Nice post, only quoting the parts I want to comment on.
I really like this idea, it'd allow for us to be able to use something other than a 1911 with a light (without making a duct tape attached light for the rifles. I'm pretty sure my uncle mentioned that he did stuff like that when he was in country.)
This sounds fine so long as it is only for non-destroyed/non-disabled vics. I am OK with having this to discourage people from trolling by taking all the vics out to a random/dangerous area and leaving the whole server in a lurch.
I like the extra challenge for night fighting/operations. I don't think that the length is too bad all things considered.
More people to kill us horribly? Sign me up!
Northgate wrote:
Make AA less intense on targeting vehicles
Prevent Artillery from other AOs on attacking you - this could be re-added when Spike Team is active, but allow a method for the mortar in question to be "tracked"
I don't see any issue with the AA intensity. And part of how to prosecute an attack on a sector should involve dealing with neighboring sectors.
If this can be done, that'd be awesome. But it might be a limitation of the AI in Arma.
I do know that there was a mod that tried to do this, I can't speak for how well it worked. If feasible. Would also be brilliant.
Adding in caches that can be destroyed to reduce/downgrade the weapons the enemy has at the various sectors would be cool. Sounds like what Spike team would be doing.
Totally on board with this idea. The music (and audio) direction is fuggin top notch.
I don't find that the 300 second timer is too limiting, if anything I'd like to see an option to set the 'withstand' and 'respawn' options to come up in 15-30 seconds rather than the full minute that they have presently.
This is a grand idea. I'm surprised that it's not an option already.
I have not had any significant issues with dragging people in most cases (we had one instance where someone tried dragging a casualty and got clipped into a rock or wall, and couldn't move.) I've had more problems with the carrying as some structures will let you set the casualty down, others won't.
Northgate wrote:
ACAV / Building Feedback
Allow ACAV to request all SUPPORT TASKS via H (currently can only request pickup & CAS)
Fix Vehicle Workshop, currently most of the time vehicles can either not spawn in or when spawned in will explode. The truck will always tip over / explode when spawned
Allow the owner to remove objects (Optional: allow the owner of the Situation Room to remove all objects placed down around the room)
Allow ACAV to place one Duty Officer per ACAV player - useful so people don't always have to respawn back at the AF
Allow a "loading" Arsenal - players can load their previous loadout at FOBs if a special object is placed down
Make objects "passively" start building if they are in the area of influence of a Situation Room - very slow process
Add more lamps - Portable Light (single) & (double) for example
Allow a truck only to be driven if an ACAV member is inside (in any seat) - also, if vehicle is locked everyone is kicked out of vehicle, vehicle can be locked from the inside as well
FOBs can be renamed, and are given a marker on the map (on the Situation Room)
Enable "Master Arm Menu" for vehicles at ACAV HQ as well
Modify cost per hour parameters for buildings:
Any essential FOB asset (Checkpoint, Situation Room, Vehicle Creation, Maintenance) should consume more supplies - bridges as well
Aid post should also cost far less per hour
Trenches and other walls should cost far less per hour
Decorations and other generally less useful assets should cost close to nothing or nothing per hour
Mike Force is the best gamemode I've ever played on ArmA 3 - it combines all the things that make Arma so great, making full use of the engine.
I'm impressed. This team has possibly done the best DLC in the history of Arma, and for such a small team it is beyond impressive. Damn you though, I can't stop playing Mike Force!
So far I've only played as Mike Force and Green Hornet, so I can't speak for most of the above. Other than I like the idea of having people need to go back to the main bases to change specialty or training. It forces people to think about what they are wanting to do and to stick with it before knee-jerking to another task.
Again, nice post overall. I can't think of anything (in my short time of playing) that would be good to add on specific to the game mode.