Adjusted Intel to reduce odd numbers when accumulating intel.Adjusted Reputation costs to be harder but more rewards for doing taks.Adjusted costs of standard HMMWV to allow for easier access to early vehicles.Added whitelist for most of S3/S6 Staff working or needing access to commander or zeus.Changed default parameters to be more inline with production.Added CWIS AA as a optional base defense.Added FIR A10C as a optional airframe (Needs unlock).Removed AH-64D from having to be unlocked.Customized cba_settings.sqf to fit the mission format.Changed civilian behavior to actually run when in danger to nearest building.Added (Modified) Advanced Towing script.Removed check for recycle or not on supply containers.Added HEAL script addaction for FOB/Mobile FOB.New version uploaded to Tac2, Changelog is as follows: I think if we can mould this mission into something reflective of our community's intent for playing Arma3 we really have something here. It's a great file but it promotes a lot of arcade play. This topic specifically should reflect our operational standards where troopers will never have access to such levels of tracking and it may also result in the inability of new troopers to use tools because they are so reliant on "arcade features" of Tac2. We already have multiple pieces of equipment that allow us to track friendly elements and having it still be something we show on the map is slightly frustrating. If people want to do HALO's it should involve more than a single persons decision to do so and should be something a majority of people can participate in together.įinally, the removal of blue force tracking on the map screen and hopefully a decrease in the map clutter that comes with this file. It's not something we should promote especially publicly, as there is an entire standard to keep with HALO inserts and it should not be violated for the sake of getting into otherwise unreachable AO's faster. It is also something that is a very "arcade" feature and clearly goes against any sort of need to rely on other roles such as air transport or even motorized/mechanised squads. Mobile re spawning or HALO jumping is something that takes away from the roles of pilots and also easily allows a single player to affect server performance and easily lonewolf. It also constantly renames your squad after changing it. It is also very clunky as I actually slotted in and to my surprise saw that players had nicely slotted together in infantry roles but disappointing when i loaded in and also saw that everybody had their own ALPHA-#-# callsign and group.
If you allow players to constantly add to the battle group and make-up then it is an uphill battle to try to round 25 squads up into elements that will actually work with any sort of combined intent or communication structure.
It's also impossible as any sort of Platoon leader/sgt to manage any sort of organisation downward. Otherwise we get a lot of "solo squads" and an even more cluttered map. I'd hope to see the server force slotting onto players once they have selected their slot. KP menu or "U" menu is something we removed in the INSURGENCY file and it's something that I've seen already be a culprit in preventing team organisation.