Post-Apocalyptic scenario

I was playing around in arma trying to make buildings look overgrown and abandoned for centuries, thought you guys might want to try something a little different. A sort of gamestyle that breaks most of our established golden survival rules.

Weapons will be scarce… a couple of dated weapons if that. Ammo too. It might actually be beneficial for each of us to use different calibur weapons so that we do not compete for ammo. We will be a loosly organized militia with hereditory ties to the military, scavenging for radios, scrap and medical supplies. Defending our well from raiders, or hunting them down at their source. Trying to make contact with other communities and establish some sort of order.

An armoury and weapon pool that we can add to by raiding, looting and finding ammo dumps, that will be persistant across missions.

There are a few good maps out there that cover the theme too, for example this http://a3esseker.info/interactivemap/ A very decorative map that really captures the decay of civilization.

For standard loadouts, we should spawn without armour, helmets or weapons. There will be a pool of various vests, helmets and facial accessories that we can pick and choose from. We will be restricted to ancient bolt action rifles until we can recover a cache of for example HKs, M14s, M16s, AK47s or otherwise. We would have to take inventory of the ammo types and quantities we have available and plan our missions accordingly. We would even have to find radios to communicate without shouting or with runners and signals (ie. shots, flares etc) and for more complex team manouvers in the field.

So let me know if you’re interested in something like that.

I wanna try this i like the idea. also the part about running it persistently across missions

I love this idea!
nice initiative Price!

I have some code to save/load inventory across missions, so that could work on the technical side. I also like the idea, wanted to do something similar, but in a less … apocalyptic setting. :slight_smile:

It could also work for guerilla style campaigns fighting against a logistically superior and professional military force.

Yes, that’s what I originally made it for (and still intend to use it that way).

I think this would be a really cool idea. Maybe make it into a campaign and have it every second or third mission?

I’m just thinking whether it would be necessary to get a whole new map for it. It’s just gonna make it take longer - especially now with the mod map bug.

Sounds cool I would be more than happy to work with Anders on the Campaign and with Freghar to make it happen technically.

Eseeker would be nice for it and if we run it Unofficially we could use it. I think doing this maybe after Tuesdays Trainings could work training is normally only 30mins these day with attendance, so we normally have a mini op after or incorporate training into a mini op anyway so would be perfect to run it on these nights.

Although i am sure me and Anders could use any map already in our repo and make it work. (CHERNARUS) :slight_smile:
bare in mind that CUP terrains will update soon and hopefully fix the majority of our Maps.

If anders is up for it? Then I suggest we have a talk about it and see how to approach it.

Could I suggest we use a map around the size of Chernarus or smaller otherwise would take ages to populate the map with caches etc.

Also we could use this to test DAC to help us populate the world with Bandits (have to confirm with Ryujin that DAC could generate a custom enemy created by us) and if we are doing that we could then use Eseeker map.

Although saying that I am sure we could just use one of the already standard rebel factions from LOP.

[quote user_id=“12591864” avatar=“https://assets-cloud.enjin.com/users/12591864/avatar/medium.1526326563.jpeg” name=“Dachi”]Could I suggest we use a map around the size of Chernarus or smaller otherwise would take ages to populate the map with caches etc.

Also we could use this to test DAC to help us populate the world with Bandits (have to confirm with Ryujin that DAC could generate a custom enemy created by us) and if we are doing that we could then use Eseeker map.

Although saying that I am sure we could just use one of the already standard rebel factions from LOP.[/quote]
I’ll likely finish the cnto_units addon within a week (fully, with named and editor-placeable groups, etc.), where you can define completely custom factions, groups and units easily usable by something like DAC. The addon is not really strictly tied to the new template, you can use it with the current one, with two limitations:

  • group names are now editor-based, you’d need to rename player groups after copy-pasting them, like you (optionally) do in your MM video
  • vehicles have custom minimalistic inventory (like on new template, but done from a mod), adding just a few bandages and morphine, so you’d have to use boxes for resupply, not rely on having supplies directly in vehicles

[quote user_id=“12591864” avatar=“https://assets-cloud.enjin.com/users/12591864/avatar/medium.1526326563.jpeg” name=“Dachi”]Could I suggest we use a map around the size of Chernarus or smaller otherwise would take ages to populate the map with caches etc.

Also we could use this to test DAC to help us populate the world with Bandits (have to confirm with Ryujin that DAC could generate a custom enemy created by us) and if we are doing that we could then use Eseeker map.

Although saying that I am sure we could just use one of the already standard rebel factions from LOP.[/quote]

Use Chernarus then. Just add some wrecked cars, extra plants and such. It’s a shame though, esseker has some really nice "beauty" spots. Will need to design a stronghold for us. I can do it if you send me a template, or I can leave the design up to you, perhaps an old military bunker network in a strategic location. Bullets and magazines will be a currency in this. So if someone’s rich it means they have lots of ammo if you’re up for the challenge.

We will start with Gorka outfits (Green or Yellow) and there will be boxes with various plain olive russian vests for us to wear.

First mission will entail defending our well from raiders/ frightening them away, and trying to make contact with friendly settlements in the area which could provide us with recruits and food in exchange for protection.

We will be required to come to their aid regularly if we want to subsidize our food production and not go hungry. We should also plan to coordinate an evening/night raid on one of two targets.

-An old military installation occupied by some bandits using a mortar to launch flairs, glowsticks to mark friendly positions and lee enfleld rifles. The loot there will be a few semi-automatic rifles and pistols available to loot. (M14s, 1911s etc) (not enough for everyone) and some old fashioned radios (plenty).

-Or a gas station which raiders have fortified and hoarded some trucks, quadbikes and other vehicles and fuel.

Raiders are common and usually armed with basic pistols or rudimentary rifles, unless they’re sitting on an impressive weapon cache. They can’t shoot for shit and don’t wear armour. Will run at the first sign of danger usually, but can be dangerous in large group. They can use the NAPA unit skins, but with less dangerous weapons.

In a later operation we will be doing recon further afield, making more ties with settlements and scouting potential threats. There will be several bases to find.

-A neutral settlement which is well armed with lee enfields, m14s and a small collection of m16s but raiders have poisoned their well and they require water. They will be neutral but may shoot if we get to close, we can establish contact and potential alliance by approaching the gates unarmed.

-A very heavily fortified camp full of well armed and hostile forces with Kalashnikovs, Dragunovs and a plethora of russian hardwear. They run a protection racket on the surrounding settlements but are cruel to the farmers and often take more than their share in food, water and daughters. They will shoot without hesitation if they see you armed, and probably if you aren’t either. They’re a bit tougher than your standard bandits, with deadly hardwear and better AI. Still can’t really shoot for shit though. Easy to spot because of their signature shiny old russian helmets.

-A military bunker occupied by scavengers and junkies that are armed with G3s. They sit on more than enough G3s arm everyone in the unit for a long time so it will be a good bet in arming ourselves for future struggles, provided we don’t become overzealous in our expenditure of ammo. The Scavengers will likely not want to part with them though. We either offer them something in return or clear them out with force. We are justified in doing so because they often rob people with their firepower to afford their next fix. Depsite the ammount of guns, the place is almost devoid of ammo, because the junkies have been buying drugs with them.

-A druglab which produces a highly addictive and dangerous substance to sell in exchange for bullets. They have lots of bullets. If we need more Ammo for our G3s then this is the place to go. They’re a blight on the region and nobody but the junkies will be sad to see them go.

I don’t see why a custom map couldn’t be used for a campaign (>2 missions) if it performs well - do some controlled experiment with you flying in a helicopter over

  • a heavily populated / detailed area, like Pyrgos
  • a typical area for the mission (forests? … factory complex? …)

with the same number of enemy squads on the ground and see how it affects FPS compared to ie. Altis or Chernarus. Multiplayer with >10 people is going to be only an exaggeration of this (seems to scale linearly).

Use[20, "fps", 2] call BIS_fnc_fps;to measure fps (ESC -> paste into debug console, hit local exec, the measurement will start in 2 secs and will average across 20 secs).

Well i would love to make missions for this if they’re official and simple. Unofficial events don’t interest me much as a mission maker. Sorry.

I don’t think all the stuff you wrote with economy is gonna work Price. These kind of projects always die because they’re taken too far. I’d say let’s make the first mission were everybody get to pick their gear and we spawn in a premade camp. Then have a mission every 2nd or 3rd friday and the mission makers can decide how the story develops.

[quote user_id=“4259784” avatar=“https://assets-cloud.enjin.com/users/4259784/avatar/medium.1400079666.png” name=“Anders”]Well i would love to make missions for this if they’re official and simple. Unofficial events don’t interest me much as a mission maker. Sorry.

I don’t think all the stuff you wrote with economy is gonna work Price. These kind of projects always die because they’re taken too far. I’d say let’s make the first mission were everybody get to pick their gear and we spawn in a premade camp. Then have a mission every 2nd or 3rd friday and the mission makers can decide how the story develops.[/quote]

It’s not my intention to make an economy. I just said that the people use bullets as a currency, so if you declare war on someone "rich" you can use their bullets for shooting people as opposed to buying prostitutes.

Fair enough. I’m also a little sketchy about this recruits thing. If you mean AI, isn’t the cool thing about this campaign that it’s us against the world?

I think those who is interested in making this a thing should have a discussion of some sorts. Would be nice to get things straight because this is going from 0 to 100 in quite a fast manner :slight_smile:

Edit: I’m bad at quoting

Fair enough. I’m also a little sketchy about this recruits thing. If you mean AI, isn’t the cool thing about this campaign that it’s us against the world?

I think those who is interested in making this a thing should have a discussion of some sorts. Would be nice to get things straight because this is going from 0 to 100 in quite a fast manner :)[/quote]

I mean like… reinforcements? Just something to write in the mission description Don’t want to overcomplicate things. We could arm them with surplus weapons to make bandits less likely to attack them. Our end goal is to sort of "own" and protect most of the settlements and get rid of the nasties. The more settlements we have the more stuff we can use and each settlement will have a different export. For example magazines for our guns. Medical supplies and bandages or a regularly visiting fuel truck… Protecting settlements would mean rewards of bandages, weapon magazines over time. I.E following subjugation of a settlement we will recieve a lump sum of for example, bandages, morphine etc, at the start of the next mission we will be awarded with their supplies. If we don’t respond to their distress signals and defend them from looters though or accidentally run someone over, we won’t recieve those supplies and could be in deep shit.

Alternatively we take what we want when we need it and take stock of it all.

I think the added difficulty of responsibilities other than survival, for example protecting settlements making allies and enemies, and making tough calls would be more fun than everything being hostile.

This is a discussion thread so if you have ideas shoot.[/quote]