Summary
Rolling objectives, faction score, and a narrative mode, on any map
Description
Vanilla Combat Ops hands you three tasks and then the mission is over. ATG
Scenario replaces that with an operation that keeps going.
- Objectives keep coming. Finish one and another appears somewhere else.
- They appear in places worth fighting over. Locations are authored per map
and the exact spot shifts inside them, so the same compound never plays the
same way twice. Nothing spawns on top of you, inside a sealed building, up
a cliff, or a two-minute walk from the gate.
- Some objectives ask you to choose. An asset the enemy have reached can be
destroyed to deny it to them, or the position can be cleared and held until
they give up. Holding takes far longer, leaves you exposed, and pays
considerably more.
- Some hand you ground instead. A friendly section is already holding a
position when you arrive; they hand over, withdraw, and from then on the
post and everything coming for it are yours. An on-screen bar tracks the
hold, and losing the post does not remove it - it stays, worth less than
it was.
- Areas remember. Destroy assets in a valley and the enemy there answer
harder for a while; hold ground against them and they answer worse. You
hear either over intercepted radio.
- Completing them pays the faction; failing or abandoning one costs.
- Running the operation costs too - a standing overhead plus wages for
everyone connected.
- The balance sets the faction's tier, which is what ATG Faction Progress
uses to unlock arsenal stock and vehicles.
- Between operations the map can be switched to a narrative mode, where a
situation persists rather than being replaced by the next marker.
- Towns can be inhabited, with people who live there, wander by day, go
indoors at night, and take cover or run for home when shooting starts.
- The people in them have a life of their own. They will come over and share a cigarette, gather round a body, back away from a raised weapon, point out where soldiers are, and bandage you if you go down.
- They stay behind their own doors while shells are falling, and a town whose own dead are recent will not do any of it for you.
- Score and tier survive a server restart.
THE OPPOSITION ANSWERS BACK
A garrison under attack calls for reinforcements and sends men after whoever
is shooting at it. A party you engage at close range stops and fights rather
than marching past, and picks its march back up once you break contact.
Your own base is sanctuary from a hunt you provoked outside it - get home and
they turn back. It is not a free firing position: shoot out of it and they
are allowed to come in after you.
Vehicles an objective owns are left standing when that objective is cleared
away, as long as a player is in one or near it, so a truck you took and drove
home stays yours.
THE MAP KEEPS ITS SHAPE
Destruction is billed anywhere on the map, not only in the places you mark
out, and what something costs scales with how solid it was - a fence post and
a hangar price themselves. Areas you place become a multiplier and a name for
somewhere that matters more, and one set to zero makes that ground free.
Zones with civilians turned off are free-fire ground and are never billed, so
flattening a military camp is the job rather than an offence.
License
Arma Public License No Derivatives (APL-ND)