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Showing content with the highest reputation on 12/22/18 in all areas
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5 points
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3 pointsTo round the whole thing out, almost everything in ARMA is a little off when it comes to aviation combat. Personas talk of OODA loop cycles, sounds all well and good in classroom at 2FTS, but in reality it's broken in ARMA as fixed wing combat, including all of the AA threats, happens over 1/20th of the actual realistic distances, the threats as a whole don't relfext their real world counterparts and so forth. Even in rotary combat there are unrealistic aspects. For example, if there was any form of SPADS such as a Tunguska (or Tig in this case), NO ONE GOES IN. Artillery solves that problem, or infantry. The point of my post if to shy people away from trying to win arguments here with fancy real word aviation combat theory, when it needs to be solved on the level that brings in players to the server because they're having a good time. It's not about us having fun with out favourite helo/plane, it's about whats best for the server.
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2 pointsHi All, Here's a solution to the topic of CAS Jets to CAS Helicopters is that both do well at there job. i have listened to many arguments on both sides from my time on the server and i feel that this would be the best solution. before we start I like to fly both the Jets and helicopters so i hope to come at this argument from both angles. CAS Jets have the capability to quickly fly in drop it pay load and be out the other side of the AO in a matter of seconds, they have there ups and downs as the single pilot is required to watch for AAA, find their target and fly the jet all at the same time and having a higher chance of dodging AA. Whilst, CAS Helicopters lack in the ability to fly through the AO at speed, they make up with the ability to precisely drop massive payloads and deal with multiple targets, they lack the ability of armor and dodging AAA. All the CAS Helicopters if it was the Blackfoot or the Kajman they both can easily be brought to the ground by AA. Especially the Blackfoot which is made of 'paper mache' and can be brought down by a simple HMG or armed qilin. In total, both assets have have the ability to replace each other in different areas, though it in all comes down to the player and what they want to fly. I propose a simple solution to this topic, when a user loads into the fighter pilot slot they are present with a computer that gives them the option to either select AA Jet or CAS Jet. simply add a option that gives them the option to select CAS helicopter. By doing this would increase team work on the server as if they select CAS Helicopter their gonna need a gunner (AI: take alot of skill to efficiently gun with, and id still leave available for those who want). They still need to be called in by UAV or Infantry on the ground. Now as for the AA Jet, the Helicopters could never replace them they its role can be filled in by and infantry and would be if it was necessary. you see at the moment on the server due to us having Jets infantry don`t need to carry AA launchers or drive the cheetah as they have a Jet. but if they were put in a position on needing to actually carry a launcher to deal with enemy Jets they would. This would again bring more team work onto the server. Thanks and please leave an ? if you agree or an ? if you don't
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2 pointsStrayaGaming Exile As many of you are already aware, over the past few weeks we have been running a private beta for an Exile server, being developed by @webbie. Strayagaming is proud to announce that as of the 22/12/18 we will be launching the Arma 3 Exile Server in its first stable build to the public. We hope to provide an enjoyable and unique Exile experience that you cannot find anywhere else in the Oceanic Arma community. The Exile server will be a PvPvE experience, and will be running on the Malden map with a total of 40 available slots. The server details: Server Name: Strayagaming | ExileZ PvPvE Server Connection URL: ex.straya.life:2302 Server Join Link: exile.joinstraya.com Available Slots: 40 Server Restarts: Every 6 hours at 12:00 and 6:00 (AEDT) Staff Details: On launch we will be having 3 members of staff for the Exile server. @webbie will be appointed as the server developer and administrator. The server will also be moderated by @Jereleet and @pkisbest Server Rules: The server rules can be found here. They can also be accessed by clicking the link in the Exile sub-forum or navigating to them via the support menu on the menu bar.
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1 point
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1 pointCan we get some more light at the base? It's annoying for people like me, who like to not have NV on while at base to see landing lights and other general things better at base, and barely be able to see a chopper on the pad. My screen has been calibrated as best as I can get it and I set in game gamma to the recommended settings (with the calibration tool in game) and brightness at 1. With NV on, you can see everything but every light source is a massive flare - add in 5 choppers, any cars + player's lasers and whatnot and it's a cluster****. Also, any coherency of landing lights are just lost and become a blur. Without the already faint collision lights and from another angle, you literally would not be able to see the ghost hawk on pad 2 - I've experienced it. Forget seeing anything else either. I know, this is mostly me being overly picky about things like normal, but it doesn't have that big of an effect having it bright enough to not even require NV at base.
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1 pointServer Rules StrayaGaming Exile has these rules in place to ensure the enjoyment of all players while on the server. Please also see the community guidelines for additional information that is broadly covered on all StrayaGaming Services. https://strayagaming.com.au/topic/16076-community-guidelines/ Server Admins always have the final say. General Rules 1. StrayaGaming Exile is a PvPvE Server! (Player vs Player vs AI Server) 2. Abuse or Exploitation of any known glitches is expressly forbidden. E.g. Wall glitching, duping 3. Do not Combat Log. This is a punishable offence. You must accept your fate. 4. Intentional VDM is forbidden. This also goes for bases. 5. If you gain access to another players base, Leave the area before logging out. 6. Do not block access to traders and safe zones. 7. Do not park vehicles inside the traders as they will be removed. 8. Abusive behaviour will result in a wipe or ban at admins discretion. 9. Trading with other players is perfectly acceptable however they must be conducted in the safe zone. 10. All issues are to be logged via support and evidence provided. Building Rules 1. 1 flag/territory per player. 2. All flags must be placed on the ground. 3. No building in towns or cities. 4. Any Vehicles or buildings that impede other players will be removed. 5. No buildings to be constructed on roads unless the structure goes above the road and doesn’t impede other players. 6. No buildings are to be constructed on the North West Island. 7. No buildings to be at military sites. 8. No buildings at Spawns. 9. No buildings at concrete mixers. 10. No buildings at Airfields. Safezone Rules 1. No shooting into safezones 2. No ramming vehicles or running over other players. 3. No camping or waiting outside safezones for players to leave. 4. Do not abuse the god mode system at traders, walking in and out to kill other players. Building Regulations Flags and payment of protection money is available at the trader’s office. Below are the levels for buildings: 1. Level 1 is free at 20m/100 objects 2. Level 2 is 10k at 40m/200 objects 3. Level 3 is 15k at 60m/300 objects 4. Level 4 is 20k at 80m/400 objects 5. Level 5 is 25k at 100m/500 objects This is subject to change should the need arise. Lifetime Limits Objects or items that are not interacted with in these periods are removed automatically. Protection paid at the trader is required for your base to remain intact. If you require an extended time frame, please contact support and provide a valid reason. Valid Reasons are at the admin’s discretion. Territory Lifetime = 30 days Vehicle Lifetime = 7 days Constructions outside of territories = 3 days Containers outside of territories = 7 days Safe Abandoned = 14 days Mods Below you will find the mods both required and optional for the Server. Mods outside of these are strictly prohibited. Required Mods: ExileMod CBA_A3 Zombies and Demons Optional Mods: Enhanced Movement JSRS Soundmod Advanced Urban Rappelling
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1 pointStrayaGaming - Altis Life Rules All rule breaks are up to the server staff's discretion. What a moderator/administrator says is final. Recently changed rules are in yellow. 1 - General Rules 1.1 Use common sense when playing and reading the rules. 1.2 Any form of hacking, exploiting or cheating is prohibited. 1.3 Any form of racism or derogatory comments will not be tolerated. 1.4 Any use of macros are not allowed when on the server. 1.5 City limits are defined as anywhere inside of the Purple Ring around Sydney. 2 - Fail Role-Play (Fail RP) 2.1 You must at all times, stay within the narrative of your roleplay character. 2.2 Aborting the server while in restraints, roleplay, combat or while incapacitated/downed will be considered ‘Combat Logging’ (you must wait the timer out and respawn before, leaving the server). 2.2.1 You may however, quit the server if you were the cause of your own death and not in an active declaration (crashing your helicopter, falling off a building) 2.3 Any form of evading role-play such as killing yourself, being team killed to evade or breaking character will be seen as Fail RP 2.4 Storing or impounding a vehicle during an active declaration will be seen as Fail RP. 2.4.1 This also includes storing money, items and other amenities during an active declaration. 2.5 Any strategy, method or actions that are obtained by out of game means will be seen as meta-gaming. 2.6 Any actions that are done with the intention of interrupting or interfering with role-play or the actions of other people is trolling and fail role-play. 2.6.1 Don’t be a dick. (Don't do anything which could be seen as purposely annoying or interfering with the Roleplay of others. Things like baiting police, destroying vehicles and targeting certain people). 2.7 Civilians may not enter city limits with / or use any of the following ; concealing clothing (balaclavas, face masks), assault weapons (anything that cannot be purchased from the red civ gun store), explosives, armoured apparel and vehicles (clothing/vehicles with an armour rating) 2.7.1 Civilians that enter city limits with any of the above mentioned items may be met with undeclared lethal force from the Police within city limits. 2.7.2 Weapons / Gear picked up from dead bodies that are considered assault weapons (including police weapons) may only be used within that declaration, once declaration is over you must get rid of the gear or leave city limits. 2.7.3 Anyone in Qilins, Prowlers, Armed Land Vehicles, Armed Hellcats, Armed Orcas and Pawnees may not enter city limits. 2.8 Any hostile action direct towards medics will be seen as Fail RP. 2.8.1 Stealing a medic vehicle will be seen as Fail RP. 3 - New Life Rule (NLR) Classifications: Dead / Died / Killed / Death means you have been incapacitated and then respawned. Incapacitated / Downed means you have been shot, crashed, etc and have the option to be revived by an adrenaline shot, request a medic or wait out the respawn timer. 3.1 All information / knowledge / memories gained prior to respawning is lost unless revived by a medic or via an adrenaline shot. 3.1.1 The exception to this is owned houses and server marked map locations. 3.2 You cannot return to the situation which caused your death. 3.2.1 Even if the situation has ended, you are not allowed to go back to retrieve weapons, gear or vehicles. 3.3 If revived by a medic, you cannot attempt to kill anyone involved in the situation leading to your incapacitation until the situation is complete 3.4 You can still be restrained by civilians or detained by police after being revived so long as the opposing party member has not themselves, been revived or respawned. 4 - Value Life Rule (VLR) 4.1 Putting yourself in situations where the risk of death far outweighs the odds of surviving is considered to not be valuing your life. 4.1.1 Failing to comply with the demands of a hostile threat where your life is at risk will be considered to not be valuing your life. 5 - Declarations 5.1 All declarations must be done via email or direct communication, this includes voice. 5.1.1 Enough time (30 seconds) must be given to acknowledge a declaration must be given. 5.1.2 An acknowledgement must be a noticeable change in behaviour. 5.1.3 Direct communications cannot be used to declare on any vehicle. 5.2 All declarations must include the following: 5.2.1 An action for the person being declared on e.g. Hands on your head! 5.2.2 A consequence for failing to comply e.g. Or you will be shot! 5.3 A declaration ends when all ingame/online members of an opposing faction are incapacitated or 10 minutes after all hostile actions have ceased. 5.3.1 Upon death/incapacitation your individual declaration with the opposing party will no longer be valid. 5.3.2 5.3.1 is void if you are revived using an adrenaline shot 5.4 A declaration on one member of a gang/faction is a declaration on all members wearing the same gang tag/faction map wide. Note: Please see the linked announcement regarding the interpretation of the use of Gang Tags in Combat 5.5 Declarations on Police must be done by either direct communication (this includes voice) or by text to Police dispatch. 5.5.1 Declarations via Police dispatch must state a name and a vehicle (if applicable). 5.5.2 If a name is not applicable, a location must be used instead. 5.6 Registered civilian contractors must declare via text message before participating in an active contract involving a robbery 5.7 If the player has acknowledged your declaration and complied with your demands, you may not engage and must continue roleplay. (If you decide to kill them while they're complying, this will be seen as Fail RP). 5.7.1 Hostages may only be killed should negotiators fail in complying with reasonable demands 5.8 If you are outside city limits you cannot declare on any players that are within city limits. 5.8.1 If a player flees into city limits during a declaration you may follow them and continue the engagement. 5.8.2 If you follow a player in during declaration using rebel gear, you may not start a new declaration until you leave city limits. 5.8.3 After concluding a situation pursuing a player into city limits in rebel gear, you must immediately make all attempts to leave city limits. 5.8.4 If a declaration is initiated by a player inside city limits where both parties are inside city limits, rebel gear may not be brought into city limits. 5.9 The robbing of a house does NOT form a declaration between the robber and owner. 5.10 All civilian groups are to wear the gang tag associated with their group. (Example: [123] YOURNAME) Note: Please see the linked announcement regarding the interpretation of the use of Gang Tags in Combat 5.11 You must declare on a person before you can restrain or knock them out. An acknowledgement must be received before you can restrain or knock them out. 5.11.1 Police are exempt from this rule when restraining to check licenses or ticketing. 5.11.2 Police may use tasers or knockdowns without a declaration against players who trespass within Sydney, Melbourne or Brisbane PDs. This does not start a declaration between the player / player’s gang and the Police. 5.12 Anyone in an air vehicle within a “No fly Zone” can be met by undeclared force by police. 5.13 Any damage or deaths that occur from crossfire will not be considered a form of declaration. 5.14 Any combat taking place in a KOS zone is exempt from the above rules. Should a party leave KOS whilst in Active Combat, a declaration is formed between both parties 5.15 Anyone inside of the red border around gang bases will be met subject to KOS from the whitelisted gangbase members. 6 - Random Death Match (RDM) 6.1 Killing any player without a valid declaration (see declaration rules) will be seen as RDM. 6.2 The killing of EMS will be seen as RDM, however excludes EMS in KOS zones. 6.3 If you are caught in the crossfire of an active declaration, this is not RDM. 7 - Vehicle Death Match (VDM) 7.1 The usage of vehicles to cause harm, damage or gain an unfair advantage will be considered VDM. 7.2 Running someone over with the intent to evade/flee is not seen as VDM. 7.3 Players who become ragdolled will gain immunity for a short period of time, until the rag doll animation is over and they have been allowed to remount a vehicle or re-engage in a combat situation. 7.3.1 Immunity period only applies when the rag doll was caused by the opposition not teammates. 7.4 Armoured VS Armoured is permitted 7.4.1 Armoured Vehicles consist of the Strider, Ifrit and Hunter 7.5 Ground vs. Air Ramming is prohibited. 7.6 Unarmored vehicles can not be used to ram other vehicles. 8 - Safe Zones 8.1 There is to be no hostile acts within a safe zone. 8.2 When in an active declaration you can not flee to a safe zone. Police can arrest people from within safezones. 8.2.1 Police v Rebel declarations are called off when all members of either party reaches their safe zone (Police Stations or Rebel outposts). 8.2 is void in this situation. Cartels and civilian contractors must also return to the Rebel Outpost over their set outposts. 8.2.2 If a single member of either party returns to the safezone, the declaration is still valid 8.2.3 All above rules (8.2.1 and 8.2.2) do not apply for when a robbery is being conducted. Any players that are part of either the gang or police force and are present at the bank within the declaration area of a 2km radius will be considered active in the declaration. Anybody seen withdrawing to a safezone will not be permitted to return and is calling off their individual declaration. 8.2.4 Police may return to Melbourne, Brisbane, Sydney PDs during a bank only for the purpose of escalation and will not call off their declaration in doing this. Only in this case are they exempt from rule 8.2.3. 8.2.5 Police are exempt from rule 8.2 if they are bringing the individual back to a Sydney, Melbourne, Brisbane police safe zones for processing purposes. They may not re-join any active situations once processing has begun. 8.3 You can not steal any items/vehicles from a safe zone. 8.4 You are not to airlift a vehicle from within the city limits. 8.4.1 The only exception to this is vehicles you own or have keys to and can only be lifted from the air garage. 9 - Robberies Robberies - Gas Station robberies, Major robberies and Vault raids 9.1 You must declare on the Police when robbing any of the gas stations however, major robberies and vault raids are KOS on all cops involved within 2km. (Please see Section 11 - Vault Raids for more information on Vault Raids) 9.2 Touching off any robbery and running away for the benefit of baiting cops or annoying other players will be seen as Fail RP. 9.3 Gangs performing any robbery must do it for the robbery itself and must roleplay an escape once the robbery is over. They can’t wait around for the pleasure of killing Police officers. This will be seen as Fail RP 9.4 If you leave the server whilst spawned in or die for any reason during a robbery situation, you cannot return and engage in the situation. (This includes aborting to lobby or being kicked). 9.5 During scheduled server events (events with prior notice given more than 24 hours ago), no player may conduct any major robberies or vault raids. 9.5.1 Players, regardless of faction, may not rob or raid houses during these events. 10 - Major Robberies Major Robberies: Westpac Bank, AGL Office, Research and Development Facility, Federal Reserve. 10.1 All Major Robberies have a minimum requirement of Police online before the robbery can be commenced 10.1.1 Ten Police officers must be online to rob the AGL Office 10.1.2 Ten Police officers must be online to rob the Westpac Bank 10.1.3 Twelve Police officers must be online to rob the Research and Development Facility 10.1.4 Twelve Police officers must be online to rob the Federal Reserve 10.2 When a major robbery is hit off, all declarations that include the Police are called off 10.2.1 This rule is only applicable within a 2km radius of the major robbery area. 10.3 Declarations for all Major Robberies are only within the immediate area of the robbery. Any hostile actions to either the robbers or the Police responding to the robbery by an unrelated gang/third party will be considered RDM within 2km of the active robbery. Two gangs (Rebel/Cartel/Civilian) cannot commit to a single major robbery at the same time. 10.4 All Major Robberies have cooldowns before they can be robbed. 10.4.1 The cooldown between different major robberies is two hours, the cooldown starts at the beginning of the robbery. This can be checked by using the bot on the Strayagaming Discord or the Gangs Discord 10.4.2 AGL Solar Office and the Westpac Banks have a cooldown time of two hours. 10.4.3 Research & Development Facility and the Federal Reserve has a cooldown time of three hours 10.5 You may not randomly join in a major robbery or sneak around unarmed and act as a bystander then pull out a gun and assist. This is known as Third Partying. 10.5.1 Registered Contractor Gangs with an active contract approved by Senior Staff may assist in conducting a Major Robbery or assisting Police in retaking 10.6 After the detonation of the Federal Reserve vault, neither party (rebel or Police) may have any additional people join in to the active robbery. 11 - Vault Raids Vault Raids: Abandoned Bank, Abandoned Factory, Military Compound, Altis Shipping Yard, 9 Lives Headquarters 11.1 Eight Police Officers must be online before a Vault Raid may be commence 11.2 A 1km KOS Area is established around the Vault Raid when it is started. If any party enters this KOS Area during the Vault Raid, they are placed in a declaration with all parties involved. 11.3 Vault Raids have cooldowns before another one may be attempted. These are not affected by Major Robberies 11.3.1 The Cooldown between any Vault Raid being attempted is one hour. Only one Vault raid may be attempted “per hour” 11.4 Any Party may join in and attempt to take the prize for themselves 12 - Hostage Rules 12.1 A message should be sent to the Police requesting a negotiator for the hostage(s) prior to the start of the robbery 12.2 If you kidnap a player with less than six Police online, you cannot initiate a hostage roleplay scenario with the Police. 12.3 All negotiations must be done face to face in game and any money must be done on site NO wire transfers. 12.4 A declaration is formed with the Police & Hostage Taker(s) when negotiations are called off by either party face to face. The Police must wait 30 seconds or receive acknowledgement of negotiations being called off before any hostile action is taken. 12.5 Do not use a hostage that is playing with you. This will be known as fail role play. 12.6 The negotiator of any hostage situation can not be taken hostage. 12.7 There can only be one hostage situation declared with the Police every two hours. 12.8 You cannot take EMS members hostage. 12.9 The negotiator must value the life of the hostage as his own. 13 - Civilian Groups 13.1 Civilian Groups consist of Rebel, Gangs, Contractor groups in addition to ordinary groups / gangs 13.1.1 All Civilian Groups are to wear the tag associated with their group in front of your player name. (Example: [123] YOURNAME) Note: Please see the linked announcement regarding the interpretation of the use of Gang Tags in Combat 13.2 Civilian Groups are all their own separate force, therefore no team tactics between groups is permitted 13.3 No more than 15 members of a civilian group may be on the server under tags at any one time 13.4 Any Corrupt Roleplay must be documented. Corrupt Roleplay consists of turning a blind eye to drug trafficking and other illegal activities such as kidnapping and capture points. 13.5 When performing any robbery, civilian groups must ensure that the appropriate amount of time has passed between cooldowns. This information can be found by using the discord bot (See robbery rules). 13.6 Civilian Groups may apply to become a registered group. The benefits can be found here 13.7 Registered Civilian Groups have the ability to take over a major settlement, known as a rebel takeover. More information can be found here 13.8 Registered Civilian Contractor Groups may form contracts with any groups / faction throughout the server. 13.8.1 Any contract formed must be documented and made available to staff at any time. 13.8.2 Civilian Vehicles must be used in city limits. This includes donator vehicles and helicopters. Vehicles purchased from a rebel store are not permitted. 13.8.3 Contractors must be paid prior to any commencement of work. 13.8.4 Any gear purchased at Contractor Base that is not available at a civilian store is considered rebel, unless you hold a valid contract approved by the APD Commissioner. 13.8.5 Contractors are only allowed to operate with their specific contract parties or other contractors groups. If they are seen operating with groups not contracted with them, then AL Senior Staff may revoke their registered status. 13.8.6 Contractors can only participate in robberies should they have an active contract approved by AL Senior Staff. 14 - Additional 14.1 The Altis Police Department (APD) and the Altis Paramedic Service (APS) have protocols that govern each department. They can be found below: 14.1.1 APD Protocols 14.1.2 APS Protocols Contact the respective Command Teams for help regarding protocol breaches. 14.2 The Basic Laws of Altis can be found here 14.3 The Registered Civilian Guidelines can be found here 14.4 The Rebel Takeover Guidelines can be found here 14.5 The Gang Base Guidelines can be found here 14.6 Donation Benefits for Altis Life can be found here Rules written by the StrayaGaming AL Staff Team. Rules effective as of Altis Life Version 11.7 >> If any grey areas are found, please forward them to Altis Life Senior Staff <<