Hey All, I've been working on a new custom gamemode for a while and I'm now ready to release this into pre-alpha. The core functionality is in place, but there is a lot more I have planned.
https://reforger.armaplatform.com/workshop/6556458885927F2F-MikesInvade%26AnnexPre-Alpha
Discord: https://discord.gg/VXYxGFnpbm
Scenario ID: {2D98D7D02FFABBA9}Missions/EveronInvadeandAnnex.conf
For those who haven't played Invade and Annex, it has its roots back in Arma 2/3 servers. It's generally preferred by milsim units, or players looking for a more organized/cooperative PvE experience rather than the massive scale Conflict missions. In I&A you still will conquer the entire island, but you will only target a single objective area at a time.
Since this is my own game mode, I have been able to create new systems to enhance the combat experience, some examples:
**AI Reaction System - **Each AI group within an Area will communicate with each other and dynamically choose which groups should be defending vs attacking/flanking and other edge-case decisions.
AI Waypoint System - Each AI group spawned in (Vehicle or Infantry) receives waypoints around the AO area. Depending on the state of the objective area, they will either receive normal patrol waypoints or defense/attack/flank waypoints.
**Player Role System - **There is a limited number of each role, these roles include Rifleman, LAT, Pilot, Crewman, etc. Only Pilots can enter the pilot seat and only crewman can drive an armored vehicle. There is more work to be done here to limit the infantry equipment to the different roles.
**AI Player Scaling - **AI Spawning numbers are determined by the number of connected players. This ratio probably needs to be tuned properly through Alpha.
**Custom Faction Handling - **Queries system for enemy factions, and randomly selects one of those factions for each AO.
There are many other systems already implemented and planned that I will make sure to document more fully as we progress through alpha/beta.
