Swordster 3 Report post Posted March 2, 2019 17 minutes ago, webbie said: @Swordster Fantastic! I will do my best to run everyone's missions and how they describe them just baring in kind they may be altered slightly to fit with server needs as well. But great idea to get more airborne types of things, remember with new mission files roles won't be restricted so you will be able to do actual air assaults as well. I don't mind, for alterations, I'm unsure if its hard for zeus to command ai civilians into player helo for both operations or just use blufor and during my writing this initial I had fog had 40% for Operation Passage which realized was too thick for some of lower villages. So if zeus/command wants to use other helos, use more armed blackfish in Archangel, or have the CSAT Commander challenge us to RAP Battle I'm cool with it. 1 Share this post Link to post Share on other sites
rubbermann 1 Report post Posted March 2, 2019 Questions will there be spectator slots or just classes that spawn with bino’s and up in a floating tower? 2. due to how many people want to join can squad sizes be changed? 3. Can some people play as csat if enough people join the operation as NATO forces? Share this post Link to post Share on other sites
webbie 186 Report post Posted March 2, 2019 35 minutes ago, rubbermann said: Questions will there be spectator slots or just classes that spawn with bino’s and up in a floating tower? 2. due to how many people want to join can squad sizes be changed? 3. Can some people play as csat if enough people join the operation as NATO forces? Their a 2 spectator slots with proper spectate mode. You wouldn't see much from a tower, lol. Squads can be arranged prior to start in the 30-45 mins prior you will have time do Loadout and sort your squads and roles. No, their are no slots for cast players. 1 Share this post Link to post Share on other sites
decibel_spl 76 Report post Posted March 11, 2019 (edited) Operation Red Peril MISSION OBJECTIVE: Spies have infiltrated a major NATO airfield and reported that US and British special forces intend to use this airfield as a significant staging point in an upcoming operation in the region. General Han has requested this airbase be infiltrated and crippled to slow down preparations and gather further intel on their reported operation. Viper Strike Force Zuī hăo has been assigned with the meticulous task of assaulting the airbase under the cover of darkness. From there, they will destroy the major logistical assets including a VX-44/C-130 (depending on RHS). MAP/LOCATION PREFERENCE: Main Airfield on Tanoa SQUAD SETUP: x1 Assault Team x1 Distraction Team x1 Recon Team CAS\FSG STATUS: Extraction Xian can provide CAS if required. WEAPONS\UNIFORM: Viper equipment - Viper uniform, LBV Harness, Viper Backpack, Type-115 Edited March 11, 2019 by decibel_spl 2 Share this post Link to post Share on other sites
decibel_spl 76 Report post Posted March 13, 2019 (edited) Operation Terror Incarnate MISSION OBJECTIVE: Guerilla Operatives in their observation of the nearby town of Kavala have spotted an opportune moment to incur terrorism on the residents of Altis. Civilians have put a hand up in assisting NATO and IDAP in the resurrection of important buildings that were lost to conflict in the region. Operatives have spotted a construction site down the road from the hospital which is NATO supported - This infers there will be locals present and as such, provides an opportunity to inflict mass casualties and terror. A team will intercept an IDAP convoy, running supplies and aid to the site and take their place. From there they infiltrate the construction site and plant explosives in key locations to inflict maximum damage. MAP/LOCATION PREFERENCE: Altis, Kavala SQUAD SETUP: x1 Infiltration / Explosives Team x1 Distraction Team x1 Lookout Team WEAPONS\UNIFORM: Dependent on Team Edited March 13, 2019 by decibel_spl 1 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted March 18, 2019 THE GUNS OF NAVERONE ZEUS NOTES: 1- Designed as a night mission, usually start at 20:00. - not sure of the setting , but please "equip flashlights" to AI. 2- Environment -> post process -> "brown is real" or "Black and white" MISSION OBJECTIVE: HIstorical mission. In the leadup to the modern conflict, we recall one of the first engagements that started this bloody conflict. CSAT had been antagonising us politically for months. As an act of defiance, and to spit in the face of the proposed peace treaty, they are setting up a battery of 3 bunkered naval guns on the west coast of Maldern. These Guns are set to cripple our trade routes when the Gun Guidance system come online. To engauge openly however risks all-out war. 1. Night HALO insertion. land at town and secure vehicles. Supressed weapons are essential. 2. Infiltrate Radar Guidance station and clear. rig explosives but DO NOT DETONATE. set the timer and move on with stage 3.; 3. Move down and Destroy 3 Naval gun positions. The enemy may have prepared for a larger attack, so stay off the empty paddocks as these are likly mined. Stick to the roads and destroy any enemy logistics traffic encountered. A heavy enemy response is expected if something happens with the guns, so co-ordinate the demolition charges. all three guns should be destroyed within 3 minutes from first charge to last. 4. Extract via boat. MAP/LOCATION PREFERENCE: MALDEN -> West coast. custom locations. will email over the mapfile on request SQUAD SETUP: 3 assault squads. 1 engineering / demolitions squad V-44 used for insertions, however no ongoing drone/ air support is expected. WEAPONS\UNIFORM: Historical mission so trying to keep things a bit old school; 1. No Thermals & No bergen backpacks 2. No NVG Prefered. Weapon lights tracers and flares encouraged 3. No grenade launchers except for flares. dumbfire rockets (RGP7 or RPG42) only. 4. MK14 w/ Iron sights should be standard issue rifle, Zafir for the MG/HMG role. 2 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted March 19, 2019 THE PRO-CLAIMERS MISSION OBJECTIVE: Concerned about drugs apparently winning the war on drugs, the local government has requested the Tanoa PD undertake a crackdown on some suspected drug operations. The Local Chief knows this is the best time to set himself up as the only game in town, however he doen't yet have the resources to take on the local Cartels. Needing help, the local chief has engauged the services of some CTRG mercenarys to help out. These Merc's know that any drugs the police recover might reduce their own profit in their own "other activities." NOTE THAT THE DRUGS HAVE BEEN STASHED IN MEDIKITS THAT NEED TO BE CARRIED TO THE END OF THE PATROL. Each person may end up carrying one or two out. Note: A "Shoot House" has been setup in a hanger at the airfield for training until all teams are ready to move out on patrol. The combined task force is to work togeather to complete; 1. Patrol the small path "500Miles" and investigate the suspicious sites for drug activities 2. Regroup, Refuel, Rearm at town of Kotomo. offload any recovered "drug stashes" for transport to police holding pen at fenced compound on the east outskirts of Tanouka 3. Patrol the second path "500 More" and investigate the suspicious sites for drug activities. 4. CTRG head to Airfield for extraction. Police head to holding pen at fenced compound on the east outskirts of Tanouka BONUS: Police score +1 Point for each "drug stash" recovered to the fenced compound on the east outskirts of Tanouka CTRG score +1 Point for each "drug stash" found that doesn't make it to the compound OPFOR INTEL: We are only expecting lightly armed enemy. typicaly syndicat bandits hang out in these forrest, however if any of the site have drug related works, then expect paramilitary elements on the enemies payroll. If we do come across any vehicles, they're likly to be 4wd's or trucks. MAP/LOCATION PREFERENCE: Tanoa. - refer map below SQUAD SETUP: Gendarmerie / POLICE 2x Police response squads (Police Uniforms and NATO Guns. no machine guns, no grenade launchers, Captured RPG's only). Police Offroads and Police Van's available for transport 1x Police Air-wing. Armed Orca. 2x 20mm cannon pods. (Only reload available at completion of first objective). Airwing to complete "reinforcements" where respawns are needed CTRG 1x CTRG squad. (NATO Equipement. Machine guns and Grenade launchers allowed . Captured RPG's only). CTRG Prowlers available for road transport. WEAPONS\UNIFORM: Police uniforms Pilot coveralls CTRG URBAN No Thermal Goggles. No Drones. Captured RPG's only 1 1 Share this post Link to post Share on other sites
ChristopherEz 7 Report post Posted March 23, 2019 MISSION OBJECTIVE: Our recent satellite images have revealed that there has been an increased activity at an airfield about 1 km North of Abdera shown in an image bellow. Intel suggests that enemy forces are using this airfield as a weapons smuggling base. Using Caesars to smuggle these weapons into Altis supplying them for the enemy to fight back against us. We have sent a recon team to investigate and search. The Intel provided is that the best time that these smugglers transport these weapons is approximately at 0200 hours. Your mission is to infiltrate that airfield, destroy any enemy SPAAGs, take out any enemy threats and return any planes that are found to the FOB (Altis International Airport) without destroying any smuggled weapons. It is with recommendation that you do this mission with the highest of stealth as reinforcements may be called if too much attention is attracted to you. Good Luck Soldiers! MAP/LOCATION PREFERENCE: Altis1 kilometer North of Abdera SQUAD SETUP: You will be receiving transport helos, you will also be receiving an Appache acting as CAS. Due to the distance, no ironside will be given and transport will be frequent for safety. Boats will also be located at the port of Kalithea that can be used to assist along the coast or used for stealth infiltration instead of Helicopters. CAS\FSG STATUS: CAS is a last resort, only used if everything is going to shit and stealth has been broken already. WEAPONS\UNIFORM:Any weapons may be used, but it is at full recommendation that you use silencers and silenced weapons NOTES: Intel suggests there may be SPAAGs around the airfield waiting for you OPFOR EXPECTATIONS: Heavy infantry Autogunners, SPAAGs, AT/AA man pads, Lots of infantry, Possible enemy helos and Boats patrolling around the airfield. 2 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted March 25, 2019 Operation Pre-kill MISSION OBJECTIVE: Turmoil has engulfed the Altis Republic. The taxation of trade routes to outlying towns is in dispute. Hoping to resolve the matter with a blockade of toll facilities, the Trade federation has stopped all shipping to the small town of zaros While the Senate of the Republic endlessly debates this alarming chain of events, the Supreme Chancellor has secretly dispatched two IDAP Negotiators, the guardians of peace and justice on the island, to settle the conflict.... Your team is to setout as a convoy from the landing strip North of Abdera (091215) at 10:00am in the morning Collect 2 Idap representitives that are to land at the helipad at Syrta (083182). We are expecting them to land at 10:15am. make sure the town is clear for them to arrive. Escort the Idap Negotiators to Zaros (090122). Negotiations should commence at 11:00am There will be checkpoints along the route. You have been given priority clearance to pass through these. ROE will be return fire only. MAP/LOCATION PREFERENCE: Altisrefer map below SQUAD SETUP: Squad 1 1x IDAP Zamak Transport (Negotiators Transport) 1x IDAP Van Transport (Optional) 2x IDAP MB 4WD (Optional) Squad 2 2x IDAP Offroad (Optional) 2x Prowler HMG Squad 3 1x MH-9 Hummingbird QRF WEAPONS\UNIFORM: Uniform - "Driver Coveralls" (except redstone and Vrana) No Thermals No Drones No Bergens Ammo = Tracers NOTES: Idap Negotiators have a bad feeling about flying directly to the Zaros meeting point, mainly due to rourmors regarding the new CSAT "Wrist rocket" AA system. OPFOR EXPECTATIONS: It is unknown how far and wide the threat of the specter of the enemies agression has spread. If we do come under attack, Guerrilla Tactics should be expected. lightly armoured vehicles, highly mobile enemy infantry, IED'S. Just like in the simulations. As a peace keeping force though, the priorty should be to break contact and find another way through. god damnit you made me write an escort mission 2 1 Share this post Link to post Share on other sites
Guardian 45 Report post Posted March 26, 2019 (edited) With the I&A Zeus Mission suggestions, it is recommended that the following guidelines be followed: 1. Objectives and mission flows that you set should be simple and easy to follow by a larger group that may not be operating in a highly coordinated fashion. For example, the objectives you should roughly intend to set are "Find" "Destroy" "Kill" "Clear" etc. 2. The execution/method of the mission should not necessarily be laid out in the briefing (Beyond where you start and how you can get to the objectives). This allows for people to join midway through rather than missing out by 10 minutes and being forced to miss it for the week. 3. Rescue, Stealth, and nitty-gritty complex missions are difficult to run within these constructs and should be avoided. This can be compromised, but should be considered as a rough guide to make sure that your mission isn't drastically altered. 4. Missions that fail if stealth is not achieved are difficult, if not impossible, to run. However, if being discovered makes it harder, then this can be worked with 5. Mission templates are recommended to be sent to Webbie or Orion to be added to the server prior this will greatly assist staff in the creation of the missions. However, ensure that the main bases you build aren't horrendously complex, because they're often only seen for 15-20 minutes maximum anyway and are often difficult to create/transfer. 6. Don't send the mission file with any objectives, respawns or other modules included, this should also be done on the fly. If anyone has any questions on how to alter their mission flow while still trying to remain tactical, please don't hesitate to message @Guardian on discord or the forums to discuss these and work through them so that your missions can get run. After all this is your community and your ideas are key to the continued success. webbie edit: Some things can be negotiated and I am happy to edit the mission to get it as close to what you want as we can as long as it falls into the guidelines for flexibility above. Edited March 26, 2019 by webbie 2 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted April 6, 2019 Operation Hammertime (Wednesday Mission w/ RHS:USF) MISSION OBJECTIVE: We have established a FOB at Molos Airfield. We have only a short window to secure the southern airfield at selakano. Take the armoured section and head south. roll through towns as part of the blitzkrieg and destroy the enemy strongholds. Try not to get spread out, as the enemy will pick off any targets of oppourtunity MAP/LOCATION PREFERENCE: West Altis SQUAD SETUP: 4x M1 Abrahms Tanks 1x M109A6 Self propelled Artillary 2x NYX AA 2x M113A3 Ammo carrier APC 1x Bobcat WEAPONS\UNIFORM: NATO uniforms. PDW's only ( 9mm /.45) 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted April 6, 2019 Operation Wetwipe MISSION OBJECTIVE: One of our new VTOL aircraft has crashed off Yusa Island. We don't know what caused this aircraft to go down, but it may have possibly been ground based weaponry. we need you to recover the blackbox from this aircraft to determine the cause of the crash. MAP/LOCATION PREFERENCE: Tanoa, Yasa Island SQUAD SETUP: 3x SDV's 3x Assualt Boats 1x V44x Gunship WEAPONS\UNIFORM: Dive Equipment. SDAR's 1 Share this post Link to post Share on other sites
Guardian 45 Report post Posted April 8, 2019 Given how these need to run in order to be effective, if you would like previously posted ideas to be considered; please consider the points covered in my reply from March 26 in this thread and adjust the previous ideas accordingly. There are some awesome ideas from the community, and adjusting them will help the I&A staff immensely. This will allow for your contributions to become reality in our events. @Snohman's last two mission ideas in this thread are great examples of how it can be done. Any questions, feel free to sing out. 1 Share this post Link to post Share on other sites
Snohman 52 Report post Posted April 19, 2019 Operation Iraklia MISSION OBJECTIVE: We have been tipped off that a rogue general is selling our Arms to some filty rebel forces. The arms deal is to go down at the abandonded Iraklia holiday villa. Our plan is to approach by amphibious vehicles across from the south east accross Pefkas Bay and take them by suprise, while avoiding any trap they may have set up on the approach roads. hopefully this combined arms assault will uncover where the base for the rebal forces is situated MAP/LOCATION PREFERENCE: Altis. Iraklia holiday villa SQUAD SETUP: 1x BMP + command squad 2x BTR assault squads WEAPONS\UNIFORM: Russian Floral. RHS AFRF weapons. 1 Share this post Link to post Share on other sites
shrike_ 3 Report post Posted September 6, 2019 (edited) CO-35_New_Findings_V5 By: Shrike MISSION: Year 2043, June, 23. An unknown enemy has breached our blockade around the island of [REDACTED]. We believe their main goal is the bunker, Site 34. Site 34 is located on the island which contains entity [Classified]. The hostiles have set them selves up around the bunker and are currently preparing to breach the bunker. Due to the hazard of being within 3 km's from the entity. No personnel are located in the bunker or on the island. Site 34 is monitored offsite via Cameras which are found throughout the bunker. For unknown reasons anomalies appear within 3km's of the entity. Because of the this, the entire Island is treated as its containment. No one is allowed to get 2kms close to island without authorization from level 4 staff. Any one who passes the blockade without authorization will be considered hostile and are to be destroyed. Lately more than normal anomalies have been sighted appearing on the island while the entity remains contained inside its containment. Investigating these may also aid us in understanding the entity more and maybe why the hostiles have chosen now of all times to come. As of 14 hours ago an unknown enemy consisting of 4 warships and 1 carrier managed to break through the blockade around the island. Due to the unexpected size of the enemy force, a large task force is put together and are teamed up with the american navy to take on the situation. You play as a member in Task force Hunter and are sent in with the aid of the American navy. You are tasked with the mission to eradicate the hostiles who have occupied the abandoned island and stop them from breaching site 34. The hostiles have fortified themselves on the coast line by occupying the pre-existing bunkers and setting up military platforms. They are also occupying the towns and compounds in the area. Mission success is when all objectives are complete and site 34 has not been breached If in the event the bunker is breached, the mission will be considered a failure. Any one within 3km's from the bunker are to be considered KIA. Teams outside the zone are to evacuate and prepare for the on site warheads to detonate. While in-containment, the entity can still interact to some extent with object on the island. Proceed with caution. Expect ANOMALIES Vehicles: 6 Assault boats, 2 Speedboats with gmg's are provided [IMPORTANT] You are to use the gmg' to clear up a landing area for the rest of the teams to land in one {piece} Do not extend outside of the AO as it is littered with anomalies. OBJECTIVES:Main Objectives - 1. Destroy the forward outpost, blow up the radar and HQ building. 2. Destroy the Anti tank guns to allow our ships to get closer. 3. Destroy the Anti Air guns so our CAS can get closer 4. Search the 3 story complex for intel (refer to in game) 5. Investigate the dome set up on the hill. 6. Clear the town of Dourdan 7. Clear the town of Houdan 8. search the office building that was built just outside of Houdan 9. Find and kill the office in charge. 10. Secure site 34 Side Objectives - 1. Assault the Carrier, kill the remaining crew member and kill the officer. search for Intel before moving on. Tell the commander about the Intel 2. Assault the Destroyer, kill the remaining crew member and kill the officer. search for Intel and before moving on. Tell the commander about the Intel MAP/LOCATION PREFERENCE: Malden SQUAD SETUP: 1x commander 4 squads of 8 Roles: Squad Lead [take on the best role of all and lead people to their death] Medic [you may go down a lot, (I did) medics are vital] LMG [AI can be suppressed, can be handy] Anti Tank [needed to deal with vehicles] Team Lead [expected to help the squad leader] Medic [you may go down a lot, (I did) medics are vital] Marksman [will be engaging AI between 2m all the way up to 900m] Demo [needed to complete most objectives] WEAPONS\UNIFORM: [Classified] NOTES: There will be very little Zeus Operating in the mission. everything is running through either DAC or pre-placed assets. Zeus will only be there as backup and to keep everyone in check. Stay inside the playing area or run the risk of running into stronger AI/ Zeus lightning bolts. Random Information pertinent to mission. Required from everyone: Play as a team. All roles are required in this mission. Medical: Ace medical basic Load-outs: Crates are in front of every squad on tables with different scopes, ammo and more. pick what suits you best from inside the crate. Resupply: there will be 2 crates in front of every boat with ammo and another with explosives and at. take these along with you as you may need them. Support: there will be another role which Shrike might end up taking which involves land a car on shore and delivering crates to squads further in land. (may change during mission) Enemy EXPECTATIONS: Expect at least a battalion of enemies (not a joke by the way) Infantry with some light Armour and maybe some light air assets.MODS: CBA_A3 ACE SHACKTAC Task Force Radio RHS AFRF RHS USAF RHS GREF JSRS (optional) Edited September 6, 2019 by shrike_ 2 Share this post Link to post Share on other sites
iBacon 3 Report post Posted October 21, 2019 MISSION OBJECTIVE: Town or bridge defence. Force must hold a designated chokepoint until armoured reinforcement arrives. Defence of Ramelle style. MAP/LOCATION PREFERENCE: Altis, Stratis or Malden. Any appropriately sized town divided by or near to a bridge. Agia Marina on Stratis would be ideal. SQUAD SETUP: Mechanised infantry only. Armed light vehicles at best. CAS\FSG STATUS: CAS may not engage. WEAPONS\UNIFORM: NATO uniforms. Enemy is CSAT. No guided AT. NOTES: Start the defence ahead of the chokepoint and fall back in stages. Enemy should be required to funnel through the chokepoint, they may not flank around it. Ideally this would be around a bridge but Agia Marina on Stratis is the only town I can find with actual bridges and it runs through it the wrong way. Could just designate a chokepoint instead. OPFOR EXPECTATIONS: 2x MBT and 2x medium armour, light vehicles, "50 infantry plus change". Keep them coming, in waves, to force the defenders back. Share this post Link to post Share on other sites