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Showing content with the highest reputation on 03/27/19 in all areas

  1. 5 points
    Hello gamer's, Since crafting is back (thanks), I have to ask, the price's of house's vary in sizes (500-750k for a small, like 2 mill for a double? Don't know the exact prices), yet the inventory sizes are the same, I was wondering if we could have more storage in the bigger houses as that makes more sense? Otherwise there's no point in spending more money on a bigger house whilst you can buy a cheaper smaller house that holds the exact same amount as Y inventory storage xx Also could the Go Karts PLEASE come back, I know a lot of players who have genuinely left the server (NSWP White Person) just because Go-karts were removed, people raced/RP'd at the go-kart track etc. -Houses have more storage the bigger/more expensive it is -Go-karts to make an appearance back to the server Cheers
  2. 2 points
    Wednesday Night 27th was the first (of hopefully many) Zeus mission using the Mod RHS US forces mod (RHSUSAF). Here is a quick debrief from one of the squad leads: The mission started after a few minutes of messing around with Zeus spawned vehicles, with our briefing given as follows: Chemical weapons held by Syndicate, vehicles may be available after a walk to the designated drop zone. After grouping up at the Vehicle drop zone, the squads mounted in HUMVEE's and assaulted the target compound. The initial engagement went as planned, the enemy scouts and forward positions were cleared quickly and efficiently. Moving on from there, the squads engaged the compound, facing heavy resistance and being forced to retreat and regroup. With a few minutes to re-organise the squads, the team attacked a second time, this attack being successful. The compound was now under US control and the last of the enemies were being cleared out. However, one of the enemy commanders escaped the compound. The escaping commander called in reinforcements in the form of paratroopers and ground assault, attacking the compound with force. US forces fighting hard to push the syndicate back allowed the enemy forces to regroup at another location with the escaped commander. After the dust settled, the US forces became aware of the escaped commanders location and set out to capture him. Splitting their forces, the US teams attacked the compound where the commander was hiding. Alpha was assaulting the compound while Bravo was moving south to act as a blocking force for any escapees and reinforcements. After a hard fight, with a few squads and vehicles halted and killed, the US forces successfully captured the enemy commander. Mission was a success. Debrief: Positives: Mission ran smoothly, US teams had plenty of enemies to engage that were not too overwhelming. There was a few breaks to re-arm and re-group, allowing the overall flow to feel good. Objectives were clearly set, but gave the teams enough freedom to come up with their own plan of action. Using the USAF mod gave a number of extra weapons, uniforms and vehicles. All in the US army 1990-2005 fashion. Teamwork was above the normal within the teams, with communication on group chat and direct, also with squad leaders communicating on the command channel. For an unorganised event, it ran smoothly, had a good turnout, was well rounded as a casual zeus mission. Negatives: Comms, even though separated between the squads, was still very noisy and overbearing. Lots of chatting over each other on the "group" channel and the unnecessary "side" channel use - suggested fix was to mute "side" channel, with possible future fix of using TFR mod (if allowed). View distance was a bit low, usable as infantry but for pilots or other vehicles it would be limiting. - Suggested fix is add something to adjust the view ingame (server code etc). Crag_r: "I was promised civies to shoot, there were non." BigRed: "Thanks so much for coming to the mission and starting this ball rolling." Our goal currently is to have a mission on Wed in a very casual feel, low limitations feel kinda like the I&A server, just with Zeus run objectives. While the Sunday missions be more organised and planned ops with a more formal approach. Please post any extra info, or feedback so we can fine tune the server ops to where we want it as a community.
  3. 2 points
    Bye gamers, will miss you all.
  4. 1 point
    Server Start Time: 12.00pm AEDT Mission Start Time: 12.30pm AEDT Location: StrayaGaming I and A Event Server (search "straya" to find the server, which will be active 30 minutes before the operation commences). Password: straya Situation: Community Zeus: @Snohman CSAT has set up a naval battery along the Western Coast of Malden, severing trade routes into the Mediterranean and endangering our naval assets. As part of the spearhead to reopen the sea lanes into the Mediterranean, Task Force Straya has been assigned to take out this gun battery as well as a key radar guidance station in the centre of the island. This should cripple CSAT efforts on the island. CSAT is assessed to be well prepared, with a heavy use of minefields and concrete casemate bunkers protecting their naval guns. These bunkers must all be cleared to ensure that CSAT have a difficult time re-occupying their positions. Reinforcements are likely to come from the main airbase in the East.` Mission: Task Force Straya is to complete the following objectives: 1. Clear the Moray Island Airbase 2. Destroy the 3 Naval Gun Emplacements 3. Destroy the Radar Guidance Tower 4. Defeat any counter-attacks 5. Commandeer CSAT vehicles to extract Execution This operation will be conducted in a free-reign manner. Personnel are free to attack the objectives individually if they wish. However, group management will be as per standard I&A, therefore grouping up and teamwork is highly encouraged. Intentionally interfering with other teams’ plans will not be tolerated. Control Measures: Respawn markers will follow the unit forward at certain undefined points Logistics: Dress: NATO Equipment. Equipment: Nil NVG/Thermals, Nil HE 40mm Grenades (Flares and Smoke are encouraged), Nil Bergen Backpacks, Nil Guided Launchers. These are to align with the mission intent which is that it has occured in an earlier point in the overall conflict. Weapons: Individual Preference in accordance with the above. Mods: RHS USAF will be required Blastcore and JSRS Sound Mod are optional Timing: Group on the I&A Events Server this Sunday 31 March at 12pm AEDT/2pm NZDT for a 1230pm AEDT/2:30pm NZDT start time. Late entries are acceptable - just tie in with a group or fight your way into the fight. Feel free to message @Guardian at any time on discord or in the forums for more info. This thread will be updated with more info for the mission in due course. May the Force be with you all.
  5. 1 point
    To keep it in theme with the north section, somewhere around Orekastro would be my recommendation. However there is already a FOB that spawns in that area (and is responsible for that area).
  6. 1 point
    Instead of removing it relocated it to a better location in that area, because when it comes to missions up there i can be really handy.
  7. 1 point
    Not the best but had to clear SSD.
  8. 1 point
    I sure do love pullng over go karts +1
  9. 1 point
    All the best to you Dredal. I hope that you keep on being youself and enjoy your life. Even if that means life outside of strayagaming, if there even is any
  10. 0 points
    Whiteperson with his gokart and gold helmet
  11. 0 points
  12. 0 points
    Hey everyone, Today I wanted to share some sad news with everyone, and then offer some insight into the future. Due to personal reasons (particularly centered around ongoing health issues), @Connor. has elected to step down from staff/development position for Straya/Altis-life moving forward. This doesn't mean Connor wont be contributing at all in the future, but he will be moving to doing contracted work on a project by project basis should we need it in the future. As for day-to-day AL Dev and the options as I see it for dev moving forward. In the short-medium term I'll be taking over a large part of the day to day AL Development work such as updating miscelaneous systems/functionality changes Altis-Life senior staff will be doing all the map and a large part of the config changes such as accessibility of weapons ect so that our development cycle can continue in between more major changes that we recruit Connor for! To be very clear AL dev should not stall following these changes, it will just become a bit more diversified/will have an actual structure to it instead of Connor shouldering all the hard work. We are also open to people writing code for the mission however this will be blind (without access to the entire mission file) to ensure the security of the mission file. As such what I'm looking for, for anyone who wants to contribute, is stand alone systems/features built by you to improve AL gameplay, if @Mitch and his staff approve the addition and the code is of sufficient quality I will then work on integrating your standalone content into the existing AL mission file. In order to minimize wasted work if you have skills in this area I would suggest contacting Mitch in order to be given features that are more likely to be approved/that staff want. Even though this news is sad and Connor will be missed greatly as a regular member of our staff team I hope everyone will give him recognition for his years of hardwork and dedication; and from everyone in staff I would like to wish him the best in his future endeavors! He has added a huge amount of quality content to AL, including back end security with a leading anticheat system that has protected us from over 500 hackers in the last year, along with countless performance improvements that allow the server to sustain far more clients at a playable level than it used to! For all of this and more we will always be grateful to him. If anyone has any questions about anything related to how things will move forward in this post i'll leave it open for replies so you can ask them.
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