Author: Zbug
Author Website:

Requirements: No addons required
Island(s): Altis
Playable options: N/A

Version: 0.923

Date: 2016-04-10 06:50


Comments: (16)
Rating:



 



Liberation

by
Zbug


Description:
Altis has fallen to the CSAT forces, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island.


Features:
  • Experience a massive CTI campaign with over 150 different capturable settlements across the entire island,
  • Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps,
  • Buy troops and vehicles using three different types of resources,
  • Build the FOB of your dreams with an ingame "what you see is what you get" system,
  • Fight aggressive and cunning hostile forces who react and adapt to your actions,
  • Learn that every window is a threat thanks to the custom urban combat AI,
  • Accomplish meaningful secondary objectives that will benefit your progression,
  • Never lose your progress with the built-in server-side save system.


  • Installation:
    Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.


    How to play / How to start:
    The mission is currently lacking a short ingame tutorial which will be added Soon™. Feel free to ask questions here, that will help us shape the ingame tutorial. I will cover all the basics here.

    Your first FOB is packaged inside that green container on the carrier's deck. You need to slingload it to the desired location and deploy it there. It will give you access to the build functions. Every fob is a spawn point... and a strategical objective for the CSAT forces.

    Sectors are captured by cleaning up the defenders with your forces. They are lost in the same way, but with a 10 minutes vulnerability timer that gives you some time to react. When you are nearby the capture zone is visible on your map, and you can see on the right side UI how much control each side has.

    Capturing sectors gives you resources based on the sector type: towns give manpower, military bases give ammo, factories give fuel.

    Manpower and fuel act as a hard cap: the more you have, the more units you can sustain at a given time, but you can never accumulate these resources and accumulate infinite forces as a result.
    Ammo is more of a "standard" resource, as you get a little over time from the bases you control, and a bonus for every base captured. It allows you to buy armed vehicles or heavy anti-vehicle infantry.

    If you need to free some manpower or fuel for other units, you can recycle vehicles when they are inside FOBs. That will also give you back a fraction of the vehicle's ammo cost.

    When you have enough firepower you can start taking on the major cities. They're a tough nut to crack, be prepared for a swift and massive CSAT reaction when you start threatening them.

    When radio towers are controlled by CSAT forces, they're used to call reinforcements if you attack a nearby sector. The reaction will be exponentially quicker if the tower is closer, under 500 meters it's almost instant. So it might be a good idea to take care of the towers before attacking a tough sector. Reinforcements can be nasty.

    When radio towers are controlled by your side you will get map spots on the nearby hostile groups, thanks to their own radios. Those spots are unprecise so don't bother sending artillery on them, they just give you an idea of what's coming your way.

    The combat readiness is a percentage indicator that tells you how powerful and reactive the CSAT forces are. At the start of the campaign the percentage is 0, which means the CSAT only have garrisons in their bases. But the more settlements you capture, the more aggressive they will become. They will start to patrol in between sectors and send powerful counter attacks. A combat readiness of 100% means a lot of trouble all the time. If you don't want to fight them head-on, you can reduce the CSAT's combat readiness by doing the secondary objectives which involve destroying their supply FOBs. To know where those FOBs are, you have to interrogate CSAT prisonners captured on the field.

    The commander has access to a standard Zeus interface to manage BLUFOR troops. It's a placeholder but it does the job very well for now. The commander can also buy crewed vehicles and entire AI squads in one click.


    Stuff:
    How it works
    You can host the mission both on a local or dedicated multiplayer server. Headless client support is in the works, but currently we get a healthy 45 fps server-side so it shouldn't be such an issue (AI mods can hurt though). Also you should know that the savegame is stored in your Arma profile (along with the BIS arsenal loadouts for example), so removing or wiping your profile will delete your savegame. If you have a dedicated server, it's in the server's profile, so you can always backup the file for additional security.


    Why this mission
    For a long time I have been looking for a CTI mission that would give the same cooperative epicness that MFCTI did back when we were playing OFP. Most of the CTI missions focus on providing a good and balanced PvP experience, with little to no care about coop play against the AI (also known as "computer stomping"). We tested a lot of different options but since none of them provided exactly what we wanted, I've decided to make my own :P


    Why beta
    We have been building and testing this mission for 8 months now, to the point where it's now polished enough to release and enjoy for everyone who wants to play it. Even in beta, the current experience is 99% bug-free. However there is still a huge lot of planned features that will be coming up week after week, and much more to do before we can really call it a 1.0.
    So I'll be shamelessly using the occasion to get your feedback and bug reports, and make the best mission I can before the actual release :)


    How the optionnal mods work / I want more mods
    The mission comes with a large database of classnames for various mods, and only the mods actually loaded on your client will show up. For example having RHS will give access to a few RHS vehicles. If you want any additional mod in the mission feel free to ask, by providing me with the classname for each new object, and how much resources they should cost. Obviously, having different mods loaded on the clients and server is a bad idea.



    Media:


    (many thanks to Phlonk for making this tutorial video)



    Follow the development:
    Twitter: https://twitter.com/PsychoticFrog1
    New releases will be posted on my twitter, if some people still use that :P

    Trello: https://trello.com/b/FfUXrHn1/liberation-dev
    You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;)

    GitHub: https://github.com/GreuhZbug/greuh_liberation.Altis
    The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features.


    Changelog:
    https://trello.com/b/FfUXrHn1/liberation-dev


    Forum topic:
    - BI forums



    - ATLAS Mod: LHD Plus (Optional)




    Enable javascript to be able to download from Armaholic please!



    Tags: No tags