[Server Idea] ARMA 3: OCCUPATION

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After a long and challenging 19 years, the NATO occupation of Afghanistan is in a steady decline. As their forces are slowly withdrawn, local insurgents have seized the opportunity to reestablish their control over the vast rural areas of the country. The security forces that remain are limited in number and capability, isolated in their fortified positions within an increasingly hostile environment.

Arma 3: Occupation is a server concept that aims to create the most authentic military simulation experience of asymmetrical warfare within a persistent multiplayer environment. It sees two factions pitted against each other over control of a dynamic region that houses a large civilian populace caught in the crossfire. It will feature realistic and meaningful guerilla warfare, resource management, logistical systems, base building, intelligence gathering, rank and role progression, vehicular combat, strategic command and more.

For clarification, this is just a rough draft for an idea I have. I’m not actually making it and a lot of work would need to go into further refining and expanding upon it. I'm not even completely if it would be feasible as I have envisioned it.

THE CONCEPT
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THE MAP

The map should be fairly small in size to facilitate gameplay, otherwise the area of operations should be limited to a certain area. One of the most essential elements of the gameplay is the civilian population that lives within the region that is controlled by AI. The AI will walk around their respective areas and drive along predetermined paths on the road, this is all to provide the opfor faction with the ability to conceal themselves amongst a civilian populace, the most important aspect of guerilla warfare. Strict OOC rules will be put in place against the intentional engaging of civilian targets, such as warnings and server bans. However it is inevitable that civilian casualties will still occur by mistake, for which there will be IC punishment such as demotions. Civilian casualties and damage to civilian infrastructure will also result in a reduction of victory points.​

MAIN BASES & ZONES

Each faction will have their own respective main bases that serve as safe zones from which they can stage their activities, conduct training, regroup after respawning, retrieve vehicles and more. The Bluefor factions main base also serves as the only location where they can fully repair and rearm their vehicles, unlike insurgents who have the ability to place service stations across the map.

Each base also has a zone surrounding it which serves multiple purposes. The first being that no secondary bases or facilities can be constructed within them, as to prevent conflict from taking place near to the main bases. Players are permitted to enter these zones but must receive authorization from command with a clear purpose behind it, (ie. in order to take out a specific enemy target within it.) This is to prevent players from camping outside main bases by giving them some breathing room so they can freely travel into the rest of the map.

SECONDARY BASES & FACILITIES

Using their main bases as a staging ground, both factions will have to then set up secondary bases and facilities outside of the zones. Command will decide on where to place them and players will then have to load a vehicle with supplies at their main base, drive to the designated location and use the supplies to set up the base. This however is where the similarities between both factions secondary bases end, as both have very different purposes.

BLUEFOR
The bluefor factions secondary bases serve as overt fortified combat outposts. It is expected that opfor will quickly discover the locations of your bases and attack them. As a result they will want to ensure that these outposts are well defended, by constructing fortifications and emplacements, having enough manpower on site and having logistics vehicles doing supply runs for gear and ammunition when needed. If a secondary base is overrun by opfor it will be destroyed, providing the enemy team with victory points and forcing you to build another one.

Bluefor has two types of secondary bases. The first is a firebase of which they can only build one. The firebase will come with the ability to construct mortar emplacements, providing your team with some very effective firepower. It is as a result the most valuable base and should be defended as such. The second type of bluefor base is the combat outpost, of which they can build two. The outpost simply serves as a location where players can rearm, organise and defend a strategic area of the map with.

OPFOR
The opfor factions' secondary bases are very different from bluefors. They are intended to be covert facilities that will rely upon concealment within the civilian population in order to avoid being destroyed by bluefor, as opposed to defending by force. In order to prevent metagame, the locations of these bases will be concealed from even the factions own players depending on the type of facility it is and the rank and role of the player. The types of opfor secondary bases are as follows;

Cache: The most basic type of facility, they are simply an ammo crate concealed within a structure which players can use to rearm themselves and regroup. A maximum of three caches can be placed across the map and their locations will be visible to every rank above recruit. They will have to be continually restocked with supplies by logistics vehicles. They are the least valuable type of opfor base and provide the enemy with a small amount of victory points upon destruction and can be rebuilt immediately afterward.

Opium Factory: Opium factories provide the opfor team with cash that pays for their supplies, and as a result are the most valuable type of opfor facility. It is a small drug lab that should be concealed very well and have a minimal amount of players entering and exiting it. A maximum of two factories can be placed on the map which locations are only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. If a factory is destroyed it will provide a large amount of victory points and deal a hard blow to opfors supply capability as there is a time limit on when they can rebuild them.

Service Station: Service stations are a large container that should be placed in an outdoor area with enough room for multiple vehicles to utilize it. They provide the opfor team with a location to rearm and repair their vehicles across the map, instead of having to travel back to their main base in order to do so. A maximum of two service stations can be placed and are visible to every player ranked above recruit. Due to their inability to be properly concealed, service stations are a low value target and only provide a small amount of victory points upon destruction and can be rebuilt immediately. Logistics vehicles will have to continually resupply them.

I.E.D Factory: IED factories are a small workshop that should be concealed within a structure. For the opfor team, explosive devices such as mines, bombs and rockets are not included as part of their standard supplies. The IED factory must instead be used to produce these armaments, as a result they are one of the highest value targets for bluefor. A maximum of one IED factory can be placed and its location is only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. Upon destruction they provide the enemy with a large amount of victory points and have a time limit on when they can be rebuilt.​
 
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Ond

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Is this like Takistan where the civies are also players, or more like a zeus op where they're NPCs?
Honestly, I think a Takistan Life server would be fucking kino but without the autistic grinding mechanics

just a reset every week or two
 
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Is this like Takistan where the civies are also players, or more like a zeus op where they're NPCs?
The civilians would be npc's that have some kind of AI where they travel around. Opfor players would be able to take off all military gear and effectively become a civilian. Bluefor players even upon noticing that it's not AI would still have to follow their rules of engagement. In this capacity you could do things such as scouting for mortar targets or enemy movements, providing medical or supply assistance, or just doing any other kind of covert activity. If spotted acting suspiciously and doing these things, bluefor can request to perform a search and potential prisoner taking.
[doublepost=1619703442][/doublepost]
Honestly, I think a Takistan Life server would be fucking kino but without the autistic grinding mechanics

just a reset every week or two
If it got to a point where the playerbase was as large as some takistan life servers, civilians could become a playable faction in their own right. But whilst there are not so many players the focus should remain on the military aspect.
 

'77 East

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Bluefor players even upon noticing that it's not AI would still have to follow their rules of engagement.
You can guarantee they won't, though.

There's going to be some meme warcrime shit happening when they know they find non-NPC's.
 

Ond

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The civilians would be npc's that have some kind of AI where they travel around. Opfor players would be able to take off all military gear and effectively become a civilian. Bluefor players even upon noticing that it's not AI would still have to follow their rules of engagement. In this capacity you could do things such as scouting for mortar targets or enemy movements, providing medical or supply assistance, or just doing any other kind of covert activity. If spotted acting suspiciously and doing these things, bluefor can request to perform a search and potential prisoner taking.
[doublepost=1619703442][/doublepost]
If it got to a point where the playerbase was as large as some takistan life servers, civilians could become a playable faction in their own right. But whilst there are not so many players the focus should remain on the military aspect.
easier to manage if all the civilians you see are players

you and me both know, that if someone willingly plays a civilian, they aren't just a civilian

everyone wants to play the insurgent, so once you see a human player you just follow him until he picks up a gun
 
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You can guarantee they won't, though.

There's going to be some meme warcrime shit happening when they know they find non-NPC's.
yeah cultivating a meme culture, especially surrounding warcrimes is something to be avoided. Harsh ooc restrictions should be put in place regarding this but whilst still allowing it to happen naturally as an in character event. Overall though the standards should be high on realistically portraying a professional military unit. Think less like how people acted on WW3RP and more like arma 3 realism milsim units.
easier to manage if all the civilians you see are players

you and me both know, that if someone willingly plays a civilian, they aren't just a civilian

everyone wants to play the insurgent, so once you see a human player you just follow him until he picks up a gun
Yeah that's why I've decided they should just be for covert military purposes. Using AI would probably be essential to begin with at least, if player civilians did become a thing some features similar to arma 3 life servers could be implemented to give a good reason to play it.
 

Ond

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Yeah that's why I've decided they should just be for covert military purposes. Using AI would probably be essential to begin with at least, if player civilians did become a thing some features similar to arma 3 life servers could be implemented to give a good reason to play it.
I think you should consider taking this more in the route of takistan life than what you want to right now

Gameplay would be a lot smoother and natural if you took it that route, as ALL civilians would be players then and have their own civilian objectives/jobs to do

Having NATO be peacekeeping rather than aggressors allows for you to do objective specific missions every now and then for surgical attacks, rather than all out constant warfare

Being an insurgent is really hard, if NATO forces are looking for you, and you alone, every time they go out the gate
 
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I think you should consider taking this more in the route of takistan life than what you want to right now

Gameplay would be a lot smoother and natural if you took it that route, as ALL civilians would be players then and have their own civilian objectives/jobs to do

Having NATO be peacekeeping rather than aggressors allows for you to do objective specific missions every now and then for surgical attacks, rather than all out constant warfare

Being an insurgent is really hard, if NATO forces are looking for you, and you alone, every time they go out the gate
yeah that's a good point, it would be cool to have a playable civilian faction acting as a medium between the two. Either trying to provide assistance to the insurgents, security forces or just doing their own thing. But It should still stand out from a takistan life server in being more military focused.
 
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