1.28.4 Host Updates

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* Depot Changes

Depots do not carry their own supply, they are merely a window on a limited segment of the supplying brigade. Each spawn reduces the window by 1 unit throttling the rate at which people can spawn through that depot.

Previously these depot windows were per-depot per-weapon. We have changed this to be per-brigade per-depot per-weapon. This means that if you have two brigades in Antwerp, each will have its own set of windows at the Antwerp-Schilde Depot, regardless of your side.

* Other changes

- Kill-A-Rat announcement code is live.
- Ceasefire code is live (arena can be locked to prevent kills).
- Disabled a GM utility that was causing mass Chat Connection Lost.
- Fixed an administrative utility that was preventing external GMs communicating with HCs.

1.28.4 Host Update April 28th 2008

- Fixed an issue that caused some sorties not to record their scores preventing some players gaining rank.
-- We are looking at options for compensating players for their lost points.
- Fixed a timing issue that would cause players to be removed from their squad when the database was busy
- Turned off the script that automatically put people back in their squads to work around the removal bug.
- Increased maximum number of contact reports per mission from 16 to 32.
- Fixed an administrative utility that was causing a host crash.
- Disabled an administrative utility that was interacting badly with the database.

1.28.4 Host Upadte April 23rd 2008

- Fixed an issue that could cause players to be removed from their squads under heavy database load conditions such as after a host restart.
- Fixed an issue that could cause players to be rejoined to their squads after manually leaving.

Campaign #44 Host Update April 9th 2008

* Resupply Missions (see below)
* No-Mans-Land Depots (see below)
* No-Mans-Land Mobile Spawns (see below)
- Automated shutdown no-longer locks the arena at 5 minutes.
- Automated shutdown counts down to 0, locks the arena to disable capture, kills and spawning, then shutsdown after a further 60 seconds warning.
- Removed despawn timer while the arena is locked.
- Fixed several issues allowing Division HQs to provide supply after a brigade was moved out of town.
- Fixed an issue causing nearby players to cTHL when a player with a 2-character callsign tried to deploy a mobile spawn.
- Increased the Overstock Limit (DivHQ -> Brigade) from 10% to 20%.
- Added a curve to the rate at which new AOs are introduced to reduce the maximum AOs in high-pop
-- Minimum AOs is still 3

* Resupply Missions

When posting a mission, you will note that there are several "Mission Types" listed below the Origin/Target selection. One of these is "Resupply".

To post a Resupply Mission you must select an ORIGIN in the town where your Divisional HQ is deployed and the TARGET must be the TOWN where your Brigade is deployed - the DivHQ and Brigade must be in different towns.

The goal of a Resupply Mission is to despawn your equipment at the location of your current Brigade (which should be mission's Target unless the Brigade has moved).

On successfully RTBing your equipment to the Brigade you receive a chat message indicating success and are scored some points.

/Unlike/ a normal RTB, the unit will /not/ be reserved for you at the destination. Resupplied units are delivered directly to the destination Brigade and /you/ are returned to your mission origin - ready for your next run.

- Delivering a resupply unit will cancel the earliest resupply ticket for the piece of equipment
- Delivering a unit to a full spawnlist will "overstock" the equipment up to a maximum of 20% rounded up of its capacity (a capacity of 13 can be overstocked by upto 3 additional units).
- Delivering a unit to a fully overstocked list will "Rescue" the unit (return to Divisional HQ in 15 minutes).

* No-Mans-Land

"No mans land" refers to towns on the frontline which do not have brigades deployed in them but which sit directly between two or more opposing brigades.

We found that under the right circumstances, these towns generate some thrilling combat action. Prior to this addition, however, they were mostly just the source of many complaints about softcaps.

In short: we decided to make many of the rules for approaching such a town the same for both sides once an objective was placed on it.

A No-Mans-Land town:
. Is a Front-line town
. Has no Brigade or Division deployed there
. Is Linked to a town with a friendly Army *Brigade* (not DivHQ)
. Is Linked to a town with an enemy Brigade or DivHQ of any Branch.

** NO-Mans-Land Depots

It is now possible to use a depot in a friendly town one link from your brigade.
Requires: Must own link, must own depot, must be a DEFENSE objective on the town for your side.
Example: Your side owns Huy and Bouillet and the link Huy->Bouillet, Brigade is in Huy, enemy places Attack on Bouillet, the Huy->Bouillet now becomes spawnable for your side.

** No-Mans-Land Mobile Spawns

No-mans-land MSPs: Defensive MSPs to frontline towns with no brigades/divisions can now be deployed if the town has defense objective - previously you had to wait until the town was contested. (If the town has any brigades/divisions in it, the contention rule still applies at this time)
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