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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1441 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Yeah but how would this take shape? We gave it a shot with STAB back then, drawing from SUBSIM, but there wasn't that much interest.
If we really want to go down that route without joining an existing community, we should probably rent a server to host games, a webpage and a forum. Likely TeamSpeak too. I'd be pretty interested in managing something like that, but I've got enough extra costs as it is, keeping the server/"server" here running. ![]()
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Contritium praecedit superbia. |
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#1442 | |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
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I'm going to suck and suck terribly, but those videos looked like a lot of fun, and doing it with you guys is something I really want to do. |
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#1443 |
Lucky Jack
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#1444 |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
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#1445 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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Confirming that Dowly's stair humping video made me warm and tingly.
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#1446 | |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
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#1447 | ||||
Rear Admiral
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Problem I have is mods, every server probably has their own little soup or cherry picked a excisting mod to pieces to grab what they like and remove what they don't like. Now this App you can get that does the work for you is fine, apart from that fact it's a hog and before I'll join I have to sit through watching my Spanish Internet taking its time downloading hundreds of MB of junk I'll probably use once if we change server from time to time. I would be perfectly fine if we find 1 server we meet on whois modsoup isn't rocket science and they only update their stuff once in a while instead of every damn week. I don't mind mods I just hate to keep track of it to maintain it all. Quote:
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We're just big enough for a squad that deals a lot of damage...granted it's usually ourself we get killed then the enemy but damage is damage...right? Quote:
I say for now we try. Private hosted games which runs missions on a spec ops level, which is enough for the people we have playing. Domi, perhaps we should invest some time in looking what kind of servers are out there ofcourse if you want to enjoy any tactical enjoyment instead of a loose band of headless chickens (like us) it should be owned by a online squad that runs their server open to public. HunterICX
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#1448 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Depends on the number of slots you want; the number of people that can connect. Here it's about €1,- per slot, per month. So say you want a 32-player server, it's about €30,- a month (some $40,-).
Hunter: to be honest I don't see it happening in a million years. Communities tend to grow around existing sites. Once you have the community it makes sense, but indeed not before. Another thing is that there would never be much of a core beyond ourselves: our explorations into hosting Arma and DCS has already shown that stated interest often doesn't translate to actual participation, let alone continued participation. Even if you get a good group, half of them might be gone a month later.
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Contritium praecedit superbia. |
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#1449 | ||
Rear Admiral
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Next I think our game library doesn't help...so much to play ![]() back in the day I had pretty much only IL2, the rest played games I didn't had and they didn't had the games I played. I've cacthed up quite a bit in those years to my regret at times whenever I see those moths fly out of my wallet ![]() ![]() Quote:
What I notice with our game activity we play online that it is extremly seasonal and all over the place, then we have a week or 2 we play intensively a Paradox title, then it's Civ V, then it's a classic like Rainbow Six or W:EE&W:ALB. I think we also stopped setting a date for a game we play instead it's the usual ![]() ![]() ![]() HunterICX
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#1450 |
Navy Seal
![]() Join Date: Jul 2007
Location: Stavka
Posts: 8,211
Downloads: 13
Uploads: 0
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I think setting a defined date can be a good idea if we want to get more people. Also, I think that if we are going to set up an ARMA II game, we should make a separate thread about it with the time we're going to run it, the name and address of the server, what is required to play and so forth. I think more people will see that than they will a random post on page 98 of the ARMA II thread.
Of course, we probably won't get many people anyway. DCS had a fixed date and a its own thread and despite a lot of people saying they'll show up few ever did in practice.
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Current Eastern Front status: Probable Victory |
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#1451 | |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
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Also, Street Fighter. Effin' Street Fighter. |
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#1452 | ||
Rear Admiral
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if not you should then get ArmA II Combined operations which includes ArmA II's expansion pack Operation Arrowhead which is what we all use. Also it's interesting to look into ArmA III now it's in Alpha. ![]() 50% off and get acces to the alpha, beta and later it'll be upgraded to the full game when it's released. Quote:
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#1453 |
Lucky Jack
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This mission sounds interesting:
http://www.armaholic.com/page.php?id=16162 Very much like the escape mission in the original OFP. My only concern is that it might be too long. ![]() I'll give it a test tonight and see how it is. EDIT: It would seem the mission folder has intructions on how to port the mission to other islands. So, if Chernarus is too large, we could try it on a smaller island. |
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#1454 |
Lucky Jack
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Just a little clarification, I meant that we join another group as a group, a bit like that Tactical Gamer server, Shacktac was just an example because it seems fairly well organised, and has a good radio mod system.
Hunter has a point about modsoup, so whatever server we chose (if we chose one) would have to be one that we'd play on for some time. Obviously, this is just pie-in-the-sky thinking, inspired by the video that Dowly posted and I don't really expect it to go that far. Tak, I look forward to being shot to pieces alongside you. ![]() EDIT: Dowly, I like the look of that mission ![]() Last edited by Oberon; 05-07-13 at 02:35 PM. |
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#1455 |
Lucky Jack
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I'm afraid it seems to be way too big for us.
![]() The idea is nice, I loved that mission in OFP, but there's so much to do in it that it would probably take 2-3 hours to complete. You start with nothing. No map, no compass. You can control the amount of enemies there are around, which of course makes it faster to kill them and grab their stuff, but the default setting (high number of enemies) was too high. And even with that setting, it took me about 20 minutes to get a compass from one of the fallen baddies. To complete the mission, you really need the map, and compass of course, then you're going to need heavy weaponry (supposedly) to attack and capture one of the comm centers and only after that will you start heading for extract. So, sum all that up and it's going to take some time. ![]() Might work on a smaller custom island though. ![]() EDIT: Or just by making our own mission. The Ambient Combat Module might work with a bit of tweaking. ![]() |
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