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After a long and challenging 19 years, the NATO occupation of Afghanistan is in a steady decline. As their forces are slowly withdrawn, local insurgents have seized the opportunity to reestablish their control over the vast rural areas of the country. The security forces that remain are limited in number and capability, isolated in their fortified positions within an increasingly hostile environment.
Arma 3: Occupation is a server concept that aims to create the most authentic military simulation experience of asymmetrical warfare within a persistent multiplayer environment. It sees two factions pitted against each other over control of a dynamic region that houses a large civilian populace caught in the crossfire. It will feature realistic and meaningful guerilla warfare, resource management, logistical systems, base building, intelligence gathering, rank and role progression, vehicular combat, strategic command and more.
For clarification, this is just a rough draft for an idea I have. I’m not actually making it and a lot of work would need to go into further refining and expanding upon it. I'm not even completely if it would be feasible as I have envisioned it.
For clarification, this is just a rough draft for an idea I have. I’m not actually making it and a lot of work would need to go into further refining and expanding upon it. I'm not even completely if it would be feasible as I have envisioned it.
THE CONCEPT

THE MAP
The map should be fairly small in size to facilitate gameplay, otherwise the area of operations should be limited to a certain area. One of the most essential elements of the gameplay is the civilian population that lives within the region that is controlled by AI. The AI will walk around their respective areas and drive along predetermined paths on the road, this is all to provide the opfor faction with the ability to conceal themselves amongst a civilian populace, the most important aspect of guerilla warfare. Strict OOC rules will be put in place against the intentional engaging of civilian targets, such as warnings and server bans. However it is inevitable that civilian casualties will still occur by mistake, for which there will be IC punishment such as demotions. Civilian casualties and damage to civilian infrastructure will also result in a reduction of victory points.
MAIN BASES & ZONES
Each faction will have their own respective main bases that serve as safe zones from which they can stage their activities, conduct training, regroup after respawning, retrieve vehicles and more. The Bluefor factions main base also serves as the only location where they can fully repair and rearm their vehicles, unlike insurgents who have the ability to place service stations across the map.
Each base also has a zone surrounding it which serves multiple purposes. The first being that no secondary bases or facilities can be constructed within them, as to prevent conflict from taking place near to the main bases. Players are permitted to enter these zones but must receive authorization from command with a clear purpose behind it, (ie. in order to take out a specific enemy target within it.) This is to prevent players from camping outside main bases by giving them some breathing room so they can freely travel into the rest of the map.
SECONDARY BASES & FACILITIES
Using their main bases as a staging ground, both factions will have to then set up secondary bases and facilities outside of the zones. Command will decide on where to place them and players will then have to load a vehicle with supplies at their main base, drive to the designated location and use the supplies to set up the base. This however is where the similarities between both factions secondary bases end, as both have very different purposes.
BLUEFOR
The bluefor factions secondary bases serve as overt fortified combat outposts. It is expected that opfor will quickly discover the locations of your bases and attack them. As a result they will want to ensure that these outposts are well defended, by constructing fortifications and emplacements, having enough manpower on site and having logistics vehicles doing supply runs for gear and ammunition when needed. If a secondary base is overrun by opfor it will be destroyed, providing the enemy team with victory points and forcing you to build another one.
Bluefor has two types of secondary bases. The first is a firebase of which they can only build one. The firebase will come with the ability to construct mortar emplacements, providing your team with some very effective firepower. It is as a result the most valuable base and should be defended as such. The second type of bluefor base is the combat outpost, of which they can build two. The outpost simply serves as a location where players can rearm, organise and defend a strategic area of the map with.
OPFOR
The opfor factions' secondary bases are very different from bluefors. They are intended to be covert facilities that will rely upon concealment within the civilian population in order to avoid being destroyed by bluefor, as opposed to defending by force. In order to prevent metagame, the locations of these bases will be concealed from even the factions own players depending on the type of facility it is and the rank and role of the player. The types of opfor secondary bases are as follows;
Cache: The most basic type of facility, they are simply an ammo crate concealed within a structure which players can use to rearm themselves and regroup. A maximum of three caches can be placed across the map and their locations will be visible to every rank above recruit. They will have to be continually restocked with supplies by logistics vehicles. They are the least valuable type of opfor base and provide the enemy with a small amount of victory points upon destruction and can be rebuilt immediately afterward.
Opium Factory: Opium factories provide the opfor team with cash that pays for their supplies, and as a result are the most valuable type of opfor facility. It is a small drug lab that should be concealed very well and have a minimal amount of players entering and exiting it. A maximum of two factories can be placed on the map which locations are only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. If a factory is destroyed it will provide a large amount of victory points and deal a hard blow to opfors supply capability as there is a time limit on when they can rebuild them.
Service Station: Service stations are a large container that should be placed in an outdoor area with enough room for multiple vehicles to utilize it. They provide the opfor team with a location to rearm and repair their vehicles across the map, instead of having to travel back to their main base in order to do so. A maximum of two service stations can be placed and are visible to every player ranked above recruit. Due to their inability to be properly concealed, service stations are a low value target and only provide a small amount of victory points upon destruction and can be rebuilt immediately. Logistics vehicles will have to continually resupply them.
I.E.D Factory: IED factories are a small workshop that should be concealed within a structure. For the opfor team, explosive devices such as mines, bombs and rockets are not included as part of their standard supplies. The IED factory must instead be used to produce these armaments, as a result they are one of the highest value targets for bluefor. A maximum of one IED factory can be placed and its location is only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. Upon destruction they provide the enemy with a large amount of victory points and have a time limit on when they can be rebuilt.
Each faction will have their own respective main bases that serve as safe zones from which they can stage their activities, conduct training, regroup after respawning, retrieve vehicles and more. The Bluefor factions main base also serves as the only location where they can fully repair and rearm their vehicles, unlike insurgents who have the ability to place service stations across the map.
Each base also has a zone surrounding it which serves multiple purposes. The first being that no secondary bases or facilities can be constructed within them, as to prevent conflict from taking place near to the main bases. Players are permitted to enter these zones but must receive authorization from command with a clear purpose behind it, (ie. in order to take out a specific enemy target within it.) This is to prevent players from camping outside main bases by giving them some breathing room so they can freely travel into the rest of the map.
SECONDARY BASES & FACILITIES
Using their main bases as a staging ground, both factions will have to then set up secondary bases and facilities outside of the zones. Command will decide on where to place them and players will then have to load a vehicle with supplies at their main base, drive to the designated location and use the supplies to set up the base. This however is where the similarities between both factions secondary bases end, as both have very different purposes.
BLUEFOR
The bluefor factions secondary bases serve as overt fortified combat outposts. It is expected that opfor will quickly discover the locations of your bases and attack them. As a result they will want to ensure that these outposts are well defended, by constructing fortifications and emplacements, having enough manpower on site and having logistics vehicles doing supply runs for gear and ammunition when needed. If a secondary base is overrun by opfor it will be destroyed, providing the enemy team with victory points and forcing you to build another one.
Bluefor has two types of secondary bases. The first is a firebase of which they can only build one. The firebase will come with the ability to construct mortar emplacements, providing your team with some very effective firepower. It is as a result the most valuable base and should be defended as such. The second type of bluefor base is the combat outpost, of which they can build two. The outpost simply serves as a location where players can rearm, organise and defend a strategic area of the map with.
OPFOR
The opfor factions' secondary bases are very different from bluefors. They are intended to be covert facilities that will rely upon concealment within the civilian population in order to avoid being destroyed by bluefor, as opposed to defending by force. In order to prevent metagame, the locations of these bases will be concealed from even the factions own players depending on the type of facility it is and the rank and role of the player. The types of opfor secondary bases are as follows;
Cache: The most basic type of facility, they are simply an ammo crate concealed within a structure which players can use to rearm themselves and regroup. A maximum of three caches can be placed across the map and their locations will be visible to every rank above recruit. They will have to be continually restocked with supplies by logistics vehicles. They are the least valuable type of opfor base and provide the enemy with a small amount of victory points upon destruction and can be rebuilt immediately afterward.
Opium Factory: Opium factories provide the opfor team with cash that pays for their supplies, and as a result are the most valuable type of opfor facility. It is a small drug lab that should be concealed very well and have a minimal amount of players entering and exiting it. A maximum of two factories can be placed on the map which locations are only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. If a factory is destroyed it will provide a large amount of victory points and deal a hard blow to opfors supply capability as there is a time limit on when they can rebuild them.
Service Station: Service stations are a large container that should be placed in an outdoor area with enough room for multiple vehicles to utilize it. They provide the opfor team with a location to rearm and repair their vehicles across the map, instead of having to travel back to their main base in order to do so. A maximum of two service stations can be placed and are visible to every player ranked above recruit. Due to their inability to be properly concealed, service stations are a low value target and only provide a small amount of victory points upon destruction and can be rebuilt immediately. Logistics vehicles will have to continually resupply them.
I.E.D Factory: IED factories are a small workshop that should be concealed within a structure. For the opfor team, explosive devices such as mines, bombs and rockets are not included as part of their standard supplies. The IED factory must instead be used to produce these armaments, as a result they are one of the highest value targets for bluefor. A maximum of one IED factory can be placed and its location is only visible to command who will have to entrust other players to supply them with logistic runs at their own discretion. Upon destruction they provide the enemy with a large amount of victory points and have a time limit on when they can be rebuilt.
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