Combined Arms Enduring Confrontation

How would you suggest?

Because with my current layout of Spain and Moresby, bluewater vessels have to traverse roughly 20km from the spawns for either side to get within the furthest parabolic range for their main guns.
Coastal vessels have even further to travel to be in effective range for most of their armaments, but will be able to spawn on other positions along the coastline when their team secures them.

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Currently, the placement of the Magenta Rectangle means they could spawn in E fairly quickly.
Those in Sky Blue, however, would take longer to arrive at the same specific distance that those who spawned within the E Magenta radius would.
Adjust it so both are more on even terms.

Cause one side in terms of naval will be at whatever location they need to be in before the opposing naval side would be.

Ahhh, I think I know what you mean. You’re referring to the first image of the map view with rough circles drawn on it in the starting post correct? That is just a proposal image and not accurate to actual positioning or zone placement.

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Here’s a better image regarding positions and target zones in my setup of the Moresby AO.
Those faint black lines show the grid spacing at 8km square.

Well whenever you want some playtesters I’m sure there’s plenty of us who are super eager 😅😅.

I am planning on doing a few multiplayer tests over this weekend.
If you see me hosting one and it’s titled Combined Arms EC [map name], the password will be: Combined Arms.

If it’s titled TEST though I’m troubleshooting something and will be constantly refreshing the mission file to try and fix whatever issue it is, which isn’t fun for others.

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Should there be a discord server for something like this to coordinate playing together?

Definitely full support on this idea. Why not have the EC Ground Battles that occur after aerial caps get decided create spawn points for player tanks in reasonable proximity so there isn’t downright excessively long drive to nowhere on EC-sized maps? Just some food for thought.

I’ve personally had ideas on a Full Combined Arms EC for a long time now, using Naval EC as a base, such as Saipan.

Naval vessels first capture portside towns. They deploy player-controlled landing craft that have to dodge coastal fire, hit the beach, and create tank spawn points. Tanks roll into the town by the port to capture it. Once resistance in the town is crushed, that town becomes a new tank spawn point, where AI tanks escorting a supply convoy spawn and push inland. Periodically you would encounter Air EC-like battles against other AI tank units, where players could interfere as well. CAP and CAS are doing top cover and softening up stuff all the way along, or trying to prevent the above from happening.

For example on Saipan, all those physical airfields would be gigantic capture zones.

if you can just sent a message here in the suggestion when you want people to join, i have it in watching and i will get a notification

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So I have solidly figured out WHAT THE HELL was causing helicopters to spawn at near-full speed in the air.
For some reason you have to assign the TARGET and OBJECT header in the missionMarkAsRespawnPoint action as the same ObjectGroup item, that must ALSO be a dynhelipad class, otherwise it doesn’t permit helicopters from spawning on surfaces without any momentum.

Same thing with aircraft, except those require the dynaf_ labeled objects instead of following the $%&!@^# tags like everything suggests they should be.

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I knew you were up to something when I saw your name in the custom browser lol

This aggravatingly spent time could been avoided if there was EXPLICITLY DETAILED DOCUMENTATION on all the trigger actions, their sub-setting interactions, and how tags are just EXCLUSION checks for things that already pass all other checks.

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Alright, going to do live testing on the Moresby map. Difficulty is SIM. Password is the same as the post I’m replying to.

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What vehicles do you want me to bring?

Whatever you desire.

i mean you want to test helis or something like this

Something tells me I should bring more shells than GRB.

yes

So far we’ve seen player SAMs such as the NASAMS 3 can be very dangerous with being able to place launchers KM apart from radar vehicle and turning on radar only to shoot then scooting. Scout drones are going to be very important as well. HEAT rounds will have their importance at long range engagements.

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irl tho the launchers cant be very far away tho, also yea finally light tanks will have a major role and spikes might even be useful, as amphibious tanks if they can cap the points in the water