Summary
An entirely new aspect of the war: destructible supplies and sabotage.
Additionally, contains functionality to reward certain actions and also has an array of griefer-protections.
Description
SUNSHINE'S COUNTER-LOGISTICS
All 10ft/20ft shipping containers & wooden supply-crates are now fully destructible and therefore potential-targets.
Counter-Logistics also contains functionality rewarding certain player actions as well as a variety of robust measures to help servers both automatically handle griefers and also be capable of effectively self-policing.
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MEANINGFUL SUPPLY ECONOMY
Supply scarcity is a lot more fun when it's not artificially imposed or due to over-populated servers.
With all supply containers being destructible, supplies are now therefore targets for your enemies. Supply scarcity becomes a thing you DO to your enemy, not something that just IS.
What results is a whole new way to engage in a PvP campaign with nuanced, creative ways to play and to strategise. Every team serious about its success will seek to work together to keep their own economy secure and their enemy's economy under threat. That means devising entirely new offensive and defensive strategies.
SECURE & PROTECT; INFILTRATE & SABOTAGE.
Albeit a harder kind of Reforger, Counter-Logistics makes the team's economy an important aspect that players can find all manner of rewarding and gratifying ways to meaningfully engage with. Many styles of play (particularly support styles) can feel like mere LARP, lacking real and effective purpose; but when the lifeblood of your team is at stake you'll be glad to play a nuanced role that goes deeper than merely racking up a body count. For example:
- Engineers designing robust bases that prevent enemy saboteurs gaining easy access to supplies;
- Engineers using construction trucks to make supply harbours less vulnerable to sabotage;
- Transport urgently prioritising moving supplies away from vulnerable supply harbours and in to fortified operating bases;
- Defenders actively patrolling bases, ensuring no one is infiltrating & sabotaging;
- Defenders paying regular visits to supply harbours to ensure they remain secure;
- Saboteurs infiltrating enemy bases to sabotage their supplies and damage their economy;
- Saboteurs seeking to destroy supplies before they can be extracted from supply harbours;
- An early game rush for neutral supplies found at hidden-caches and green-dot stashes. These become targets for INDFOR or the main armies seeking to deny resources to their enemies. Get there fast.
Supply harbours (and MOBs) will continue to replenish supplies every restock interval, even if the supplies had previously been destroyed.
CUSTOM XP REWARDS
- Gain XP for destroying enemy supplies.
- FIA will also gain XP for destroying neutral/unowned supplies - a scorched earth tactic for denying resources to the advancing major powers.
GRIEFER PROTECTIONS
- Lose large amounts of XP each time you destroy supplies belonging to your own faction.
- Integration with vanilla's "crime score". This is what handles auto-kicks for habitual teamkillers. Each stack of friendly supplies a player destroys is handled equal to killing a friendly player.
- A custom kill-feed that is enabled by default (but can be disabled by MissionHeader) that announces to the team when a player is destroying friendly supplies, making it easy for communities to self-police.
- A console log entry is produced every time a player destroys friendly supplies, helping admins find repeat-offenders. Search "SUN_FRIENDLY_FIRE_SUPPLY_DESTRUCTION" in your log files.
MISSION HEADERS
"missionHeader": {
"m_bSUN_ShowFriendlyFireSupplyDestructionInKillfeed": true
},
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For feedback, bugs, discussions regarding this mod (and my others), find my forum post on the official Arma Discord: https://discord.com/channels/105462288051380224/1541752708720230441
You can also visit me on Twitch at www.twitch.tv/it_is_sunshine.License
Arma Public License (APL)