CDN MSO

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runny
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CDN MSO

#1

Post by runny » 05 Feb 2017, 20:55

My new mission called CDN MSO is ready!

The mission is USA versus RU and covers the entire map of Chernarus. We play as BLUFOR and start with a small airstrip base. Everything else is OPFOR territory.
Each side has 400 AI units, an AI commander, and 1000 reinforcements. The BLUFOR commander will aggressively try to take strategic military and infrastructure objectives while the OPFOR commander tries to hold or recapture his objectives. The AI commanders will come up with their own overall strategies and tactics based on the priority of different objectives and known enemy positions/movements.

We have to help the AI commander win the war. There are too many tools and ways to do this that I'm not even going to put them here.

Mission persistence is working so we can shut the server down and load it up like a singleplayer game at a later date.

This mission is not easy. The Russians didn't leave all their equipment at home for this one and Chernarus is pretty easy to hide in.
You won't always see the enemy before they see you, you won't always outgun the enemy, and you won't even always outsmart the enemy. Having an AI commander means that all enemy units are actually moving and doing things to further their cause. This means that we won't be shooting at a bunch of guys just standing there like a bunch of frozen horse turds; but it also means that the enemy might be the one doing the surprising for ones.. Actually that happens a LOT so keep your eyes open.

All this missions needs is more players.
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Re: CDN MSO

#2

Post by runny » 07 Feb 2017, 07:27

I made a few changes since the last game:

-I think I found the cause behind the flocks of helos and squished the bug

-Manually placed AI helos on both sides for AI commander.

-Commanders on both sides should ignore some of the really tiny objectives that didn't really have any significance (AI were going after little shacks in the woods. Another hopeful effect is that less OPFOR will filter through BLUFOR lines although I don't want to prevent that altogether.

-Vitualized AI will move and fight at 50% normal speed. This should allow the players to play even more of a part and keep up better with the BLUFOR commander's blitzkrieg.

-Made the base defenses prettier. They were nice but I used some tanoa assets which caused errors for those without the DLC. The initial quick fix was ugly and unrealistic.

-Slowed fast time from 1:7 to 1:5. This should pretty well sync day/night changes with the need to resupply on ammo.
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Re: CDN MSO

#3

Post by runny » 08 Feb 2017, 16:49

Had a really good run of it last night. Instead of pushing south like we normally do, we decided to push west since in the past our AI struggled there and our base even was overrun ones.
Anyway, I think was a good decision as we got right up to the big airfield in the north.

Just as we thought we pretty much had the airport captured a BTR-90 with like 20 Russians riding on it busted in and lit us up before we could get the rocket from out of the vehicle and use it..
We didn't move any MHQs up so we had to spawn back at base. From there we decided to airlift a MHQ and a vehicle to a clearing that was close to the airport but secured by friendly forces.
By the time we got that all set up and got on the ground we heard fighting nearby in a direction that was supposed to be "cleared". Apparently the Russians kept pushing hard and our MHQ was now on the front line!
We flanked some Russians that were engaging our forces and swept up the area around the MHQ.
After that we very carefully made our way to the main airport to have another go at it. We got in without any contact except 2 foot mobiles on the far end of the runway that we didn't engage. We wanted to glass everything we could so we knew what we were dealing with, especially after the BTR incident.

Sone of us got up in the tower to see what we could see. I was looking around and spotted a Russian looking right at me with binoculars. We looked at each other for a bit, I wasn't sure if he seen me, and then he reached for his gun.

All hell broke loose. Two squads were behind the hangers, along with 2 sniper teams including the 2 men we seen earlier. We got shot at, we got shot, but by the end we kept the upper hand.
By this time it was getting really dark and I had left my NVGs in the vehicle which was in the middle of the runway, the only thing the BTR didn't light up.
I needed to get to the vehicle but there were some more enemies and I couldn't see them.
After a few more small gunfights just shooting at muzzle flashes, we felt good enough to get the vehicle. I couldn't even see where it was because it was so dark so Colby had to get it and turn the lights on.

We got out and went back to the MHQ which is where we logged off. Next time we'll go through the airport more throughly as we left a large section on the north and west side.

Pretty great progress for one session. BLUFOR occupies about 1/6th of the map including so pretty strategic points. OPFOR will be pushing back hard though. They've proven to be aggressive and mobile. I suspect they're shipping in reinforcements as we spotted a Mi-8 in the area. If we take the airport I fully expect a large armored counterattack. Every few minutes gunfire can be heard signaling that there is definitely still fighting going on in the area north of the airport.

These Russians continue to impress me with their tactics, mobility, and how much damn AT they pack around lol.
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Re: CDN MSO

#4

Post by runny » 08 Feb 2017, 19:38

By the way, all the mission and personal stats are recorded online at the ALiVE War Room. You can make an account and join the F99th group to check out mission stats, and the personal stats are really good too. It shows a lot of info like time spent in each vehicle, kills with each weapon, etc etc just like battlefield.
Heck you can even replay the mission on the map like TACVIEW and any SITREP and PATROLREP markers that people put in are shown there as well. Lots of features, check it out.
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Re: CDN MSO

#5

Post by TracerFacer » 08 Feb 2017, 20:52

that sounded like a cool op. might have to reinstall!
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Re: CDN MSO

#6

Post by runny » 08 Feb 2017, 22:48

TracerFacer wrote:
08 Feb 2017, 20:52
that sounded like a cool op. might have to reinstall!
The best part is that it's not over, next time we just load in where we left off!

You should reinstall, Mata and Sweep already popped in so that makes 6 so far. More people would only make it more fun.

Right now we're just playing whenever we feel like (so every night) but with more people it would have to be more structured. I have a good idea of what that looks like and I'm itching to try it.

That said, I consider the mission to still be in 'beta' because there are some things I might still want to change. There is a bug where after a couple hours the AI commanders stop responding. Restarting the server seems to fix it, and if it does indeed always fix it, then it's ok. Otherwise it's a bit game breaking :(
Point is, I still might change things Willy Nilly so the 3-month long operation might get reset every other day.

Soon though I'll stop resetting it and we'll give it a good play through.
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Re: CDN MSO

#7

Post by TracerFacer » 08 Feb 2017, 23:07

I got it reinstalled today. I still need to do the mods.
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Re: CDN MSO

#8

Post by G-Man » 09 Feb 2017, 02:52

Im all set up.
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runny
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Re: CDN MSO

#9

Post by runny » 10 Feb 2017, 20:32

Tonight I will make some edits that require a reset. I'm pretty sure the mission will be complete and working as intended then. It won't take long so I can still have it up in time to play tonight if people want. Otherwise I'd like to go on Saturday with as many people as possible.
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Re: CDN MSO

#10

Post by runny » 11 Feb 2017, 06:42

Made some more very necessary changes:

-Reinforcements were set to deploy from any captured military installation.. Arma is pretty loose with the term 'military installation' so reinforcements were coming from really weird places.. Very annoying and confusing until I finally figured out what was going on. Now both sides only get their reinforcements at base and they'll need to truck their troops and equipment to wherever they need to go.

-OPFOR used CSAT trucks a lot for logistics. Not a big problem except the OPFOR commander didn't control CSAT troops (the driver) so they were dumb as bricks. Now the OPFOR commander controls CSAT as well.

-BLUFOR gets a 75% larger starting area.

-Moving and fighting speed lowered again from 50% normal speed to 25% normal speed. Virtual AI don't take any type of speed penalty from terrain which is why it's necessary to slow them down.
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