How to select insertion point of Air Supplies on player logistics

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  2. 8 years ago
    Edited 8 years ago by HeroesandvillainsOS

    That's a good point. My impressions are just from the first battle wave plus the first attempt at resupply on both sides, which in two instances happened at the same time (which I'm sure is what is making the map feel barren). I bet you're exactly right that as the landscape changes and we establish our respective objectives, the missions will take a nice new "shape." I'll have to let one run for a few hours and see how it looks.

    I really really like the idea of Packets for both OPCOMS, but I've tried both Constant and Packets with varying degrees of success - of course this "split battlefield" thing I'm sure is more pronounced with Packets, especially if both sides are equally strong in profiles and ability.

    In brief testing, Constant reinforcements seems to shift the evenness of the battlefield quite a bit in the early stages. If one side gets replenished while the other quite hasn't, when the replenished side gets back to full strength they just goes on a tare and decimate the opposing side for a bit.

    Of course, that probably isn't a bad thing because that's the way war is; one side has the edge until suddenly they don't anymore. I'll have to spend more time with each option to see which is right for me. :)

    I'm loving it though. One of the missions is vanilla(ish) on Altis and I forget how great that map is to explore! It's awesome.

    All in all I think I'd appreciate it if the OPCOM cycles happened faster, but I also don't mind things being "slow" and just exploring - especially if cycling OPCOM would hurt performance (I can't see how it wouldn't. It definitely would not be worth the trade off if that's the case).

  3. Oh I have Mil LOG configured to allow all unit types for both sides.

  4. Edited 8 years ago by HeroesandvillainsOS

    I also meant to ask, and I've seen it discussed in the past, but about the resupply HEMTT trucks that get paradropped (note: I'm referring to a modded mission here that uses a custom StaticData file for resupply so disregard if this doesn't apply to vanilla).

    Do they serve any function aside from just being a faster way to transport troops (or maybe the troops inside aren't being transported but these trucks are physically dropping of resupply items?)?

    I've noticed over my time with this mod that if you're unfortunate enough to be in the viscosity of the drop, a lot of them land onto buildings or, in the event they were lucky enough to make safely onsolid ground, it's all crash bang boom because Arma driving AI sucks.

    I've debated on removing them, but I see they become available in my Operations underneath "motorized." What purpose are these HEMTT's serving. If they are actually fighters and not resupplies I may try to replace them with vehicles that actually have guns in the StaticData.sqf I've been using.

  5. AFAIK they are merely troop transports - they have no other purpose. They are used for player re-supply however so you could see a mix of troops and supplies being dropped off at the same time.

  6. Cool. In my vanilla(ish) Altis mission I stumbled upon a three truck OPFOR resupply convoy and it was really spectacular. I've been missing a lot of what ALiVE has to offer just playing insurgencies all this time. I'm glad to have clarification they serve a resupply purpose aside from just troops.

    I kept thinking it would be cool to get a jump on these guys and triangulate their path so I could set up some charges in the road and deny them. That would be fantastic. :) I just need to spend some more time scouting I would think. Regardless, it's pretty neat.

 

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