Arma 3
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arma.warfare - Stratis [Sector Control]
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, PvP
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Stratis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.435 MB
4 Sep, 2018 @ 9:57am
14 Aug, 2020 @ 11:15am
34 Change Notes ( view )

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arma.warfare - Stratis [Sector Control]

In 1 collection by sondrebbakken
Arma.warfare mission pack
13 items
Description
Join the battle when three AI commanders clash together in fight over sectors. Take on any role necessary to tip the war in your favor. Do nightraids as a specialforces soldier, support your troop from the air with transport helicopters and gunship, punch through the enemy frontline as a tank commander, or join an AI squad as a private.

Play solo, with friends, or against friends and experience a chaotic battlefield with AI commanders that will react to your movements and use a wide range of strategies like artillery barrages, helicopter insertions and coordinated attack with tanks, gunships and infantry!

FEATURES:

- Order helicopter pickup from anywhere
- Order vehicle pickup from anywhere
- Join squads and follow your AI squadleader
- Create your own squads
- Spawn vehicles, helicopters and tanks from HQ
- Play coop with 12 friends, or PVP with up to 12 players on each side.

Join the discussion at Discord: https://discord.gg/bpPUU48
22 Comments
Fluffy GS G5 20 Mar, 2019 @ 6:39am 
This would be very nice :steamhappy:
sondrebbakken  [author] 18 Mar, 2019 @ 7:41am 
I will look into that! I will put out a new version soon with some new features. Might add in that map too if I like it :)
Fluffy GS G5 13 Mar, 2019 @ 1:09am 
Still one of my favorite game mods to play :steamhappy:. Hey, would it be possible to creat this warefare for the new map: "Dessert Battlegrounds" that is new on steam? this would be fantastic :steamhappy:
sondrebbakken  [author] 12 Dec, 2018 @ 12:49pm 
Fatigue could easily be a parameter yes. Will add that.

Time acceleration should be the same on all maps. I guess I can add a parameter for that too!

I have added a 750 and 1000 option on starting manpower.

The save feature was actually there, but I removed it when creating a dedicated server. I can easily put it back in.

I updated the "How to play" a littlebit



Yorach 12 Dec, 2018 @ 12:28pm 
Another thing: the time acceleration seems too fast on some maps...stratis is good but others like Tanoa and Cherno seem too fast. Also can their be a parameter for fatigue? Our group generally likes the encumbrence limits. Regardless good work.
Yorach 12 Dec, 2018 @ 12:01pm 
A lot of fun...anyway a save feature can be implemented though? These matches take awhile; it would be nice to not have to beat them in one sitting. Regardless I'm enjoying it now that I've got the manpower strategy a bit more developed...frankly it's easier to transport manpower manually in a small helicopter than use the ''Send to HQ'' feature that is unreliable at best. One strategy I've used succesfully is raiding an enemy sector that hasn't been captured in awhile and stealing all of their built up manpower.
sondrebbakken  [author] 12 Dec, 2018 @ 6:43am 
No, sorry. If you are in a sector, you take the manpower from the ammobox, you call in a helitransport, it lands and you go close to it and get the "store manpower" option. You trigger it. Your manpower is now stored in the helicopter. You then send it back to HQ, then your manpower stored in the heli will be added.

If you put Ai teammates inside the transport, then send them back to HQ they will be deleted but without any manpower penalty. This is useful if you have injured teammates and dont want them to get killed, thus getting lower manpower.

There is a function adjusting the loss of manpower based on number of players. Its seems like it needs some rebalancing. I will do that later today and then update the scenarios. (also have some minor bugs id like to fix)
Fluffy GS G5 12 Dec, 2018 @ 6:05am 
So if i Understand right: If i request for exampel 10 infantry and send them straight by Helitransport back to the base, i get/increase the manpower? So i can repeat this 3-4 times and than i get 30-40 Manpower back?
Maybe the most simpel thing could be, reduce a bit the punishment if a player dies (also with vehicule) and/or that its possible to increase the manpower op to 1000 or more, if the goal is to have a longer fight/scenario in this game mod. I guess if it is possible to increase the manpower up to 1000 or more, than the Human players have a little bit more time to reorganize because it gives more time to react :)
Yesterday we were 4 Human players by the NATO against AI, and a very short time after the start we lost allready 100 Menpower, without realy get Killed or losing vehicules by Human players. Than the time gets realy short to reorganize the Manpower and still fightingt the enemy.
sondrebbakken  [author] 12 Dec, 2018 @ 1:22am 
Only player acquired vehicles have an extra penalty so if you shoot down an enemy they only lose manpower for the people you killed. This is so that your stupid AI won´t ruin your game by spawning gunships and losing them.

Also, you do know you can use the transport feature to send manpower back to base? Its really helpful to avoid spending to much time on logistics.

I will add how this works into the briefing, and I am open to suggestions, but balancing this can be tought
Yorach 11 Dec, 2018 @ 11:04pm 
It would be nice to have an explaination of how Manpower is lost as well. For instance for each soldier that dies is that -1 Manpower? How about vehicles? How does the AI lose manpower? I shoot down a helicopter and their Manpower goes down maybe 3 points whereas if I lose a helicopter Iose 10 to 30 points. Even if the player death count for our side was only 2 or 3 and we each had multiple vehicle/infantry kills we always seemed to be 200+ points behind both AI teams.