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striker75

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Everything posted by striker75

  1. striker75

    Alt + F4

    Trolling? If not Alt + F4 Closes the active window. Arma II being the active window. Quick disconnect from server. You should never do this!
  2. striker75

    Camo Netting

    I know what camo netting looks like when setup, thank you :P I was thinking more of a drape over the car, if that was impossible then, yes, I was also thinking about the setup like in your picture. It would still be better than a bright red car in the middle of a forest... :rolleyes:
  3. striker75

    70 man server (full lockdown strat)

    I've bolded for you' date=' your own words, explicitly saying that you are [i']server hopping. Cowardly tactic, not a bandit myself, but I know if I was I wouldn't do this.
  4. striker75

    Freeside Trading Co.

    With how popular the idea is I was thinking a bit. Since we have a lot of people that want to play on more then just the weekends. Why don't they? They can form their own little caches with however many people in the group they want to bring along. Then when it comes time to setup the trading post they can all bring down what ever loot the post needs. This would pretty much eliminate the need for scavengers during the trade sessions. Though I'm sure we can still have them if people want. All people can be then focused into the guard and assigned sectors to sweep and secure. Plus being rapid response teams for any that 'fall through the cracks' Once we get more vehicles (and more trust in the group) we can send the vehicles around to different caches (or just meet the people somewhere if trust is an issue) grab the supplies and return to the post to off load while the group walks it back. It would pretty much turn into something like this. Mon - Thur = Scavenging Fri - Sun = Trade Post With the new communication system we had for Sundays Op we could easily split up into groups. We'd be more secure with around 20+ guards, spread through out the area during Trading. We'd have more supplies, faster, (I think only the leaders should know the locations of all caches) and less likely to run into the 'food problem' during Trading sessions. Side note- I personally thought Davey was an excellent scavenger leader when we went out in the first group. Also, Zarob was excellent on Overwatch. And, in general everyone else did a great job! :)
  5. striker75

    Freeside Trading Co.

    I just hope I'm on guard duty when it happens. :D Unless I'm killed by the very first shot before I'm even aware any hostiles are in the area' date=' you can bet your ass i'll be taking at LEAST 4 of them with me. ;) [/quote'] From what I saw/heard in my brother's Livestream/his gloating, two people who are in this group as guards are his friends on Steam, who intend to cause a lot of damage. To wait until the main assault, and then begin shooting at other guards. They obviously would be taking a fall, as is the plan, and then if FTC is defeated they will be given a share of what is taken from your corpses when they next respawn. It's kind of my fault, since I was the one who showed him this group out of pure elation. He's a jerk. So, just keep a lookout. (Of course, he's on this site too, and can see that I posted this if he looked in my recent posts. Heheheheh.) I'm pretty sure you guys are used to this kind of thing, though. It's all good, betrayal has to be expected. Perhaps he was our 'accidental' grenadier during the first test run. lol
  6. striker75

    The Raid Pt 1 (The Plan)

    Or, he's a master tactician hoping to throw us off with his brilliance. Either way, good luck. ;) EDIT- Dang, I typed to slow... lol
  7. striker75

    Freeside trading co.

    I'm pretty sure everyone in the Trader group is fully expecting to lose a few battles. Not to, would be simply naive delusions. Also, I agree with you, to some extent at least. There will be people that leave, there will be some that betray, there will be some that stay through it all. Such is the way of society. To use your own analogy, that one stone, would indeed, be easily swallowed up by the mighty ocean. However, several together can form a mighty dam and block that ocean. (well, not the ocean but you get my meaning) :P
  8. striker75

    Freeside Trading Co.

    I just hope I'm on guard duty when it happens. :D Unless I'm killed by the very first shot before I'm even aware any hostiles are in the area, you can bet your ass i'll be taking at LEAST 4 of them with me. ;)
  9. striker75

    Freeside Trading Co.

    One of the points of the location' date=' is that it's quite difficult to get a raised position to overlook the area with a sniper rifle. [/quote'] *eats his own words* Sorry Juicebox :( to be fair, he wasn't very far away at all. What he started doing was firing through the tree line from the hangers. That's where overwatch and patrols would be able to stop something like that. After the away team took a shot and missed he ran around and actually got closer to the camp. When he was dealt with his location was right at the tree line between towers 3 - 4. Should have been able to be seen there. Though I think juicebox was in one of those towers, the other tower should have seen him.
  10. striker75

    Freeside Trading Co.

    My thoughts on the first day. Heavily disorganized, still fun. -Negatives first- Away team was ready almost the entire time, sat in base. Guards shooting without informing the group. Too many inside the base Tents aren't placing very well inside, may require a whole new location if we can't place more. people entering from the wrong places, need wire to block. -Positives- Looked very impressive Away team was able to handle the bandit relatively quickly. BTW Mr. Bandit, Thank you very much for my new DMR. :P Held the area easily -Things I think should be done- 4 guards, one in each tower, should be enough to secure the location. Quartermaster to deal with the 'Sales' and perhaps another guard with the quartermaster or just at front gate. in total, 6 members inside the camp should be sufficient. at least 1, preferably 2, 2-man patrols. I might use paint and settup a patrol path on the map (only available to members). Also, tower numbers for quick reference. Patrols will be quick responce teams, flanking and dealing with snipers. 1 sniper/spotter team somewhere on overwatch, most likely the Air Traffic Control Tower. Must be very vigilant so no-one sneaks up on them. Must be aware of patrol-paths so there won't be too many False-Positives. That's about 10 - 12 people around base at all times. Shouldn't be too hard to maintain. -Guard Rotations- I was with the away team, but I can see the guards becoming very bored without bandits attacking. A few Ideas to solve this. 1. Guards/patrols swap every 30 - 60 Minutes. Patrols need to return to base before the swap takes place. There should always be 1 person in each tower. 2. Away team (gatherers) swap with guards. When ever the away team returns to base they would swap. If a guard doesn't want to leave that can be worked out at the time. -Teamspeak edicate- Guards all in one channel. Use direct communication (in-game) to talk. Teamspeak is used for player spotting only. patrols/overwatch ignore gun shots coming from the direction of base unless guards call for assistance/spot hostile. We don't need 15+ people yelling "Gun shots, who's shooting!?" Away team teamspeak might need to be talked about too, but the away team didn't do too much and when there was action it wasn't terribly jumbled. Most of the problems came from the two teams being in the base at the same time, and being in different TS channels. Too much confusion. While the Away team is away I don't think there will be too much confusion. --I have more thoughts to add, but I need to get going. Will update soon.
  11. I know these have been talked about before, but I can't really find a suitable thread to post it so I made my own. My suggestions are pretty simple, but both would need to be implemented together, and I'll try to go as in-depth as I can explaining them. 1. Increase Zombie Awareness when hearing Gun Shots. 2. Increase Zombie Respawn times. In-Depth 1. Many times I've been able to shoot my weapon and a Zombie 50m away ignores it. I can hear Gun Shots 500m+ away and within 5 - 10 minutes can locate the person firing. I think all zombies within 300m minimum of the gun shot should come RUNNING to the location the gun was fired. I believe there is currently a zombie AI script that makes them investigate the area. If you're fast enough you might get away. A maximum distance should also be implemented obviously, but I'm not sure what would be suitable. Please don't give me the "Zombies are rotting they shouldn't be able to hear that well!". Well, I actually agree, but they already run like Cheetahs and punch like their arms are metal baseball bats. So, Obviously that argument is (currently) invalid. :sleepy: -PROS- 1. People would have to really think hard about firing their weapons in town. 2. Player killing would be reduced. Unless you want 100 Zombies chewing on your ass. Except for snipers able to hit their targets at 500m+ range. (not that hard) 3. Zombies become a larger threat 4. Ammo becomes more important. If you fire your weapon and are trapped, you better have at least 6 magazines or you're toast. -CONS- 1. Zombies could be drawn away very effectively for groups. Making for easy loot grabs. (though the bait might die doing it lol) 2. Lots of Zombies chewing on your ass.... :rolleyes: 4. Ummm........ 5. I honestly had one or two more, but I forgot them already. :huh: will update when I remember... -------------------------------------------------------------------- 2. If something like above was implemented then the respawning times of zombies needs to be changed. Something like 15 - 20 minutes before they respawn should be good for the small towns. Larger cities could be shorter, maybe 10 minutes? I've had to sit in a building for nearly 30 minutes before I could finally escape. Killed around 140ish Zombies, thankfully I had 6 Mags of AKM. I had someone on overwatch and all I kept hearing was "5 more spawned, coming at you". I'll admit it was fun for the first 10 minutes. Wondering if I'd be able to make it out. After 20, I was bored with shooting faces, wanted to leave, and find more ammo. Coupled with suggestion 1, and how fast zombies are, pretty much all the zombies would be in your face in ~3 Minutes. Except the crawlers, which could easily be avoided after killing the upright fast ones. -PROS- 1. If you (your group) are fast enough an entire area could be cleared, looted, and escaped from. 2. No more "When will they stop coming". 3. Areas 'might' be able to be occupied but groups. (Would still be near impossible) -CONS- 1. Larger groups could easily clear areas, obtaining great loot (they can already do this btw). 2. Again, I forgot... It's late! :blush: ---------------------------------------------------------------------- Other thoughts -Scenario 1- With the 300m gun shot hearing most (if not all) zombies in town would be aggro'd and sprint there. "innocent" Survivor is sneaking passed a group within hearing distance. Zombies aggro'd Run by "innocent" survivor and notice him Aggro switches "innocent" survivor now being either A. Chased by zombies. B. mauled by zombies. results - Fear Rage Lulz Many Deaths (zombies and players) ---------------------------------------------------------------------- Other ideas. (not in-depth) 1. Zombies Spawn on the outskirts of towns. Have to wander in. 2. Backpack inside backpack. Maybe take up the same space as a weapon. Can't open second pack, strictly for re-gear/tent/friend. 3. Combineable Ammo. I have 6 rounds left, reload. Fire 6 from the next mag, should be able to combine the two now. Better space management. existing solution - Don't reload. Not always the best idea to not reload... anyway, I have more, but I think that's enough for now. Thoughts? -EDIT- Added a con to zombie gunshot awareness. I remembered!!! :D
  12. Currently' date=' I think the way zombies detect players is quite balanced and realistic at the moment; they hear alright, and their eyesight isn't too good, but they're mindless infected humans, so they can be forgiven if they miss someone slowly crouch-walking by. [/quote'] I like the way they currently detect you aswell. I just wish firing your weapon would be a serious choice to make. That's the exact opposite of what they do' date=' and is fairly unrealistic. I've always been annoyed at the way zombies will spawn in a town, then wander outside, leaving the inside easy to loot but making getting out a matter of just going prone until you're far away. They should spawn in towns (since, y'know, that's where their homes are), but rather than wandering out into the fields for a picnic, the majority should keep wandering the streets, meaning that players looting a town actually have to watch out for zombies once they're inside. [/quote'] That sounds fine to me. My idea was more for, Clear and Hold, for large groups of people. If people are holding a town then loot shouldn't respawn within XXm of a player. Which would mean you could take a town/city, fortify and defend it, but you'd still have to venture out to find more loot. I wouldn't be that hard actually. Wheather it's worth writing or not would be the bigger debate. IMO, if I can fit a half ton rotor assembly im my back pack, why can't I fit another backpack in there? Like I said, you wouldn't be able to open the second backpack and it should be fairly large if you pick another up. It would be just for, a friend, a tent, even trade.
  13. Actually' date=' they are not rotting. They are not even zombies. They are infected people. They are still alive. I do like this idea. I think I would prefer a slower speed for infected who are investigating. If they sprint toward every noise, they would spend a lot of time just sprinting around, chasing fences. They should just walk towards sounds until they visually identify the sound as food. Then they go into kill mode and start running. [/quote'] I was pretty much primarily talking about Gun Shots. Gun shots are loud, only if you're using a silenced weapon should you be able to shoot 50m from a zombie without aggroing. I like the idea of them walking instead of sprinting to the sound of a gun shot unless they can visually identify you aswell. It would help reduce the impact of the CON I had. Though, you then get scenarios like this. Sit at the tree line, fire your weapon and book it another way. wait for all the zombies to investigate then lulz while you pick up the loot. perhaps adding a 'interest' timer to the zombies would help curb that. Zombie hears gun shot starts walking/crawling/whatever towards it. after XX seconds if they haven't reached the sound or had visual contact they lose interest and head back to where they were/resume wandering around aimlessly.
  14. striker75

    backpacks + vest pouch

    Which is the problem. It reduces the emphasis on inventory management. More slots = less thinking what is essential to survival = just bring it all! I like the idea of backpacks on ghilles. making vests worth it.
  15. I completly agree here. ---------------------------------------------------------------------------------- Updated my main post. Added A Con to Gun Shot Awareness
  16. lol I JUST made a post about this... You beat me to it a bit though http://dayzmod.com/forum/showthread.php?tid=18879 Though you didn't really suggest anything... I agree they respawn too fast ATM.
  17. striker75

    Freeside Trading Co.

    My guess is, as long as you aren't and haven't shown any hostile actions against the trading post then they will trade with you just like anyone else.
  18. Crawling around, looting the airfield and aggroing zombies just because I had a lot of ammo. Heading North to the other Hangers, see someone laying down. I decide to be a nice guy and leave him and continue crawling towards my objective. @$$hole finally sees me and shoots me. Well great, thats what I get for being nice. Runs over to loot my body, gets lit the F-UP by my group mates! Suck it a-hole! Sadly its a long treck back... sigh.
  19. striker75

    Freeside trading co.

    Meh, they would come whether I 'Invited' them or not. I am merly stating that if they attack the Traders, that we are ready and willing to repel them with deadly force (and steal all their stuff). Here's whats most likely going to happen... Bandits that read the forum will get there 3 - 4 buddies on and see what happens when they attack... This will go on for a long time and will be reletively easy to defend against. What the Traders need to worry about are the 'Bandit Clans' with upwards of 20+ people. They are the real threat. The Location may be lost a number of times to these groups. After the initial (however long) constant combat period. Most will get bored, the Traders will flourish and become stronger as a whole thanks to the constant combat and the lule in fighting. Allowing them to be heavily equiped. Once word spreads again that the Traders have worth while stuff the 'Bandit Clans' will come back. Only this time the Traders will be much harder to push around.
  20. striker75

    Freeside trading co.

    It seems that people are under the impression that the guards are just going to sit there and be sniped over and over. They will find you, you might get 5 - 6 kills before they find you, if you're good enough (doubtful). They will then kill you and your teammates and take your stuff to be sold/requip the guards you killed. You then have to spend another X hours getting gear back (since they wont trade with you) to probably try it again. All this is going to end up doing is making it 10x easier for the Traders to get snipers + ammo. That said, I highly look forward to bandit attacks. IMO its a key and one of the most exciting elements to the Trading Post! I can see this almost becoming a type of Clan battle/war zone. Control the area, control the loot. So, I leave you all with this. BRING IT ON! :cool:
  21. striker75

    Freeside Trading Co.

    My name is on there twice, does this mean I'm extra important? :P I'm currently on the completly opposite side of the map, I'll be working my way back but idk if my char will make it to balota in time...
  22. striker75

    Freeside Trading Co.

    It was talked about a bit in the TS3 meeting. Basically, yes, there will be multiple channels in TS with a 'command' channel which will be used by the leaders to talk to all sub channels at the same time. For instance, if the Trading post is under Heavy attack they might recall the scavengers/other partys to help in the defence, or warn them to stay away for a while as to not be mistaken for enemy targets, ect...
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