Yes, from the [Sun] 02 March session, both the Sunday and Tuesday sessions will be ArmA 3 from the beginning.
Why didn't the Party just make one of the Sunday or Tuesday sessions ArmA 3 only?
Because we didn't want to disadvantage the many comrades who only get to play in one of our regular weekly sessions.
Why has the Party decided to make the switch now?
In September 2013, the Party identified a series of conditions that would need to be met; here they are again with comments:
- The FA ORBAT and comms approach for ArmA 3 must be agreed and published in our forums
We'll be using an unchanged platoon structure and approach to comms; read more in the thread: What is the Folk ARPS platoon (for ArmA 3)?
- An ArmA 3 version of F2 (F3), configured for the FA ORBAT etc. must be available for mission makers
With the publication of F3 v3-0-9A, the Party now believes the F3 mission making framework to be ready for our needs (but that won't stop us developing it further).
- ArmA 3 must be available worldwide
Even comrade Draakon can buy ArmA 3, so we must be good on this point. Probably.
- ArmA 3 must be out of Beta (although a very stable beta may allow us to switch before the full release)
We're certainly past the beta stage - although it's only recently that MP performance has become acceptable.
- A significant number of comrades have ArmA 3
The Party believes many comrades have invested in a copy already; for those still waiting to make the purchase we hope there is enough time before the first session.
The excellent V+ sessions will remain ArmA 2 for a while yet, and the FA vanilla ArmA 2 server will continue to be available 24/7 for ad hoc sessions.
Okay, this all sounds great; what do I need to do?
Just come along to the sessions! If you haven't yet done so, please read all the threads in the ArmA 3: Need to Know sub-forum.
Anything else?
Well ... it just so happens that there's one final condition for the switch:
- Half a dozen FA-standard missions must be ready (which is not a lot if 3-4 comrade mission engineers go to work)
Are there any mission making guidelines I need to follow?
In addition to the the thread, Writing ArmA 3 missions for Folk ARPS, whilst we get used to the performance of ArmA 3 the Party asks comrade mission makers to follow these additional guidelines:
For all missions ...
- Please use only scripts found in F3 and Wolfenswan's functions (this is so that if we hit performance issues, we know what to de-bug).
- Because ArmA 3 models stamina in a different way, please provide transports if players are asked to cover distances of 1km or greater.
- Thermals should be disabled unless it is critical to the mission design (e.g. using a vehicle as recon and spotting to relay info on enemy positions to friendlies on the ground, such as with a UAV or chopper). As a general rule, thermals should benefit the team, not just the player with the optics.
- Please use a maximum of 120-140 AI (even with caching, whilst we get used to the ArmA 3 AI we'd like to keep to a 3:1 ratio of AI to players).
- If you intend for AI caching to be used in your mission, place them in an area at least 2km x 2km (this allows AI caching to be effective).
- Players can be re-equipped with MRCO/ARCO/RCO optics, but please don't provide them with more powerful optics or thermal sights (the exception would be for a recon/sniper team).
- Please lock the driving positions for powerful enemy vehicles.
- Air assets are another item that requires a lot of consideration: flying over unvisited terrain may trigger un-caching of units and undesirable performance. If air assets are used, provide clear RoEs and loitering zones.
- Activate the F3 Body Removal component.
- Please use iron-sights or holo optics only (the exception would be for a recon/sniper team in a carefully balanced asymmetrical mission).
Understood. I'm ready to help the Party liberate Altis!
Excellent! Step this way to trade in your AK for something more futuristic, comrade ...
