As teased in the Status Report thread, I made a new "faction" which can be thought of as a detachment of the TFN faction, performing special (as in - unconventional) operations.
The TFN faction itself is (if you haven’t read it elsewhere already) based around the idea of a neutral "nation", with generally democratic ideas, but with no obligations towards the US or NATO, focusing more on the "independent" nature of missions. Original discussion here.
The SF part then focuses mostly on covert operations.
Why the SF separation? Can’t we just get better gear?
This goes way beyond gear change - I tuned various engine-level values to make the SF (especially night op) units much harder to detect for AI, gave medical/engineer/etc. training to more than just one role, and overall designed the element cohesion to center around very specialized roles in the team. To be refined further.
I also didn’t want people to just go wild with Arsenal as - while that might be fun - it kind of ruins the cohesion and team effectiveness (players can easily pick inferior equipment, like a sniper rifle for CQB).
While the units use some equipment we normally don’t (ACOGs for marksmen, high-powered snipers, etc.), it is still very balanced - no thermals-for-everybody, with generally limited ammo, very limited medical supplies, etc.
I’m kind of going for this Commandos/SAS feel, aiming at smaller teams of skilled soldiers performing surgical strikes and getting out before the enemy gets a chance to fight back. My ultimate goal is to mix these into the "combined arms" concept, into bigger missions.
So what’s in the store?
- CQB Specialist - rapid-fire SMG, lots of flashbangs, handcuffs, this guy is the master of close quarters combat
- Grenadier - rifle and UGL specialist, providing generic 6.5mm firepower, GL’d smoke/flares/HE and recon using the HuntIR parachute-based grenade-launched cameras
- Marksman (AT/Utility) - sentry removal agent with his M14 SOPMOD, though he’s a very versatile guy - bringing law with the M72 LAW, repair toolkit, wire cutters, etc.
- Demo Expert - the expert of all blow jobs, C4 for stationary targets, SLAM mines for moving ones and even some IEDs to blame the other guy and mask SF presence
- Support Sniper - armor piercing 50cal-er, can provide long range overview and single-shot many vehicle-mounted turrets or crew inside armored vehicles! … assuming he can deal with advanced ballistics
- Support Gunner - where single bullets won’t do, this M60E4-equipped 1200rnd beast does the job … mid-range saturation (of enemies, with lead) is his thing
- Missile Master - likes to throw a poker face at the Demo Expert and kill off armor from a distance
Intrigued?
I plan to explore some more possibilities with laser designators / thermal "binoculars" / AA specialist / UAV guy / diver and paratrooper units, etc., but for one reason or the other, these weren’t easy to implement into the current system.
How to use them (for MMs)?
Probably for miniops for now, there are no pre-designated groups, compositions or anything, just units - you group them according to the mission at hand (though the loadouts focus more on urban combat), naming the groups however you like.
I recommend disabling ACE unconsciousness for AI (as they can report while unconscious) and turning on advanced ballistics for snipers (high powered optics) only, to not affect performance.
I made an example sandbox mission for impromptu miniops using this faction (players are expected to group themselves ingame), it’s now on the server (tfnsf-sandbox.Altis) - feel free to check it out! … I also enabled per-unit instead of per-group blufor tracking.
PS: If all goes well, there might be other kinds of specop units (thinking of some daytime civilian support, terrain recon / denial, etc.).
PPS: There are more cool things to discover about this "faction", like the ability to hide bodies, etc.