Arma 3
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Impasse Total War - Carentan
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Air, Infantry, Vehicles
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
1.498 MB
20 Mar @ 9:22am
8 Jun @ 10:59am
23 Change Notes ( view )
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Impasse Total War - Carentan

In 1 collection by Skull
Skull's: Impasse Total War
48 items
Description
=== Mission Overview ===
Impasse Total War is a randomly generated persistent capture the island mission broken up into zones that are fought over sequentially. Vehicles play a big part in the warfare and there are many parameters to adjust the game to fit your play style.

Features:
  • solo or coop team play
  • ai engage each other using infantry, land vehicles, aircraft
  • virtual garage is available to the players
  • choose any factions
  • save game feature
  • virtual arsenal
  • friendly AI squad and teammates that can revive the players and each other
  • many adjustable parameters to suit the game to your liking
  • the mission can be instantly moved to any map just by changing the pbo filename

The map is broken down into zones that must be captured in order. Each zone has a number of objectives that must be captured and held. Once all objectives are captured and held by the player's side, the next zone becomes contested and a base is placed at each of the just captured objectives.

Having more friendlies than enemy in an objective will capture the flag. It will go faster the larger the difference.

=== Features Available ===
Save Game: The game is automatically saved after each zone is captured. The save includes where objectives are located, which zones have been captured, which contested objectives are owned by the players, and the player loadouts. Winning (capturing the whole island) will remove the saved game. You can also force a new game in the parameters. You can also save partial progress (which objectives are blue) at any time at the officer at any base.

Allies: You have squads of allied AI. They will spawn at your captured zones and head to the contested objectives utilizing vehicles as are available. You can adjust which objectives they prioritize using the radio (0-8-7). If you get knocked unconscious while allies are nearby, they should come revive you.

Teammates: Additional teammates can join your squad (option available at the officer at any of your bases). These teammates will revive any player or other teammate nearby. They will follow the squad leader and are controllable as normal in Arma. They have an additional feature in that they can follow a specific player if requested (use the action menu on the AI).

Following will cause the AI to keep a couple dozen meters behind the player. The AI will enter/exit vehicles that the player gets in/out of. The AI will copy the player's stance as well. This allows players to split off from the group (to do recon or sniping for instance) and still have a teammate to help revive them. The squad leader can recall the following AI by issuing a 'regroup' command.

Supports: A few supports are available from the supports menu. (0-8 on the keys above the keyboard, not the number pad.) Supports include calling in a transport helicopter, a vehicle drop, a virtual arsenal crate, calling in flares, and adjust your ally squads objective priorities.

Leader Request/Relinquish: You can request to take leadership of the squad, or ask to relinquish leadership at the officer at any of your bases.

Flares: This will drop flares for about 10 minutes at the designated location. It's useful for night missions where NVGs are not available. The flares use the point you are aiming at when you make the call to indicate where you want the flares to drop. If you aim at the sky, it will bring up the map for you to choose. The flares will drop within 80m radius from this point.

Pausing If playing the game solo, with only one player who is hosting, there will be a 'pause game' option added to the players action menu (mouse wheel) when not in a vehicle. A useful feature for bathroom breaks or answering phone calls.

=== Parameters Available ===
The following are some of the parameters that can be set before starting the game:
  • Objective count, size, capture speed
  • Turn on/off 3D task markers and flag status hud
  • Choose player faction and their skill
  • Number of AI fighting on the map
  • Which vehicles dlc/mods to use
  • Is ai use of more powerful vehicles limited at start of the game
  • How prevalent are rocket launchers among the AI
  • Choose enemy faction, and difficulty/skill level
  • Virtual garage for players to pull up vehicles
  • Turn on or off showing 'known about' enemy groups on the map
  • Civilian presence
  • Virtual Arsenal - full or only faction specific
  • Time and weather options
  • Vehicle chooser option where you choose which specific vehicles are used by AI



Check out my other missions here: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2773765491

Skull Collection: Get all the missions in one zip here[www.dropbox.com]


This is a coop mission, so it can only be played in the multiplayer part of Arma, although you can play it solo and private without being accessible to anyone else. This is how to play this mission:

Launch Arma. Once it's started select 'multiplayer' then 'server browser'
At the top select 'host server'. A list of settings will show up. Look at the 'HOST' option. If you have it set to 'LAN' then it will be a private game. Click the 'Host Server' button.
Next you should choose the map on the left, and the mission on the right.
Then click 'play'.

6 Comments
maskedbehemoth 2 May @ 6:31am 
ah i see, but most of the times are just ally heli swarms on contested areas like apache and wildcats just circling, even sometimes just hovering idling. yeah some of them paradrop infantries but not always for transport helis. i hope the next update can add ticket values for both helos and planes to balance it out.
Skull  [author] 1 May @ 8:00am 
Also, if there are limited land routes, or if the enemy bases are too far away so that the AI can't route themselves there, then I use air transport. Car and heli transport are almost free ticket wise, so they can spawn very frequently. So if you are seeing a lot of helis, maybe it's because the bases are too far apart or separated by water or mountains. These transport vehicles should drop off the infantry and then return. They don't stay in the area fighting like the attack vehicles will.
Skull  [author] 1 May @ 8:00am 
The mission does more than just quantity values for the vehicle types, it also uses a ticket system to keep them from spawning too quickly. If it was just quantity, then killing a tank will just cause another to respawn. When I played and knew that, then suddenly it's more tactical to leave a tank that's stuck on a tree where it is since killing it just spawns another. So I added a time/ticket type think in there too. When I added the "fewwer,few,lot,even more" type of option, I adjust both the ticket rate gain and the max number of that vehicle that can be on the battlefield at once.

Adding quantity values can also be confusing because factions without helicopters may get planes added into the helicopter tickets and stuff like that, so it often won't be those exact numbers.
maskedbehemoth 30 Apr @ 10:59pm 
aight, sounds good. cause ive seen massive npc air battles like Random Infantry Skirmish where they’ll just spawn planes far away but already airborne heading towards the enemy. i think you can implement that also? or like an option to disable the need for airport capture to spawn planes. and besides splitting the helis and planes, can you add the quantity values for each of them? my maps looks like charlie dont surf from cod 4 lol
Skull  [author] 30 Apr @ 8:44am 
I'll add it to my list. The planes can be limited by airports. You have to have a captured zone nearer to an airport than the other side to allow you to spawn airplanes. Maybe the option would be to disable that. Maybe I'll break up the 'aircraft' parameter into one for helis and one for planes, and the planes one can include disabling the need for captured airports. Also I'll add an option for even higher rates of spawn. How does that sound?
maskedbehemoth 30 Apr @ 1:02am 
i have a suggestion based on my time playing, can you make the planes spawn more often? like much more in quantities cause like during peak match it only spawns around 1-3 which makes it a lost potential for a massive dogfights and ground attacks. i have set the aircraft amount to the max but it only spawns helicopters 90% and the 10% are planes which sometimes is below that. i had this one time where the skies are just helicopters and theres just 1 plane circling the AO.