Warfare/1.1/Issues – ArmA: Armed Assault

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<<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. Copied over from the BIS forum "Warfare 1.0" topic at the suggestion of Alex; Food for thought.


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.


1--Countermeasure Flares...

2--Airlift upgrade... everything except MHQ and MBT's

3--New structure: Base flag, max 3 deployed. Deployed by MHQ or Command APC.

4--Victory condition change from destruction of MHQ and surrounding factories 300m to capturing any one of the enemy Base Flag. No more artillery wins. Must hold for 30 seconds countdown.

      • 5--JIP correctly identifies status of camps and Town Supply depots.

6--Paradrop/HALO upgrade (DC-3 shows up in airspace over marked map location deploying your troops using Fast Travel script)

7--Medical upgrade: Medical vehicles builds large Mash and medics.

      • 8--Support upgrade; Support APC from light fact to unflip vehicle. Option to hitch damaged vehicle and move via towing.

9-Aircraft Ammo upgrade (AT (default 1.25km range), +250m AT range(max 2.5km), LGB, Cluster (+50% area LGB), thermobaric (+50% dmg LGB), Nuke.)

10-Airstrike upgrade (precision AT strike, Cluster bomb vs Armor, Napalm, bomblet minefield vs personel only. Need radio as equipment. UAV Laser Designator. UAV 2xHellfire.)

11-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)

12-Artillery upgrade (chemical, nuclear, thermobaric +50% damage radius, GPS +1km range, bunker-buster +25 damage per round, smoke+illumination)

13-Nuke upgrade (allows artillery and aircraft ammo upgrade. MHQ and spawn flag immune)

14-Radar upgrade (enemy aircraft, artillery detection map grid coord. Eg "enemy artillery detected @ E6". Levels I-V)

15-New structure: 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.

16-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"

17-Boat dock (CRRC's, upgrade to RHIB, Fast travel option. Must be next to water)

      • 18-Minimum build distance from MHQ to town supply depot 500m

19-Minimum supply truck reload time for supplies; 2 min.

      • 20-Decrease kill reward by 90%. eg $45 for killing a M113, not $450.

21-Maximum 5 total of Barracks and Light veh Fact. (build strategies here for points 21, 22, 23)

22-Maximum 3 total of Heavy veh and Air Fact.

23-Maximum 3 total of Radar towers, Helipad, Command bunker.

24-Vote on commander default 0 ai, 0 player: default lowest ping player = 1

25-Vote on viewdistance; default 1250m, lower setting wins on tie. Average setting used from all votes. Increments of 250m. max 2.5km.

26-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.

27-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.

28-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...

29-Commander build macro for AA and Armor; @ 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up.

30-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.

31-Remove lock-on land veh for AA missiles (abused in earlier CTI's)

32-New Structure; Helipad and large tent - to rearm and refuel (fast rate, costs money, losing tent = loosing resupply ability). Acts like town supply depot.

33-New Structures; Command Bunker - acts like town supply depot for land vehicles (fast rate, closed roof to avoid abuse, costs money, no wpns).

34-Option to convert ammo truck to ammo crate that contains; small arms, or missile launcher+ammo, fuel truck to fuel cans. Limited supply vs command bunker.

35-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).

36-Camo netting covered sandbag defense, person size (observation post)

37-Camo netting covered sandbag defense, veh size (front view only)

38-New vehicle, Light Fact; 4x4 Civillian with build option for cammo netting only (SAS/SF observation post)

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

40-Tree shaped watchtower/large rock duckblind/telephone pole platform for AA spotters and snipers on artificially higher ground.

41-Bush shaped "duck blind" for snipers.

42-Commander only can build attack helos (Cobra/Kamov/Hind/Apache). 4 limit per side.

43-Upon death, option to respawn at nearest town camp, MHQ, or Command APC.

44-Upon death respawn time is 10 sec + fast travel to player selected town camp, MHQ, or Command APC. Minimum 20 seconds.

45-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.

46-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.

47-New "defense" structure 81mm mortar. 3x less accurate than cannons. Decoys for Radar detection.

48-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.

49-Mortar range 1km. Cannon range 2km.

50-Repair trucks, Command APC, commander/MHQ can deploy mortars.

      • 51-Triple the cannon cost, and increase the reload time 4 times. Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min)

52-Commander only one able to build cannons. 5 cannon limit.

53-Mortar shells each cost $10. Cannon shells each cost $50.

54-Cannon and mortar ammo purchased in Blocks of 30 round salvo pallets.

55-Ammo blocks must be delivered from base or town supply depot by supply truck.

56-Ammo Block drops from supply truck when delivered. Ammo block disappears when ammo used up.

57-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.

      • 58-Release ai units from your control.

59-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 structures.

60-New equipment: Recon truck that deploys and controls UAV for players and commanders. Upgrade by Airstrike option allows Laser Designator and Hellfire mounts.

61-Factory construction completed message identifying customer, and ordered vehicle is locked until buyer unlocks. Lo-jack option to disable vehicle remotely and eject all aboard.

62-New equipment; Transport truck with hitch, transport troops, static defenses, artillery around map.

63-Role Missions (assigned by commander);

......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 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 base 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.

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

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

64-Income update. A toggle "request balance" in the "T" menu to get your cash 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 funds+possible Vault base structure)

65-Commander designated Mission/Battle. 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 objective.

66-Vehicle option to see who is the owner. Owner has keys to lock/unlock vehicle.

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

68-Gear option at town camps not available until town is supplied by a friendly supply truck.

69-Introduce minimum range to AA missiles at 600m. Max range at 4Km

70-Increase AA tank range to 2Km.

71-Introduce 20 sec delay to Vikhr lock-on.

72-Salvage truck; option to salvage abandoned, damaged, stuck vehicles, not just destroyed hulks. Will help clean up stuck supply/salvage truck traffic jams.

73-New structure; 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.

  • please note. These are no longer my ideas, but gathered from the collected readings of this subject, and subjectively edited. Not all suggestions are included in this list***
      • addressed in 1.1 update.

Bugs

Here bottom is the rendere example above. Please remove it and this phrase as real issues fill this page.

it's broken!

  • fix it
+1 yes it is! alef 16:30, 23 June 2008 (CEST)