Arma 3
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Across the Fence (Cam Lao Nam - Standalone)
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Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: Cam Lao Nam
File Size
Posted
Updated
3.804 MB
11 Sep @ 10:05am
11 Sep @ 10:18am
3 Change Notes ( view )
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Across the Fence (Cam Lao Nam - Standalone)

In 1 collection by SGD Publishing
Across the Fence - Standalone missions
4 items
Description
Welcome to the beta version of Across the Fence, a dynamic recon experience for individuals and teams of up to 6 players.

Inspired by the namesake book from RT Idaho One-Zero and SOG Prairie Fire adviser John “Tilt” Stryker Meyer, in Across the Fence you'll explore hostile NVA territory to investigate and locate enemy sites, before you try to extract safely and prepare for the next mission.

As you gain experience fighting the NVA, you'll develop your skills and abilities while gaining access to new weapons and equipment.

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Standalone mission

This is a standalone mission, and can be played locally (by running a LAN server) or on a dedicated server.

There is also a server-only variant of Across the Fence that allows your progression to be shared across multiple servers.

If you're not sure what version of Across the Fence you need - it's this one.

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The mission is currently in open beta and not fully complete, with both bugs and unreleased features.

However, based on the feedback from our Patrons and regular playtesters, we feel it's ready to share with the community to get your feedback and give you the opportunity to enjoy what we've developed so far.

As we progress from onwards to a full release, we'd love for you to share your thoughts in Discord, and help us collaboratively develop the game mode.

The beta version of Across the Fence has most of the game mode's core mission gameplay in place, but other aspects of the game mode are still in development.

Our immediate feature roadmap includes:
- Releasing the Team Leader, Medic, RTO and Tail skill trees
- Adding a new RTO system better suited to the game
- Expanding points of interest with new interactions
- Many quality of life improvements (e.g. improved mission UIs)

Across the Fence is currently designed for 1 to 6 players per mission, with up to 4 simultaneous missions running on a server.
Please try playing solo, duo and in larger groups, so we can build a game mode everyone can enjoy!

Thanks for reading, and enjoy the game!
> The team at Savage Game Design

Important links:
- Discord[link.sogpf.com]
- Online guide[link.sogpf.com]
- Across the Fence on the Steam Workshop[link.sogpf.com]
- Source code[link.sogpf.com]
41 Comments
devildogg237 15 hours ago 
@GOrgonPOrnstar you do recon activities. you start by doing recon and marking enemy positions, and as you level up you can unlock other opportunities while on mission (Like Ma Bell in the campaign)
G0rgonP0rnstar 25 Sep @ 9:10am 
A description of what this even is would be nice
mkalireza 24 Sep @ 10:05am 
Johnnyboy's Steam Workshop New Update Sep 23:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2812560646

Change Notes:

SOG AI updated to support Across The Fence missions. Note the following:
- Wait until you deploy on a mission before spawning your AI team
- You will spawn a new team with every new mission you deploy on (no way to keep your first spawned team)
- Sorry, but you can't use the cool new health system that comes with ATF. It's complicated, and requires
more work by me to merge that system with mine.

Thanks Johnny Boy. :steamhappy: :steamthumbsup:
Poop knife 21 Sep @ 5:01am 
I'd just like to say how excited I am and thankful for this to be released. I have read Tilt's books and I'm glad they are finally getting the attention and admiration they deserve.
Koalt 21 Sep @ 3:20am 
Could we get a port of this over to altis please? This is a super fun solo scenario, however Im one of the people who dont have an actual rig i just play off a cheap laptop and the SOG maps always make my computer have an aneurysm. Other than that really good work on the scenario man
Atunero 19 Sep @ 1:41am 
Is it possible to disable player markers? Maybe adding a parameter or something?
Hmm The Clown 18 Sep @ 8:34pm 
Just interested if there is any plans to add ace compatibility and also when can we expect to have at least some skills from the current unavailable skill trees
brendanbean95 18 Sep @ 4:15pm 
Thanks very much for the reply!
SGD Publishing  [author] 17 Sep @ 4:21pm 
@Sir Comrade Klimik - It's something we've talked about, but hasn't been a priority for our (very small) team. There's plans to put a water-gathering element into ATF, but that's all that's on the roadmap right now. The items are there for other gamemodes to use (e.g. Life, Antistasi) if they want them, as much as anything.

@brendanbean95 - We've been getting this report a lot - I'm not 100% sure what's causing / affecting it as we do a lot of solo LAN testing. We'll try to get this fixed ASAP, as it shouldn't be happening solo.

@Full metal - Progress should be saved automatically to the machine hosting it. If that's not happening, let us know!

@Fishy - A lot of custom systems in this (Medical, Stamina, AI) that are needed to get the gameplay feel right, and the skills system working.

For the few comments on SOG AI - we're in touch with Johnny Boy, and happy to help if he wants to release a SOG AI version.
Sir Comrade Klimik 16 Sep @ 2:35pm 
It bothers me that this mission doesn't involve ANY usage of the survival items in SOGPF like the medications or food items. Nearly all of them are still completely useless outside of the mike force mission framework 4 years later; with the exception of the food, dysentery and anti-venom meds. Mike force got an update yesterday with mainly bug fixes, and still doesn't add any usage of those small flavor items. Was all that work on modeling and coding them in for nothing? After a few years it seems like there is still no desire to add any gameplay value to these unique items, even as part of the Mike Force framework. No drunk mechanic from drinking the liquors. No cigarette smoking mechanic organic to SOGPF. Pain-killers, worm-powder, anti-malaria, and anti-biotics are all useless. For me atleast, this lack of item functionality degrades the roleplay experience of this mission and Mike Force. Please do something to implement these items in a way that allows people to interact with them