The Folk ARPS transition to ArmA 3

What you needed know about Folk ARPS and The Party (back in the Arma 2 era)
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fer
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The Folk ARPS transition to ArmA 3

Post by fer » Sun Feb 16, 2014 7:22 pm

Comrade, are we switching to ArmA 3?
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.
Does this mean no more ArmA 2?
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)
If you're a mission maker, or want to try making missions, you can download a copy of F3 v3-0-9A and begin making missions for FA! If you're brand new to using F3, you may want to try the illustrated tutorials for making cooperative and adversarial missions.

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.
For coop missions ...
  • 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.
For adversarial missions ...
  • Please use iron-sights or holo optics only (the exception would be for a recon/sniper team in a carefully balanced asymmetrical mission).
Please note that the Party hopes to lift many of these conditions soon (they will be under constant review), but during March/April 2014 your mission may not feature in sessions if it does not comply with them.

Understood. I'm ready to help the Party liberate Altis!
Excellent! Step this way to trade in your AK for something more futuristic, comrade ...

:hist101:

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wolfenswan
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Re: The Folk ARPS transition to ArmA 3

Post by wolfenswan » Wed Apr 09, 2014 5:21 pm

Updated OP:

Please activate the F3 Body Removal component when creating COOPs.
My ARMA3 Missions - to download select a branch and pick "Download ZIP".

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