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      Forum Rules   07/06/2016

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Found 5 results

  1. Hello, comrades ! I know, that R-DEVs have too many works and I am sure, that R-DEVs have plans about AP-rifleman class (like a PR class). In this topic, I suggest to discuss realisation AP-rifleman kit for both conventional and unconventional factions and write my vision of AP-mines in SQUAD . Firstly, I note, there is Ottawa Treaty ("anti-AP-mines") , but many counties in "Ottawa" save AP-mine storage, moreover, some big countries don`t join to "Ottawa" (RF, USA, China, India, Pakistan, Iran, Egypt, Lybia, Syria...) Also it is important , that AP-mine is very simple construction and using, so the renewal of production can be fast, if it is necessary for armed conflict. There are three common types of AP-mine: 1) "press activation" , step foot directly on mine for blow up, hit only one person, very lightweight (<0,5 kg). 2) "tripwire" , touch wire near mine for blow up (basically, "tripwire-mines are bouncing-mine) , can hit several persons around, heavyweight (~2-5 kg). 3) "guided" , remote-operated by watcher which command blow up from cover (also can be "tripwire"), can hit sevearal persons in sector , enough lightweight (~1,5-2 kg). I) Unconventional factions (Militia, Taliban and for future Iraq, Syria, Africa, Gaza, Lebanon insurgents). AP-rifleman is a squad-limited kit (like a G3 kit / AKS-74 with optics / LAT kit ... ) , becouse AP-mine is essential part of ambushs - common tactics of unconventional faction. - "Press" mines: PMN-1 (weight=0,55 kg, minimum 3 min for "save-to-armed" mode after planting), PMN-2 (weight=0,4 kg, minimum 0,5 min for "save-to-armed" mode after planting) , it is VERY simple and wedespread mines, exported and copies produced in many coutries. - "Tripwire" mines: POMZ-2 (weight=2,3 kg, radius of guaranteed lethal~7 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) , POMZ-2M (weight=1,77 kg, radius of guaranteed lethal~6 m, wire lenght=max 4 m, minimum 3 min for "save-to-armed" mode after planting) - it is VERY simple and wedespread mine, copies (especially Yugoslavian) produced in many coutries , OZM-3 (bouncing, weight=3 kg, radius of guaranteed lethal~10 m, wire lenght=max 5 m, minimum 3 min for "save-to-armed" mode after planting) , OZM-4 (bouncing, weight=3 kg, radius of guaranteed lethal~14 m, wire lenght=max 10 m, minimum 3 min for "save-to-armed" mode after planting) . ... there are similar copies of OZM-3,4 AP-mines. - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripware" - wire lenght=40-65 m. II) Conventional factions AP-rifleman is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AP-mine should use for defence key-positions . a) RF - "Press" mines: PMN-3 (weight=0,6 kg, minimum 7 min for "save-to-armed" mode after planting, self-destruction after min 12 hours) , very rarely mine , because has simple electronics inside , PMN-4 (weight=0,3 kg, minimum 1 min for "save-to-armed" mode after planting) . - "Tripwire" mines: OZM-72 (bouncing, weight=5 kg, radius of guaranteed lethal=minimum 25 m, wire lenght=max 30 m, minimum 3 min for "save-to-armed" mode after planting) . - "Guided" mines: MON-50 (weight=2 kg, radius of guaranteed lethal~30 m, frag-sector=54 deg, minimum 50 sec for "save-to-armed" mode after planting). Note: can be "tripware". b) USA (for other future NATO-factions can be use US or self-produced mines) - "Press" mines: M14 (weight=0,1 kg, without timing "save-to-armed" mode after planting) , widespread mine, many copies and produced in many countries. - "Tripwire" mines: M16/M16A1/M16A2 (bouncing, weight=3,74 kg (A2=2,84 kg), radius of guaranteed lethal~20 m, wire lenght=max 10 m (in one side), without timing "save-to-armed" mode after planting ), also has "press" activation. - "Guided" mines: M18A1 "Claymore" (weight=1,59 kg, radius of guaranteed lethal~30 m, frag-sector~60 deg, without timing "save-to-armed" mode after planting). Note: can be "tripware". "Tripware" method for "Guided" mines (MOH-50/M18A1): It is necessary to discuss: - How much AP-mines and types of AP-mines can carry AP-riflemans (unconv./conv.) ? - How much the number of active AP-mines per one AP-rifleman? 5? 10? Various for different type? - Maybe be able to mix different types of AP-mines for one kit ? - Maybe std/alt AP-kits (like PR) for AP-riflemans with different types of mine? III) AT-mines for conventional factions Combat engineer (sapper) is a team-limited kit (like a HAT kit ... ) , 2 kits per full team , becouse ambushs is a not common tactics of conv. factions in SQUAD, mainly AT-mine should use for defence key-routes. RF : TM-62, US : M15 or M19, GB : Mk.7, GE : DM21. Only 1 mine would be to carry by sapper, becouse AT-mine is heavyweight (9-13 kg) , after planting AT-mine sapper need ammo-crate for reloading. Also sapper should to carry some (~5 items) lightweight (~200 g) distance explosives for blow up enemy (or friendly, if it is necessary) AP-mines or AT-mines. P.S. All names of mines in this post is canonical, so you can to find them in Wikipedia, for example. But I was guided by russian-language sapper-database, which contents many descriptions of many mines - http://saper.isnet.ru/index-mines.html
  2. OVERVIEW: This game mode is comprised of two distinct phases: Phase 1: The "Build and Recon" phasePhase 2: The "Attack and Defend" phase A conventional faction is tasked with establishing bases in pre-determined Areas of Operation under a time-crunch and with limited resources. During this process, the indigenous and non-conventional insurgent faction is free to move, observe, but not aggress. They use the time the occupational force is building to plan attacks, and to bolster their attack capacity with scavenged resources. Once a specified time has passed, the insurgent cell goes active and begins to assault the FOBs in any desired order. Time, not life, is limited, and they recieve bonus time for each FOB reduced. If all FOBs are destroyed the insurgency prevails, otherwise the Conventional force is the victor. Phase 1: Build and Recon. Conventional Faction's Goals: Primary: Choose a location in each assigned AO to establish and secure a FOB with the intent to defend it against attack. Secondary: Eliminate available resources encountered on the battlefield that could be salvaged and used for enemy weaponry. Non-Conventional Faction's Goals: Primary: Observe the movements of the newly arrived occupational forces to discover where and how they establish their FOBs, devising methods for future assault. Secondary: Scavenge available materials littering the fields (Cars, Barrels, Guns, etc) to fabricate weapons that will aid in the large-scale assault of enemy fortifications. Further Explanation of Phase 1: Phase 2: Attack and Defend Phase Conventional Faction's Goals: Primary: Maintain the establishment of a qualified FOB in the presence of at least one AO by the end of the game. Secondary: Maintain all established FOBs to reduce the time allotted for attacking. Non-Conventional Faction's Goals: Primary: Destroy ALL enemy FOBs to rid the map of occupational forces Secondary: Destroy an Enemy FOB to gain additional time for attacking. Further Explanation of Phase 2: Terrain: Map Sample Layouts: Ex 1: Structural Sequester. Defense forces opted to place their FOBs based on existing available structures, and optimized logistics flow. Ex 2. FOB Cluster. Defense forces opted for close proximity FOBs, sacrificing optimal structure for optimal support capacity. Further Considerations:
  3. This concept was originally designed to work with another concept at this link. TLDR: To spawn things/players, for every minute that passes, the team receives a limited amount of "resource points". If you destroy the enemy, your team gets these points faster. If the enemy destroys you, your team gets these points slower. ------------------------------------//------------------------------------ Each team has a budget made up of resource points. The total of team resource points in the budget can only be seen by the commanding officers. When assets/soldiers are spawned, a certain quantity of resource points is deducted from the team's budget. Consistent respawning of assets will quickly exhaust the budget. Infantry who spawn excessively will also negatively affect the budget. Teams start the matches with a certain limited amount of resource points allotted to the budget. There should always be enough resource points in the budget to get the team started, after which the team will need to rely on resource point regeneration as the match progresses. Repairing assets also consumes resource points based on the asset's spawn cost divided by half. A tank worth 500 resource points with only 20% health remaining will require 80% repairs at a cost of 200 resource points. 80% of ¤500 = ¤400 ¤400 / 2 = ¤200 What is "resource point regeneration" (regen)? The resource points are naturally regenerative, representing military support given to the team from their faction over time. Resource point regeneration will trickle points into the budget allowing for reinforcement/expansion. The rate of regen is not displayed to any player, but it may be inferred through observation. Every time a friendly asset is destroyed, independent of the cause, the rate of the team's regen is reduced by a small percentage, meaning that the team will not gain as many resource points per second as before. On the other hand, when enemy assets/infantry are destroyed the rate of regen will increase. For AAS, captured objectives grant a small increase in regen. If the enemy captures a friendly objective, regen is decreased by a similar amount. If regen has stagnated or resource points have been consumed too quickly, the budget can get completely depleted and not allow assets to spawn, this includes blocking infantry from spawning. They will have to wait until regen has restored resource points to the budget. A team will not lose if the budget reaches zero. AAS VICTORY CONDITIONS Teams win if the enemy has lost all capturable objectives. If time runs out, the match ends in a draw. No team loses because of "tickets".
  4. WARNING!!! WALL OF TEXT! READ ONE COLOR SECTION AT A TIME. -WIP- I plan to divide this into several threads soon. AAS VICTORY CONDITIONS Teams win if the enemy has lost all capturable objectives. If time runs out, the match ends in a draw. No team loses because of "tickets". BUDGET (not necessarily inherent to other concepts below) Main base assets are also a factor. A landing strip to accommodate fixed wing aircraft and supporting hangars per vehicle carry massive costs. If the commander plans to use ground vehicles, he will need a repair/supply bay. Helicopters need landing pads. Assets such as these cost hundreds of tickets and is the reason for such a large initial budget available at game start. COMMANDER ORDERS COMMANDER (CO) LIEUTENANT COMMANDERS (XO) TIMELINES The XO would see up to five orders down the list, unless he is the one creating them, having received permission from the CO. The SL at this time would only see: Post script: I'd forgotten to clarify that the CO is the sole method of spawning for vehicle assets. Assets do not spawn of their own accord. XOs are not responsible for budget management beyond the conservation of their squads' assets and their spawn rate. Furthermore, COs, XO, and SLs all receive a battle notations tab with a notepad, and a request log, and a battle chat log. Request logs cover fire support requests, requests for orders, requests for transport, etc. These are automated requests generated through the script lists. Their purpose is to help sort out outstanding requests. The battle chat logs are as follows: CO sees his chat history with XOs or squads reporting directly to him.XOs see their chat history with CO, XOs, or their SLs.SLs see their chat history with their XO and maybe other SLs in their group).
  5. 'Enhanced Development'? Long Term Suggestion This is an ideological 'shortcut' to 'enhance' the development of SQUAD by speeding up the introduction of Conventional vs Conventional Battles/Combined Arms Gameplay. Depending on the specific conventional faction it can speed up the development in a variety of ways: Re-using assets already availableSelecting Assets which may be easier to produce or be available from 'free lancers', online shops and the communityLess Research or Ultra Specific EquipmentHow so? Take this basic example: Russian faction equipment is generally in many real life factions or has been exported to conflict zones creating many options or recycling ideas. The Advanced Example The advanced example would be a fictional conventional faction based on political 'drama'. The MEC of BF2 is a prime example. A unique pan arab coalition could be interesting by drawing community (mod) work and recycling BLUFOR and REDFOR assets and allows for a 'cherry picked' work load which could significantly reduce the time used in making content and testing it. Additionally, a fictional cherry picked equipment faction with an original name would give SQUAD a unique identity. For example: Is there a faction in a FPS called 'OPEC Alliance' (simplistic example). Hypotheticallly they can use recycled REDFOR and BLUFOR assets due to real life backgronds. REDFOR mainly coming from the 'outlaws' of the middle east IE Iran, Libya, Syria, Iraq (having a host of previous army equipment and donated dated-soviet equipment). Recycled BLUFOR Assets can come from 'the good guys' (which turned bad in this scenario): Kingdom of Saudi Arabia, Egypt, Jordan, Lebanon, Qatar, UAE. 2 extra benefits of this Pan Arab/Middle Eastern Alliance is that it could later be used in Insurgency style gameplay and that it actually avoids things which might be seen as 'politically sensative' (IE the polar opposite would be to make an Islamic State faction and get all the publicity you need lol but with a possible bad reputation and possibility of countries blocking the sale of your game).
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