#Invade & Annex SF

1 messages · Page 1 of 1 (latest)

hidden lance
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Console friendly!!! Watch the video where I show case this if you are interested but must warn you about my English. Is not very good 😅 Here's the youtube link: https://www.youtube.com/watch?v=r3h_YkO9sso

This is playable but still open to suggestions to improve on it.

Invade & Annex SF!

Coop PVE mode where you and your team clear enemy-held zones across the entire island. You start at HQ, gear up, and head out to whatever AO is active. Once you clear it, a new one gets assigned right away.

You’ve got full access to vehicles and arsenal at HQ. You also get a Mobile Command Post that acts as a mobile HQ. It lets you spawn vehicles, build fortifications, get full access to the arsenal, and repair nearby vehicles. If it gets destroyed, a new one spawns back at HQ after 5 minutes.

You can also deploy radio backpacks to set up temporary spawn points in the field. Each one gives you 5 spawns. Helicopters also work as mobile spawns and rearm points, so use them smart.

There’s an optional role system mod with preset loadouts using custom weapons and gear. Use it if you want structure or ignore it if you prefer your own mods. Here's a link to the loadouts mod: https://reforger.armaplatform.com/workshop/6570D479E9B1AAAC-InvadeAndAnnexSFLoadouts

This mod uses no custom scripts. Everything’s built entirely with Scenario Framework tools, which is where the “SF” in the name comes from. Just trying to see how far I can push the built-in systems without touching code

Workshop link: https://reforger.armaplatform.com/workshop/656E12B67D12A141-Invade%2526AnnexSF

Arma Reforger

Changes base loadouts for US characters using modded weapons and gear.

Arma Reforger

Invade and Annex mode built entirely using Scenario Framework's built-in tools

hidden lance
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Some changes!

-Capture radius increased from 100m to 500m. You now need to eliminate not just enemies at the point, but also those around it. The goal is to force players to engage surrounding enemies rather than skipping straight to the objective.

-Successfully capturing an area now triggers a large on-screen notification and a victory sound—impossible to miss.

-Helicopter respawn is now disabled while the helicopter is in motion.

-Roles have been removed for now, but will likely return in the near future.

-The Command Helicopter has been replaced with an unarmed transport-only variant. Reason: the armed version made it too easy to clear zones quickly, which killed the tension. It also encouraged deep pushes into enemy territory, which usually ended in squad wipes. The new helicopter is intended strictly for transport, not combat. Other variants might be introduced later.

-Enemy count increased at all bases.

-The command truck now respawns after being destroyed. Respawn time reduced from 5 minutes to 3.

clever solstice
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Will there be one for Kunar?

hidden lance
hidden lance
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UPDATE:

New Mechanic: If players are inside the AO and then leave—either because the entire team is killed or they retreat—the enemy will interpret this as a sign of weakness and reinforce the area with a bunch of additional soldiers.

wanton bone
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Hi EverElizaleGaming. 🙂 We've just started using this mode on our server to keep things fresh, as we mainly play Combat Ops. It looks good so far, thank you for creating it.

I have a question regarding locked out Factions, since I can only see the US and RUS factions, which locks out placing arsenals and vehicles for Civilian, FIA, and British Forces, which we like to GM Curate into our missions on the fly.

Is there any way that we can unlock these factions for use on our side?

hidden lance
wanton bone