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#3496612 - 01/17/12 05:32 PM Notes on Counterinsurgency: Patrol  
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Taosenai Offline
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Some time today or tomorrow I will be sending off for upload a variant of Counterinsurgency, and likely the successor to it.

This is Counterinsurgency: Patrol, a simplified version more in line with my original concept. No heavy vehicles are available, and only fixed-wing (via Rep expenditure but player-controlled) and Little Bird air support is available. Vehicles are all support, recon, and armed HMMWVs. All classes remain with some changes, except for the JTAC. It takes place on a smaller part of the map. Otherwise it is similar in mechanics to the old COIN, which I decided was becoming increasingly too similar to Evo while not being necessarily better.

I have also added an additional static British FOB that can be respawned at and teleported to, with British vehicles and helicopters. Of course, base building remains fully operational, and an additional mobile constructor is available.

Script-wise, this is much smaller and does not include MandoMissiles, since it adds very little without a lot of heavy aircraft being available. I have also automated certain parts which will make it easy to add different factions on different maps in the future, once all core bugs are resolved. I'm hoping to soon build a Russian+Taki COIN Patrol on Chernarus, and maybe a USMC+PMC COIN Patrol on Sahrani.

I hope you will enjoy this experience and find it distinct from other gametypes in its emphasis on infantry action with limited support.

Also I added in the glorious nuke but it costs 10,000 REP :3


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
Inline advert (2nd and 3rd post)

#3496687 - 01/17/12 07:06 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Punisher5555 Offline
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Cool. I will try it out.


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#3496690 - 01/17/12 07:09 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Meatsheild Offline
Arma3 guy!
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Originally Posted By: Taosenai

Also I added in the glorious nuke but it costs 10,000 REP :3


anyone up for a bumber session one night? biggrin


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

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#3496772 - 01/17/12 09:10 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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Taosenai  Offline
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It's kind of cool actually. You get to fly the cruise missile in, personally.


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3496792 - 01/17/12 09:26 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Wepps Offline
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I really need to try this, I'm just never free on the nights you guys play it frown

#3497581 - 01/18/12 09:03 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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I've just sent the first version of this off.

IMO, it's better than the other COIN in pretty much every way. I will probably have that removed. Play this for infantry fights with HMMWV support, jets, and transport choppers. Play EVO or Domination if you want big-scale tank battles/IFV action/attack helicopters, etc.

Some sweet new features:

Different area of the map with more condensed action... sometimes enemies will even attack the FOB as they converge on towns! I have seen the FOB shelled by mortars as well. Immediate action!

Flyable Tomahawk cruise missiles for 400 and 10,000 Rep, including one with a nuclear warhead (radiation is not modeled, but don't drop it too close to the base anyway...).

Take control of an A-10, F-35 (with laser-seeking rockets), or AV-8B in exchange for 1300, 1500, and 1800 Rep respectively.

New FOB: FOB Armadillo, a British FOB. Recruit soldiers and grab vehicles from here. Linked with the main FOB by fast travel.

FAST TRAVEL ACTUALLY WORKS. Tested on dedicated server with multiple instances. Works for JIP players too.

New class replacing the JTAC: Native Weapons Specialist. He uses an AKM and RPG-7, and can have up to six soldiers in his team. No special features yet!

New vehicles available: All variants of HMMWVs, and armed local technicals for true operators. British Jackals, Wildcat, and Merlin available at the new British FOB. More Little Birds have been added to improve air mobility.

AIs that fortify themselves in towns more than usual, with a rare static weapon or two.

Recoverable Rally Point. Left it behind or lost the vehicle with it aboard? No problem, just use the arrow in the base and it will undeploy and be returned to the main FOB. Recruit new soldiers from the Rally Point after you respawn there! Mobile recruiting!

And, of course, no mods required. (and half the file size...)

Features to come:


Maybe generated side missions -- destroy an IED factory, raid a mortar base, some other stuff.
IEDs -- I will get this working again eventually. Probably only roadside bombs, though I'd like to add VBIEDs and suicide bombers too. Will depend on how much work the SR5 IED scripts need to be MP-compatible.
Multiple variants on other maps -- Russia+Takistani Army vs (the better armed) insurgents on Chernarus, USMC+PMC vs insurgents on Sahrani.




Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3497591 - 01/18/12 09:11 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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Taosenai  Offline
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Flying the nuclear Tomahawk. They won't even know what hit 'em.



Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3497656 - 01/18/12 10:25 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Meatsheild Offline
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looking forward to it!


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3497739 - 01/18/12 11:54 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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Taosenai  Offline
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This is on the server now.


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3498352 - 01/19/12 06:49 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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The next version will include (already done and working, simply has to be tested fully and given final tweaks):

Side missions, presenting a different type of fight. An enemy IED factory, radio transmitter, camp, or fuel dump will appear somewhere on the map, and a rough location will be given to the player. Enemy forces will garrison the camp. When the critical elements of the camp are destroyed, the player receives 400 Rep. These camps offer a tough fight, including static defenses and fortifications! Up to 3 side missions are active at any time. (And no, you can't break even if you just Tomahawk them... I have increased the Tomahawk price (and damage radius, also) accordingly.)

The return of roadside IEDs and suicide bombers! I have backported the new version of the SR5 IED scripts (that is, the EOD mod) into script form, removed the need for ACE,
and configured it for this mission. Dedicated-server compatible pressure plate bombs, radio/observer bombs, and suicide bombers will now threaten you at all times, as they failed to do in previous versions. Watch out!

BTW, I am looking for more ideas for side missions. Please keep them as simple 'go and destroy with satchels/AT/bombs' type concepts. It's easy for a real military, but insurgents wouldn't have so many fixed positions.

Enemy camp in sight: Plan to strike.



Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei
#3498411 - 01/19/12 07:54 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Meatsheild Offline
Arma3 guy!
Meatsheild  Offline
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sounds great, we gonna give this a little spin tonight after the co-op missions?


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#3498435 - 01/19/12 08:21 PM Re: Notes on Counterinsurgency: Patrol [Re: Taosenai]  
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Taosenai Offline
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Taosenai  Offline
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Yep, but the new side missions and suicide bombers are not in the server version, since they require more testing. We'll give it a spin without them though.


Taosenai, TMR Modular Realism Developer
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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