Summary
Hybrid Confilct/Combat OPS/Freelance Design
Description
Missions combining Conflict/Combat OPS with a mixture of custom in house patrols, tasks and other goodies.
These missions are designed to be played over a long period of time (weeks or even months depending on your team size).
It is heavly dependent on mission logistics, as all the base generation, execpt main base is minimal to none and supplies are scarce.
Rank progression is slow, with extra xp gains for completing side tasks.
What to expect throughout the mission:
Patrols will attack and or capture manned or unmanned bases randomly, even out of normal de-simulation range.
All task types will randomly appear at random times, adding the opportunity to complete for more extra rank xp.
Random road mines, checkpoints, mg nests, etc...
Persistence is kept with Arkensor's "Enfusion Persistence Framework" and our own custom trigger/tasks framework designed to work along side of EPF.
As long as a mission save is used, the mission will persist (even after server restart).
(Use server startup param (-loadSessionSave or -loadSessionSave NQDYHybridConflictGogland) with the EPF database folder ("Servername"\profile\.db\NQDYHybridConflictGogland)).
Saved items: Player rank, vehicles (even destroyed), mine locations (unless destroyed), checkpoint locations w/guards (unless killed), patrols, tasks completed, ect...
A mission restart without save will generate a completely new layout for patrols, tasks, mine placement, checkpoints, etc...
There are many other things not included in this list, the mission is still WIP.License
Arma Public License Share Alike (APL-SA)