Author Topic: INS WAR II  (Read 3367 times)

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
INS WAR II
« on: May 08, 2010, 10:24:33 AM »
INS WAR II
Brought to you by LMC.

See the WAR map and follow the action! (click below)
www.lmcgaming.com/warmap/
===================================================
New Features:

Realistic strategy map!
The maps are connected realistically as they are geographically located in Iraq. The game begins with the Marines holding all the major cities when the insurgency begins and the insurgents start attacking the Marine held cities from their hidden bases. Marines fight to keep hold of the Iraqi cities, and maintain logistic routes from Al Basrah (the closest to the U.S. Carriers and logistical supplies) to Baghdad (the central staging point for the Marine forces and the Marine FOB). Marines may only travel via the highways to avoid IEDs and mines. Whereas Insurgents may travel dirt side-roads and alternate paths.

Marine Supply Route:
The Marine supply route consists of the four areas colored blue on the map. It is the link between Al Basrah and Baghdad. If any one of these areas is taken by the Insurgents, the Marine team will suffer from a lack of supplies. And instead of two special weapons squads (Fireteam A: Sergeant, Rifleman, Rifleman, Engineer/Specialist; Fireteam B: Sergeant, Grenadier, Support/LMG, Marksman), they will have only one special weapons squad and one rifleman squad (Fireteam A: Sergeant, Rifleman, Rifleman, Engineer/Specialist; Fireteam B: Sergeant, Rifleman, Rifleman, Rifleman); and so will have limited tactical support roles until logistical supply routes are restored. Whats more, marine held territories that are not connected the the marine FOB by a safe travel path (along the highways), will suffer from having only emergency reinforcements.



[[ The dark lines are the highways, and the grey lines are the side roads that only the Insurgents can travel on. Marines must have the required "Intelligence Points" to discover and attack an Insurgent main base (the required points are shown by the number next to each Insurgent main base). Marines may attack a revieled Insurgent main base (the red colored territories), only if they currently control the adjacent territory. If an Insurgent main base has been destroyed (if the Marines were victorious on the map, capturing ALL objectives), then that territory is no longer existent and the Insurgents can no longer attack from it. There is a special Insurgent position at the bottom left corner of the map (represented by the red circle). It  works as an Insurgent controlled position that cannot be attacked/destroyed. The Insurgents may attack the neighboring enemy area as they would usually. This special position is to allow more options for the Insurgents when attacking and so that those maps see action besides just Strike fights (ambushes). ]]

Custom Maps!
8 new maps are now a part of INS WAR. After weeks of testing custom maps, the best (based on gameplay and realistic setting), most stable maps were selected to join the map list as Iraq cities and areas. Maps set in Afghanistan were removed: Karkar, Karam, Helmand, Takhar... but never fear, we will have an Afghanistan war campaign once the Iraq campaign is through.
ins_valley_mjr (as Kurdistan area, Iraq)
ins_veikko (as Alqosh, Iraq)
ins_trenchfoot (as Anah area, Iraq)
ins_karbala (as Karbala, Iraq)
ins_sandstorm (as Al Basrah, Iraq)
ins_diyala (as Diyala, Iraq)
ins_baqubah (as Baqubah, Iraq)
ins_shulah (as Shula, Iraq)

New map configurations!
Carefully customized IMC2 files allow for new and exciting twists to the standard maps you know and love.

New victory conditions!
In order for the Insurgents to win, they only need to win 20 battles (rounds), or to hold Baghdad for three consecutive rounds; for the conflict to grow unpopular with U.S. citizens enough to pressure the U.S. Senate to withdraw from Iraq.
For the Marines to claim victory, they must discover and eliminate each of the hidden Insurgent Bases. Each Insurgent Base remains hidden until the Marine "Intelligence Points" are equal to the intel needed to reveal that base. The Marines gain one Intelligence Point for every victorious battle.

New combat format: Insurgent Strike!
After the Insurgent team's turn, the Insurgent team may ambush on any map. This fight is a very tactical, limited reinforcements (3 or less waves) fight that will bring a high level of intensity and help to encourage more realistic combat as players must take care with their life. Victories during Insurgent Strike do not count towards victory conditions or Marine Intelligence Points; but if the Insurgents win, then their forces move into the area and they can then attack from that location as they now control that territory (map).

 WAR weapons mod! (for added realism and to encourage teamwork)
The classes were modified to be more realistic. (pistols were removed from most classes, more realistic Marine load-outs)
The 1911 pistol was added to the Engineer class (emulating the engineer/specialist buying a nice pistol from the states to take into combat with him and compliment his combat shotgun), as well as to the Insurgent Militant class (as a symbol of power to aid in commanding rookie Insurgents).
The weapons sway has been increased while moving to discourage run-and-gun tactics, and encourage teamwork.
Recoil was increased to encourage accurate fire and taking the time to get a good shot as opposed to simply peppering.
The damage modifiers for hit boxes were modified for more lethal bullets and more realistic damage. (a shot to the foot does less damage, a head shot is a kill, pelvic shot is a kill, and body is nearly always a kill)
The explosives were modified to more realistic values. (higher damage radiuses due to fragmentation)
For a full list of Changes:
WAR Weapons Mod Details

(NOTE: We are not hosting a private TeamSpeak server at the moment since players expressed resistance to the idea of organizing comms... instead we are working on a source-mod that might do this automatically.)
WAR TeamSpeak 3 Server! (You do not need a microphone to join us in TS, it is primarily there to organize each team into squads and allow your squad leader to issue tactical advice and orders without flooding the game voice chat.)
During WAR nights we will be hosting a dedicated TeamSpeak 3 VOIP server to manage team comms, it is strongly recommended to join during war and those in TS3 will have priority in the case of a full server. If the server if full, join the TS server and we will kick someone not in TS to make room for you. Further priority will be given to those with mics and those that communicate.
You can download TeamSpeak3 for free here: http://www.teamspeak.com/?page=downloads
Server info:
Address: warvoip.lmcgaming.com
Port: 9987 (try port: 9164, if the other does not work)
Password: war
(The server will only be accessible with the password "war" on WAR nights, for the rest of the week the server functions as the LMC back-up TS3 server, and is password locked.)

Better organization for enhanced community interaction!
Because one of the main goals of this event is to allow the Insurgency Mod community a chance to play together tactically and in a very team-work oriented environment, and to interact and have fun together, clans with participants of 6 or more are asked to split between the teams so as not to stack and have a chance to play with others in the community. Furthermore, each week you may pick a new alliance to avoid getting burned-out of a certain faction. Whats important is the teamwork, tactics, and fun! Team Comanders are elected each night, and squad leaders are chosen by the commander.

Battle reports!
After each week's battle (Sunday night), a detailed synopsis of the fighting will be posted for fans and fighters to have as mementos. Also, WAR Hero's will be announced (the players that achieve the greatest glory)!

===================================================

VITAL INFO

The WAR begins 5/9/2010 @ 8pm EST (till 12pm EST or whenever there are less than 8 players).  It will continue every Sunday night until concluded!

Game Server: 208.167.247.171:27015 (or) inspub.lmcgaming.com
Server Password: war

TeamSpeak 3 Server:
-NOT AVAILABLE AT THE MOMENT-
Address: warvoip.lmcgaming.com
Port: 9987 (try port: 9164, if the other does not work)
Password: war

View WAR HLstatsX:
http://www.lmcgaming.com/warstats/


How it works:
Joining:
When you join WAR you will join the team with the lesser number of players (unless you were previously on a specific team and wish to remain on that team [Insurgents or Marines]). Once you join a team, you will play for only that team for the duration of that night (unless it become necessary to balance the teams). You should join the WAR TeamSpeak 3 server before joining the WAR Insurgency Game server.

Turns:
A "Round" is a single battle on a territory (insurgency map). A "Turn" is when one team gets to pick a territory to attack (a team may only attack territories that are adjacent to a territory they currently are in control of), and if a team wins during an assault, they may attack again, until they suffer a loss. If the marines hold all the known territories, they do not get a turn. After the Insurgent Team's turn they get a bonus "Strike" Round in which they are able to lay an Ambush on any map. If a team wins on a map during any round (whether it is a regular battle or a strike/ambush), they then control that territory.

Organization:
Every week (Sunday night), each team will elect a Commander who will serve as long as they so choose. The Commander will choose 2-4 players to be Squad Leaders and the player on the team will all be assigned to a squad and organized automatically into TS3 channels so that they can communicate tactically with each-other. The commender tasks the Squads with objectives and tasks such as (assault Objective "C", or defend the West), and the Squad leader talks to his players and decides the best way to achieve those goals. If you are not happy in your squad you can request a move and the commander must honor your request.
Commander Operations Guide


====================================================
Tips, Tactics, and Strategies:

Because the weapon sway is increased while moving, you'll have an advantage when peeling with your squad (moving one at a time when advancing, like leap-frog). That way your squad mates can cover your advance with more accurate fire.

Explosives are more deadly, use them to clear buildings, or for shock when assaulting. When assaulting try to move quickly to avoid the enemy fragging your location, and try to keep a distance between you so as not to all get taken out by the same nade.

Marines have more smoke grenades now so it pays to utilize them during an assault.

If you are playing with the 1911 (or with the enemy pistol), keep in mind that you can not re-arm it at an ammo cashe. So conserve your pistol ammo.

Insurgents have less ammo than the Marines, so a good strategy is to use guerilla tactics to secure a Marine weapon. 

On the strategy map level, Insurgents have 2 main strategies for the Battle fighting and two main strategies for the Strike fighting. For the Battle fighting, you can either push towards Baghdad for a fast win, or try to create a buffer to your main bases by capturing the adjacent territories in defense.  For the Strike fighting, you can either aim to disrupt the Marine paths of travel and/or logistics or punch holes in the enemy line to get to Baghdad sooner.






----------------------------------------
Special thanks to:

Dylan
For providing the base for the WAR mod with his excellent Dylan's Weapon mod. Although the WAR mod is very different and was built from scratch, without the starting point to experiment from, and Dylan's keen insight and vision, we wouldn't have been able to produce the INS WAR Weapons mod.

-||ScK||- C@rnage
For spending hours testing the explosives settings for the weapons mod.

-|TDB|- NiK
Testing weapons. And helping refine ideas.

-|TDB|- Clan
For helping to spread the word and promote this event. And for helping to spread maturity and team play.

=(eGO)= Burt Reynolds
for helping to spread the word among eGO members and promote this event. 
----------------------------------------
« Last Edit: March 12, 2011, 01:28:24 PM by KauaiBoi »

TDB NiK

  • (LMC) Friend
  • **
  • Posts: 41
Re: INS WAR II
« Reply #1 on: May 08, 2010, 01:48:17 PM »
and lol, I was just kidding about the 'Almighty' thing  :D

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #2 on: May 08, 2010, 07:40:16 PM »
Link to the post on the INS mod forums:
http://forums.insmod.org/index.php?showtopic=22587

I'll keep them both updated with any changes/edits. =)

SnakeShit

  • I broke my cherry!
  • Posts: 2
  • I'm the middle square.
Re: INS WAR II
« Reply #3 on: May 08, 2010, 11:59:08 PM »
Looks good man, muck you've done a ton of work.

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #4 on: May 10, 2010, 12:07:42 PM »
Pre-conditions:
The U.S. Marines finally secured the greater areas of Iraq, bringing security to it's peoples and a chance for a stronger government. Talk of growing support for an insurgency has the U.S. Soldiers on edge. The insurgency is assumed to be led by ex. Iraqi Military who believe the U.S. occupation only breeds corruption and weakness in the Iraqi government. However, besides general aggressive demonstrations towards U.S. Soldiers in the form of various I.E.D. attacks and small riots, there has been no real confirmation of a full-scale insurgency.

Update from war 5/9/2010:
After light skirmishes and Ambushes across various Iraqi cities, confirming the presence of an organized and determined insurgency, a large insurgent force attacked the city of Baqubah, eliminating the U.S. Marine squads there and taking control. The attack has U.S. Military Commanders unsettled, as the attack came suddenly, without warning, and very close to the U.S. main FOB in Baghdad. Shortly after the initial attack that revealed the insurgency's massive numbers--and brutal efficiency--, the insurgent army pushed straight to Baghdad, nearly punching a hole straight through the U.S. defensive strategy. Luckily, by the time they arrived, the U.S. Marines were ready and eager to deflect the attack; and although the battle was closer to a stale-mate than to an all out victory for the Marines, the Iraqi army was eliminated.

During the chaos that ensued after, as Military leaders repositioned forces trying to increase defense of the central Iraqi territories, the insurgents ambushed a marine convoy in Samawah  carrying supplies to the Marine FOB in Baghdad. Luckily, the ambush was unsuccessful and there were only minor casualties. But it effectively proved the insurgent's ability to penetrate the U.S. defensive checkpoints, and strike anywhere in Iraq.

In retaliation, the U.S. Marines struck hard at Baqubah and re-secured the city, gaining intelligence that revealed an insurgent FOB at Almaden. While the Marines were preparing to strike at the insurgent base, the insurgents attacked the eastern territory of of Diyala, failing to defeat the Marine forces embedded there, and then ambushed a small Marine deployment in Karbala, nearly opening the city for occupation by insurgent forces.

The Marines, determined to strike a devastating blow to the insurgency, hit Almaden hard and just barely managed to destroy the insurgent army located there. This close victory has made U.S. Military leaders aware that this insurgency is much more popular, better armed, and determined than previously estimated. This conflict is far from over!

Shout-outs:
Cheers to "ganjaman" for breaking his WAR cherry, and to "Burke" for doing a terrific job as a first time commander of the Insurgent forces. Special recognition to this weeks war Heroes:  "Argyll" for breaking the Insurgent's defense of Almaden city center (B), and "Outsidethebox" for being the last alive to repel the insurgent ambush on Samawah in a brave display of skill.
« Last Edit: May 10, 2010, 05:42:30 PM by KauaiBoi »

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #5 on: May 20, 2010, 08:55:25 PM »

WAR Strategy Map (updated in real-time during WAR):
www.lmcgaming.com/warmap/
« Last Edit: May 24, 2010, 10:31:52 AM by KauaiBoi »

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #6 on: May 20, 2010, 09:10:25 PM »
Simplified and updated the information for the servers:

WAR Game server:
Address: 208.167.247.171 (or) inspub.lmcgaming.com
Pass: war

War TS3 VOIP Server:
Address: warvoip.lmcgaming.com
Port: 9987 (try port: 9164, if the other does not work)
Pass: war

WAR HLstatsX:
http://www.lmcgaming.com/warstats/
« Last Edit: June 27, 2010, 12:14:13 PM by KauaiBoi »

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #7 on: June 14, 2010, 02:47:58 AM »
Hola! Soy de espania y estoy teniendo mucha diversión. =)

Sooo... How was war this week?! =)

Quanto

  • This is madness!
  • *****
  • Posts: 305
Re: INS WAR II
« Reply #8 on: June 14, 2010, 09:05:53 AM »
It had a high turn out. And the Marines earned quite a few victories. However, the system never said the war was over after the first INS victory, so we just kept going. And the war will continue next week.

SnakeShit

  • I broke my cherry!
  • Posts: 2
  • I'm the middle square.
Re: INS WAR II
« Reply #9 on: June 14, 2010, 11:32:15 AM »
Couple things:

We weren't sure about what to do when INS selected Baghdad, and Marines had C capped while we had to cap B.  Not sure what the win conditions were - we thought the INS had to cap all points, but there definitely wasn't enough time to do that.

Also when changing to Anah through the interface, it actually changed to Veikko (not sure of it's war name).

Finally, Diyala sucks and should be taken out.  Also I was wrong about Trenchfoot..that muck was epic.

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #10 on: June 14, 2010, 06:45:32 PM »
Good to hear there was a good turn-out!!! =)

Yeah I made all the overrides for that reason, so that after you played till that first loss, you could just reset the map manually. =P  I suppose I should have expanded on that... although it's all in the rules and explanation in this thread, it can't be easy to parse all the info here. =P

As for Baghdad... all rounds are 15min which should be enough time to play on any map, if neither side wins in that time it's a tie. But perhaps we should expand that time? I figured that a time limit would help move things along when the teams were very evenly balanced and in a bit of a stalemate... keep the game going (I'm sure we'd rather have a 15 min draw than a 30min draw. no?). In ALL rounds in WAR, a tie goes to the defenders. So yeah the Insurgents attacking Baghdad (as well as for the Marines attacking to reclaim Baghdad) must either capture all the points, or eliminate all the enemy. Victory conditions are per the game (if the game says "Marines/Insurgents win" then that is the win, otherwise it is a draw, draws go the the defenders).

As for Anah going to veikko instead of trenchfoot, I'll look into why the heck it's doing that and correct it. Must be a slip of the keyboard in the xml file.

Yes trenchfoot is crazy epic! not a map for a pub, but very good for an organized team that is dead-set on pushing through the chaos, it's like a real battle, having to crawl through the brush or get tagged by automatic fire, I love it (but only in small doses in war of course! lol).

As for Diyala... I love that map and its a great strategic map when you get to know it, it's one of those that requires coordination though, you need snipers and LMGs doing their job so the attackers can get in the city, and then you have to move together carefully and hold sections of the city as you capture them. When you get to know the city it's much more fun, you just have to be careful not to spawn kill.

--------------------

For next week go ahead and start a new war... I'll code in an override to start a new war if I have time. If not, just use the map override to reset the maps to default. Write down each rounds results too (the system will record them from the input at round end, but just to be sure, it's best to record them by hand too... simply, map name and winner will be sufficient (but don't record wins and losses from ambush/strike rounds, as those don't count in win/loss tracking). Remember that the Marines get one intelligence point for each round they win. They can attack an insurgent main base map only if they have the intel points required to "see" that map: Almaden = 1, Buhriz = 2, Alqosh = 5, Sinjar = 7, Kurdistan = 9. (per the new point values)

The system won't alert you as to a win by default for the insurgents (as I have not yet worked out all the bugs in tracking all the rounds like that). Perhaps I can find time to do it from here but I'd rather enjoy my time in Spain. ;) =)

Either way, have fun in the new WAR and I pray that this time the Marines get to win! (they have yet to win a war! but wars against insurgents are difficult anyway I suppose) [fyi, if you coun't by rounds won, I think the marines were in the lead, but only by a couple rounds, and without accomplishing their goal, yet loosing so many troops, it accounts as a war lost.]

--------------------------
I will be tweaking the imc2 files slightly per notes I have made over the last few wars. (it won't take me long at all and so will be easy to do from here without inhibiting my vacation ;)... don't ever say I'm not dedicated lol)  This next war should be slightly more challenging for the Insurgents, but ambush rounds will heavily favor the Insurgents.

If anyone has any suggestions PLEASE share them in the INS WAR comments / suggestions thread HERE.

Aloha and be well!

SnakeShit

  • I broke my cherry!
  • Posts: 2
  • I'm the middle square.
Re: INS WAR II
« Reply #11 on: June 14, 2010, 06:49:26 PM »
That Baghdad round definitely went faster than 15 minutes, it was less then 10 minutes.

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #12 on: June 15, 2010, 06:58:40 AM »
That Baghdad round definitely went faster than 15 minutes, it was less then 10 minutes.

I have noticed some bugs with the round times, I'm not sure why it is, but I'll def be looking into it. Sometimes it just takes reloading the map. I'll double check the imc2 files though, just in case the issue is there.

Do remember though that all ambush rounds have a max of 5 min, while the regular rounds should be 15 min. Let me know of any discrepancies you see from those numbers. I have a feeling the issue is more complex than just a config... my guess is that it's a bug in the game, but I'll do my best to get rid of it either way.

SnakeShit

  • I broke my cherry!
  • Posts: 2
  • I'm the middle square.
Re: INS WAR II
« Reply #13 on: June 15, 2010, 01:33:08 PM »
I guess it was an ambush thing, 5 minutes sounds about right.

ZenPhire-KauaiBoi

  • |LMC| Leader
  • *******
  • Posts: 5317
Re: INS WAR II
« Reply #14 on: November 14, 2010, 10:21:55 AM »
REMEMBER WAR TONIGHT!!!

For those of you who have been out of the loop lately:

We started another WAR last week and are continuing it as normal this week, tonight (Sun 11/14). If you can make it please support LMC by showing up and participating, setting an example for team-play and maturity. We have gotten more recruits from WAR than any other way. You can do your part to help by showing up and helping to reinforce our reputation for maturity and teamwork.

Hope to see you all there! =D