator and Hellfire mounts | |||
==Factory construction completed message identifying customer== | ==Factory construction completed message identifying customer== | ||
* | *Ordered vehicle is locked until buyer unlocks | ||
*Lo-jack option to disable vehicle remotely and eject all aboard | *Lo-jack option to disable vehicle remotely and eject all aboard | ||
==New equipment== | ==New equipment== | ||
*Transport truck with hitch, transport troops, static defenses, artillery around map. | *Transport truck with hitch, transport troops, static defenses, artillery around map. | ||
==Role Missions | ==Role Missions== | ||
*SUPPLY | *Assigned by commander | ||
*REPAIR | *Complete any role mission assigned by commander and receive reward of 500 supply and $2000 cash | ||
*SALVAGE | *SUPPLY | ||
*ANTI-TANK | **Deliver supplies to 10 towns or 10 mortar/artillery ammo pallets to artillery at least 500m distance away (fast travel resets counter) | ||
*SNIPER | *REPAIR | ||
*ARMOR | **15 damaged vehicles (with more than 50% damage or immobile) | ||
*ARTILLERY | *SALVAGE | ||
*ANTI-AIRCRAFT | **20 vehicles | ||
*RECON | *ANTI-TANK | ||
*SPECIAL FORCES | **12 Tanks (BMP/Shilka/Stryker/Vulcan/non-tank vehicles counts as 0.5) | ||
*PILOT | *SNIPER | ||
*MARITIME | **30 soldiers | ||
*MEDIC | *ARMOR | ||
*TRANSPORT | **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== | ==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 | *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== | ==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 | *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 | |||
==Vehicle option to see who is the owner== | ==Vehicle option to see who is the owner== | ||
*Owner has keys to lock/unlock vehicle | *Owner has keys to lock/unlock vehicle | ||
==If you lose an AI under your command, or lose a vehicle you're driving/flying, your bank balance is reduced also a %. (ouch) | ==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== | ||
*"Gear" option at town camps not available until town is supplied by a friendly supply truck | *"Gear" option at town camps not available until town is supplied by a friendly supply truck | ||
*Remove artillery option | *Remove artillery option | ||
*Add mortar option | *Add mortar option | ||
== | ==AA missiles minimum range== | ||
==Increase AA tank range | * 600m. Max range at 4Km | ||
==Increase AA tank range== | |||
* 2Km | |||
==Introduce 20 sec delay to Vikhr lock-on== | ==Introduce 20 sec delay to Vikhr lock-on== | ||
*Add pulsing locking tone during 20 seconds, and solid tone for lockon with diamon lock HUD | *Add pulsing locking tone during 20 seconds, and solid tone for lockon with diamon lock HUD | ||
==Salvage truck== | ==Salvage truck== | ||
* | *Option to salvage abandoned, damaged, stuck vehicles, not just destroyed hulks | ||
**Will help clean up stuck supply/salvage truck traffic jams | |||
=Bugs= | =Bugs= | ||
==JIP== | ==JIP== | ||
*'''FIXED IN 1.1''' correctly identifies status of camps and Town Supply depots. | *'''FIXED IN 1.1''' correctly identifies status of camps and Town Supply depots. |
Revision as of 10:13, 24 June 2008
Add a bug/wish using this schema in your edit
==it's broken!== *fix it :+1 yes it is! ~~~~
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The +/-1 for mimic a vote template like in other wikis.
The : is for clean indent.
Wishes
(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
Airlift upgrade
- Everything except MHQ and MBT's
New structures
- Base flag, max 3 deployed. Deployed by MHQ or Command APC
- Radar tower:
- Avail after radar upgrade
- Builds ECM HUMMV/UAZ and Recon trucks. Range 1km
- 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
- 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
- Pay is issued to the bank, and you must withdraw from the Bank to cash on hand to purchase units
- 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)
Victory condition
- Change from destruction of MHQ and surrounding factories 300m to:
- capturing any one of the enemy Base Flag
- must hold for 30 seconds countdown.
- No more artillery wins
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 medics
Support upgrade
- Support APC from light fact to unflip vehicle
- Option to hitch damaged vehicle and move via towing
Aircraft Ammo upgrade
- (AT (default 1.25km range)
- +250m AT range(max 2.5km)
- LGB
- Cluster (+50% area LGB)
- Thermobaric (+50% dmg LGB)
- Nuke
Airstrike upgrade
- precision AT strike
- Cluster bomb vs Armor
- Napalm
- Bomblet minefield vs personel only
- Need radio as equipment
- UAV Laser Designator
- UAV 2xHellfire
AA upgrade
- AA Stryker/BRDM
- default 1.25km range on ALL AA, +250m range, max 2.5km range
- AA tanks unlockable by AT lock on missiles
Artillery upgrade
- Chemical
- Nuclear
- Thermobaric +50% damage radius
- GPS +1km range
- Bunker-buster +25 damage per round
- Smoke+illumination
Nuke upgrade
- Allows artillery and aircraft ammo upgrade
- MHQ and spawn flag immune
Radar upgrade
- Enemy aircraft
- Artillery detection map grid coord. Eg "enemy artillery detected @ E6". Levels I-V
ECM upgrade
- level I gets you ECM HUMMV/UAZ
- levels I - V, 100m radius. 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max. works on satchel detonators) No targets inside radius can be locked on by AA or AT missiles. Alternate is to build Radar obscuring smoke generating HUMMV/UAZ vehicles, as seen on "Futureweapons"
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.
Maximum number of dock, Heavy veh and Air Fact
- 3 total
Maximum number of Radar towers, Helipad, Command bunker
- 3 total
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 x100 per 2 min
Each player can order ai through the town supply depot or command APC
- Units must fast travel to the player's town position or command APC
- Simpler system would be to allow non-truck vehicles to have radio access to AI production
Commander build macro for defensive structures
- 2-4 defensive structures built simultaneously. Eg. 2xAA mount and GL, 2xAT + MG nest... 4 MG nests facing NSEW...
Commander build macro for AA and Armor
- @ 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up
Command APC, not MHQ
- Allows fast travel at $500 from nearest town
- Allows Gear option
- Allows troops only via fast travel
- Deploys mortars, not cannons.
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)
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.
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
- Lack of map access
- Banana room penalty box
- Teleported to corner of map
- No action menu access
- No "T" option
Ranges
- Mortar range 1km
- Cannon range 2km
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. A-10/Su-34. starts at altitude 600 and is manned by ai
- Fly off edge of map to rearm/refuel/resupply
- Buy as pilot
- You spawn with aircraft at 600m altitude.
Release ai units from your control
- ADDRESSED IN 1.1
New vehicle
- Light factory:
- 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.
New equipment
- Recon truck that deploys and controls UAV for players and commanders
- Upgrade by Airstrike upgrade option allows Laser Designator and Hellfire mounts
Factory construction completed message identifying customer
- Ordered vehicle is locked until buyer unlocks
- Lo-jack option to disable vehicle remotely and eject all aboard
New equipment
- Transport truck with hitch, transport troops, static defenses, artillery around map.
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
Vehicle option to see who is the owner
- Owner has keys to lock/unlock vehicle
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
AA missiles minimum range
- 600m. Max range at 4Km
Increase AA tank range
- 2Km
Introduce 20 sec delay to Vikhr lock-on
- Add pulsing locking tone during 20 seconds, and solid tone for lockon with diamon 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
Bugs
JIP
- FIXED IN 1.1 correctly identifies status of camps and Town Supply depots.