A team vs team, teamwork oriented set of game modes.
Join us tomorrow, 19:00 CEST, for the first playtest, PC only.
LAB6 discord: https://discord.gg/wVe6XkjV9y
Workshop: https://reforger.armaplatform.com/workshop/5ACAD731DF897924-LAB6Escalation
#LAB6 presents ESCALATION
1 messages · Page 1 of 1 (latest)
Do yall allow derivitives for the purpose of customizing the experiences?
Say, swapping the vehicles and Uniforms out throught way of Dependency
Yes, all LAB6 mods are able to be customized as anyone sees fit, we encourage it!
But keep in mind we have custom loadout implementation, defined as a role, so they need to be implemented in our shared standard.
That sounds absolutely amazing!
But technically it's not ideal yet to customize maps or factions, later it will be improved, so we can make many map variations easily. What we have not will probably change a lot.
On a side note has the frame issues regarding the map markers been fixed?
Yes, we want to make it clear, this is minimal viable product release.
Not sure what you are reffering to, maybe post in https://discord.com/channels/105462288051380224/1066377958832480348 if you have concerns with it.
Is it possible to randomize Maps? Say, on server restart/game over, without any intervention, its a different region?
No it's not so far yet, we'll need to solve how to run a live 24/7 server definitely, after we playtest it.
This is sick can’t wait to play
Looking very nice guys!!! 🙂 Came out of nowhere with this one!
Well, the map marker mod was required to make it feasible 😉
You sneaky devils you
ya had it all planned from the start
Are the defenders and attackers random?
Not in the initial release, but we do plan on utilizing randomization in the future.
One last question
How do vehicle spawns work exactly? Similar to squad where Armor is on a timer?
Yeah it's like in Squad
Just a minor bug, but
The USSR build US assets
I placed down a US ammo box as a Russian trying to grab some AK ammo
hmm probably wrong config, thanks for taking a look. That was the purpose of our first playtest, find such things 😄
We're throwing it on DarkGru tonight, should get alot of attention
Nice, thank you 🙂 Just keep in mind it's veery limited now. Like the minimal viable product for first playtest.
Cant wait to see it develop
I already love what i see, the amount of quality of life features alone make this enjoyable
Ill keep you noted on any bugs, and especially if theres any crashes that arise from the mod
Honestly, just a Spawn Protection feature and this gamemode is near perfect
We do a little trolling
Sure we plan to have spawn protection too 😄 there are very many features essential for having a live server, like the map rotation, randomization of factions, and so on
Correction, we do alot of Trolling
At least the vehicles respawn, that alone is amazing
for me a couple of the us jeeps there were almost too high off the ground to get in and activate the physics
i can see Russian map markers, including FOBs and barracks and such. Just a minor inconvenience, nothing too major
vehicles could be an issue if you can see the enemy vehicles on the map. luckily i just made a mod for that! 😉
Great idea!
you can still see your teammates in vehicles, just not the vehicles, so that should prevent you from seeing enemy positions
It seems changing teams causes a great amount of issues
It's because you are admin, that's how the map marker mod works, admin/Gm sees everything 🙂
I completely forgot about that! Only thing is that I didnt host it locally, I double clicked the Scenario
Usually that doesnt log you into admin immediately
Anything specific?
mostly the map markers, as mentioned prior, as well as allows a huge opportunity to troll
Hmm, we do have custom faction code, but it should be compatible with markers, will look in to it, thanks for feedback.
Im not logged into admin and still getting them so im sure it doesnt have to do with that
In the meantime we will use the addon mod that removes Character and Vehicle markers
Keep in mind the UI is still not controller friendly, so it most likely will be a problem for consoleros.
Are you sure, I'm just testing now and it seems to work okay, right side is admin, left side is client.
I merely respawned and it kept all the same info from when I was on the other team
Im on the US but I can see the two soviet vehicles I interacted with when I was on Soviets
Ohhh it must be some issue with single player, okay, we will take a look.
I have to go now, but good luck with playing it, thanks for the feedback.
One small note, keep in mind that if you are not in a squad for a while, you get kicked from the server, there is a warning about it.
That will be a game changer! Thank you!
Xbox controller players aren’t allowed to even join, the UI doesn’t work
Mainly on the select factions list
we know, we didn't develop controller compatibility yet
tbh I didn't even try it with controller, I am sure it won't work
Our friend was able to get in with the D-Pad at least
But that was a struggle apparently
We'll consider gamepad support later, depending on playtest outcome, and depending on how many people will want to play this
The only thing they say they need is the ability to see the outline of whats selected
Appearently the DPAD works, but it doesnt show whats selected
"All we need is button outlining" according to one of the players
The matches dont restart on their own automatically
There will have to be a GM on to manually restart servers everytime a match is completed
Thats probably the most game breaking of the issues found so far
On the good side of things many people showed interest in the event we ran, and despite a good 80% of our players being turned off by the inability to spawn the rest of them that managed to get in, a good 14 people, loved it
No doubt the gamemode will be popular once the bugs are worked out and people put their own spin on it
As a console Player with little time, this mode will be a game changer. Actually being able to join a game, use commutation and work as a team will be awesome!! Thanks for your guys hard work!!
Once you guys get the controller stuff figured out we can definelty get a solid test of 80 players hopefully! But cheers for you guys making a game changer!!
Sounds like a Rush mode from battlefield lol this might be fun if done the right way
Its Invasion from Squad
In what ways does it differ from rush?
You dont spawn on the points when you take them
And you cant spawn on the Objectives
You have to build FOBs with Logi
Thats the biggest discernible difference
Also appears some people can build their fobs and whatnot and some can’t
The build location is a little bit finicky, we can enlarge it
Otherwise lots of potential here! I’m excited to see what y’all bring! One of our servers will be running it!
The excitement goes both ways, we never expected such a response 😄
So you played on console and your radio worked as intended?
Feel free to leave feedback on ticket count and asset prices.
Joined the discord so I’ll be in there, but one thing blocking us from getting the players into it is defiantly the controller support!
Supplies is too lenient
The FOBs should cost nearly a truck full so that theyre much less.... spammed
And their placement is deliberate
As it stands you can max out a FOB and have more then enough cause youre more likely to run out of space to build then you are supplies with even a single truck
Should take at minimum like 3 trucks to build things up fully
One last thing, maybe have certain objects ignore terrain when placing, as it does in game master
Trying to build barracks in forests is a nightmare
Traditionally, taking ammunition would use up supplies, and respawning would only spawn you with the mags that you had, we will have to come up with some clever ways of tracking this.
Short term it might just need balancing.
100% NEED this on console. Not even just for me but I know that a large majority of the reforger playerbase is console. And this might be something much more their speed than conflict to ease them into arma.
Probably don’t touch another game for a year tbh.
I know in the grandscheme of things we are extremely new, but it always scared me things were being developed or implemented without any thought of console or gamepad.
@winged flume Nice work, I like the building/supplies and squad mechanics.
Problem is mostly of UI/UX, managing focus and where to map new inputs like building on controller etc.
we are fully aware of it all, just it would have taken lots of time and shifted our MVP months further. That's all.
Meanwhile I think if one can buy a cheap mouse to get past the menus, it should work. Well minus the building UI and maybe radio.
@winged flume Do you plan to have any docs for modders? or maybe even samples? case of use - changing factions, or adding this game mode to non vanilla maps
It's planned, yes, once we get the foundation more suitable for that.
Goal is to make it easy to make new map configurations and factions, both for us and everyone else.
👍
Oh sorry I was saying can’t wait for it to be console friendly. I will test tonight though
It might come sooner than you think 🙂
Been up since 5 am 😅
Building will not work unfortunately, we are not sure what is best button layout for it, suggestions welcome 😄
Suggestions as to how to map this to xbox controller welcome 🙂
I understand B is always back
I haven't gotten to fiddle with it much does building work similar to conflict?
It's first person only, no flying camera, and you must build these things with an action.
Hm... well the parts with the arrows I can offer a really simple solution, that being the d-pad. For back I would use the B button. Maybe A for select/place and RB+right stick (if I am remembering right this is how you rotate in gm, I would imagine this can translate decently to first person building) for rotating
Just what I think, I'd recommend testing before adding as it may be really inconvenient in actual gameplay
This may be obvious I realize but eh better to say the obvious than not and it not be obvious to someone
Version 1.0.7 has been released
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Added experimental gamepad support (so far only faction&deployment menus work, building doesn't work)
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Fixed wrong faction building configs being used
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Fixed tutorial signs at main bases
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Fixed wrong namtegs being shown
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Increased FOB range to 150m
Sweet!
I’d definetly be down to help write some controls that Xbox could@ise for building stuff
The only tricky one I can think of would be the button to open the building menu
Once you figure that one out, the rest are as simple as just using the Bumpers and Triggers to navigate the different options, and using left and right on the DPAD to rotate it
I think we will use something on D pad
Best idea
My friend just got in with ease using the DPAD so it’s better than yesterday
Once you get that out the way, playtesting can being en masse
Seeing as 85% of this games playerbase is literally Console Controller players
@scarlet plover getting on soon, this still up on darkgru?
It indeed is, we will have it up for public testing, until I can develop an In House variation of it
What if we could just use the cursor on screen with the right stick. Atleast for the spawn menu. It’s already programmed into the game they should make much better use of it.
Would a radial menu not work? Such as hold rb and select w right stick (or something idk I haven’t been able to play this masterpiece on console yet)
Perhaps this has something to do with the issue regarding it not restarting itself?
I'm not sure, we will have to look in to it for next version.
Most players cant build whatever their squad leaders place down
The switching factions can be a problem as well
is there a way to modify Stage cooldowns?
Whether it be adding our own, or picking what vehicles spawn when?
Found another bug regarding the wave system
In an actual match, it will skip all of the stages and spawn everything immediately
In the workbench things take their time and work properly but when I published this and tried it in singleplayer, this happened
It seems that some vehicles on the US side ignore the preparation phases Engine lock
You have to look at top of the sand pile, we will enlarge it..
Then they must have engine startup logic disables. But it doesn't matter, the preparation phase collider will stop them from exiting main anyway
PR_AssetSpawner::GetAssetTypeRespawnTime && PR_GameModeClass::PREPARATION_DURATION_S
You must have defined asset as belonging to first stage, easiest would be to have your project up on github so we can see how you did it 🙂
Seeing this mod has made me the most excited I’ve been for reforger since launch. Desperately hope to start seeing more populated servers host this. Bound to happen after you guys fully figure out gamepad support. This simplified and streamlined game mode is perfect to ease console players into arma.
So happy you guys took the time to circle back on this and add support for console so fast, as well as seem to be planning to roll out several great qol changes soon. Keep up the great work! 🙂
@scarlet plover feel free to join our discord, we can discuss development there
We got some nice feedback from it, now it's time to process it and formulate plan for further development.
just keep in mind that most likely we'll change lots of things in upcoming week(s) regarding map configurations, prefabs, etc.
with aim to make creating more maps easier of course
Small announcement, we will be working on the following changes until next release:
- Spawning on FOB will consume supply
- Attacker & defender randomization
- Prefabs for game mode so map more layouts can be created easily
- Prevention of spawning when there is no supply or enemies are too close
- Building of fortification items available for everyone
- Controller layout for building
is it possible to attach freeroam building feature to supply truck?
it might cause some issues with blocking roads with sandbags, but, i guess it can be solved with a supply truck from other side 
No like, it literally wasn't there for them, they could not see it on their end no matter how close they got
Sure, shoot me a link
I set each vehicle as Heavy, and I set them to either Armed Transport or Armored Transport as there were absolutely no Armored Personnel Carrier Assets Spawners placed at your current game modes locations
I edited the PR_FactionManager
I mean this is the purpose of the tank trap’s. They put the assets in the game we might as well use them as intended. 🤷♂️
you can use existing building UI from the mod to build from trucks already
we have custom build ui because it's less cheaty, and because integrating 'freeroam building' would be time consuming, and prone to break whenever new game update ocmes up.
Placable Items is a thing now
Maybe a custom box that spawns items for building in it, and taking from it takes supplies?
That way you load individual sandbag walls and stuff into trucks and move them to the front, then have guys place them down when theyre out there
@winged flume great work, hope more server can host it with modern mods too
load individual sandbag walls and stuff into trucks and move them to the front
there is no need for such complication, you can achieve all that in Escalation already. You load supplies into a vehicle, then you can build from it, anywhere.
Also In next update we'll let everyone place simple assets such as sandbags, so it's not restricted to SL only.
Wouldnt mind seeing mounted tripods converted into placable objects, so offensively setting up mounted MGs or setting up defensive MGs in better ways, and eventually mortars, becomes a strategic possibility
Two man teams, one carrying the gun and one carrying ammo
Testing out layout randomization today 🙂
For now we are thinking keep attacking and defending main bases always be in the same positions, only their factions change, since most layouts are crated to ensure balance (harder to capture for attackers as it progresses).
Controller layout testing
how do you spawn on fobs?
When i placed one i could see it on the map but it didnt give me the option to click on it.
nvm i got it
Today at 21.00 CEST (in 1 hour) we are planning to have a small playtest.
Server name: Escalation PvP | Teamwork, Squads & Roles
Things to test:
Ensure everything still works after refactor of our prefabs and world configurations
Gamepad controls for building mode (hold DPad-Down to toggle it)
Advance and Secure game mode - symmetrical sequential capture of flags (like in Squad)
Tweaked capture rate of flags (now it's slower and scales differently)
Hello , we have released our next update.
It mainly contains structural changes aimed at making world configuration easier and more sustainable, which will help both us and others to make many new maps or factions.
Escalation has been split into two mods:
Addon with core game mode data: https://reforger.armaplatform.com/workshop/5ACAD731DF897924-LAB6Escalation
Maps pack: https://reforger.armaplatform.com/workshop/5DA518C5BE1B958A-LAB6Escalation-Maps
Also we have added gamepad support for building mode, which can be toggled by holding DPad-Down (later there will be proper in-game hints for controls).
Now our Github page is public:
https://github.com/jpetanjek/Project-Refine/tree/master
It contains documentation for creation of worlds and factions:
https://github.com/jpetanjek/Project-Refine/blob/master/Docs/Readme.md
Next we are going to continue on planned gameplay improvements, such as consumption of supply points when respawning at FOBs, building mode improvements, etc.
@trim python I think we will add it to our game mode at some point, we like Squad's rally points too
#reforger_conflict message
This is exactly what is needed. Thanks for working on it.
Small update
Added flexible faction randomization, which lets server owners configure through config.json which factions will be used.
Documentation is here: https://github.com/jpetanjek/Project-Refine/blob/master/Docs/GameModeConfiguration.md#faction-randomization
Next we will focus on making the game mode compatible with 0.9.9, at the moment it's not clear how long it will take.
Is this going to be new official game mode like Combat Ops? Or just a mod like Capture & Hold / Hexcavate?
It will be a regular mod I guess? 🙄
Hey... is there still anything going on?
This mod kinda runs like the squad system