Arma 3
106 ratings
Carrier Strike [Alpha]
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Campaign
Scenario Gameplay: Multiplayer, PvP
Scenario Type: Air, Infantry, Vehicles
Tags: Tag Review
File Size
Posted
Updated
39.484 MB
26 May @ 5:44pm
6 Aug @ 9:49pm
32 Change Notes ( view )

Subscribe to download
Carrier Strike [Alpha]

Description


Disclaimer - This is an ALPHA - There will be bugs!
I wanted to get this out since the main gameplay loop is finished to start collecting feedback. This has not had a balance pass yet, so be warned.
Development is slow on weekdays, fast on weekends. Expect frequent updates.

Current Version - v0.10.0.0

Join the Modules Enhanced | Carrier Strike Discord[discord.gg]

Description

Carrier Strike is the reimagined Battlefield 2142 Titan Gamemode within the Arma 3 Universe!

[MapList]
Vanilla
CarrierStrike_Malden_Monte.Malden
CarrierStrike_Stratis_MarinaBay.Stratis
CarrierStrike_Porto.porto

CUP
CarrierStrike_Malden_Monte_CUP.Malden
CarrierStrike_Stratis_MarinaBay_CUP.Stratis
CarrierStrike_Porto_CUP.porto

How To Play

Phase 1: Ground War - Control the Missile Silos
  • Fight across the battlefield to control missile silos.
  • Capture and hold missile silos to weaken the enemy carrier hull.
  • The more silos you control, the faster the enemy's defenses fall.

Phase 2: Carrier Assault - Board and Destroy
  • Once the enemy carrier defenses fall, the real battle begins!
  • Storm the enemy carrier via any means necessary.
  • Fight across the carrier and destroy the carrier reactors.
  • Destroying reactors cause the carrier to receive large chunks of hull damage.
  • Continue holding silos for consistent damage.

Beware - A Rebellion Has Formed
- A third faction has been added. They will not contribute towards the objective, but they will be there to mess up your day! Play as the Independent faction and mess up the other two teams!

Video Tutorial

Current Alpha Progress

[Completed]
- Main Gameplay Loop
- Temporary Respawn System
- Temporary Loadouts w/ Tier Unlock System (As game progresses, higher gear loadouts are unlocked)
- Custom turret defense AI
- CBA Settings For Mission Customization
- Randomized Weather System
- Rally Point System
- Modules
- Seeding Mode
- AI Systems

[In Progress]
- More Map Layouts
- Commander Abilities
- Ammo Kits (like battlefield's support class specialty)
- Out of bounds system

[Delayed]
- Custom Ending Menus
- Custom Respawn Menus/System
- Custom Unlock System

[Aborted Until Further Notice]
- Hive Unlock System

Want to Contribute?
This IS an Alpha, this means we are in the stage of adding gameplay features. All ideas are welcome. Join the discord and give me some feedback.

If you would like to be an official host, shoot me a PM on discord.
37 Comments
Panthercat64 25 Aug @ 7:48pm 
Ah I see.
Thanks! I forgot you could do that in the OG battlefields. And I still play them.
Hypoxic  [author] 24 Aug @ 10:50pm 
I tried to emulate timers similar to the OG BF games by default. That means depending on the threat of the vehicle, it can be anywhere from 30s - 120s on the respawn times. This can all be customized with the modules though.
Hypoxic  [author] 24 Aug @ 10:46pm 
So how it currently works is that each vehicle has a respawn time you can set up in the module. That time counts down only if the vehicle has no crew. So say a vehicle has a 60s respawn, if that vehicle gets abandoned, you have 60s to get someone in that vehicle to prevent the despawn. This is similar to how it worked in the OG battlefield games. It also means, that if you steal an enemy vehicle and keep it alive and manned, that vehicle will not respawn for that team.
Panthercat64 24 Aug @ 10:21pm 
Its it just me or are the despawn timer's a ridiculous now? I swear I blink and my car is gone.
I get needing to despawn things to prevent server issues or exploits such as a car wall (tried that once in a different game) but I feel like its a little low.
Now I should admit, I like longer despawn timers, because I love seeing the fruit of my labor (failure or success), so I might have a bias, but even then it feels low.
The blinking comment wasn't even a joke, I look away for a few seconds to shoot an enemy, then I turn back to get in the car again, and its gone.

this is a fantastic Alpha, this is more of a small grievance where I legit don't know if it was a change from the Aug 6 update or if its always been that low.
DameHruCZ 17 Aug @ 9:05am 
RavenField in Arma OMG
Hypoxic  [author] 16 Aug @ 11:17am 
While in alpha, the whole structure on how missions are made/ported is subject to change which is why there's no official instructions atm, just a basic instruction file included in the mod folder. In fact, the description file is probably going to change in one of the branches here and moved into modules which is going to change how missions are made/ported (easier hopefully).
Hypoxic  [author] 16 Aug @ 11:05am 
Brother, take it down a notch. I'm more than willing to help you with issues. Thanks for letting me know that keybinds are not being saved as I can correct that. I'll have a map porting video up before beta.
out of every fricking key in the game you had to choose zues key for your stupid menu i have to change it every fucking mission because of some reason it keeps getting reset
we really need a tutorial on how to port this scenario to other maps
Hypoxic  [author] 6 Aug @ 9:50pm 
Scan and artillery commander abilities have been added alongside a commander vote system. The commander menu is accessed with Y by default. You can change this in CBA hotkeys.