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Bluedrake42 last won the day on March 21

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  1. That's actually an excellent question, and one I forgot to answer in the development blog! Currently we have a system that removes (or hides) all organic objects from your deployment area when a F.A.R.P. is placed down. So for instance, if you deploy in the middle of a forest... the trees around you are cleared away. This makes it both harder to hide FOB's in forests, but also gives you greater choice in where to place your forward bases. However we don't have it set to clear buildings, and there is a decent amount of clearance required for each forward outpost! So you will likely not be able to build in the center of cities =P but definitely on the outside! However we thing that is a pretty decent compromise both for gameplay and balance =)
  2. Welcome to Project Reality: ArmA III's newest development blog! Project Reality: ArmA III ► Base Building & Forward Outposts In previous versions of both Project Reality & Project Reality: ArmA III... bases have been static, with fixed positions, and fixed assets. This means starting from the same bases, assaulting the same positions, with the same assets... every time. Boring. We intend to change this... by developing an entirely new asymmetrical, dynamic, and player driven form of base construction... that deeply impacts the entire enduring engagement of each missions, based on each team's early-game decisions. If you wish to follow the project, try to stay active in our primary development channels. Introducing Forward Arming & Refueling Points ArmA is a big game... and big games deserve big features. We've been working to redefine how forward outposts function in ArmA to compensate for the gigantic terrains and asymmetrical environments players encounter. Our solution... the Forward Arming & Refueling Point... your new universal deployment point for Project Reality: ArmA III operations. A deployed and fully upgraded F.A.R.P. Forward Arming & Resupply Points allow teams (with combined effort) to fully define the forces available to them, while supporting your entire team on the front-lines. These constructible forward bases not only allow a team to fully support vehicles on the battlefield... but also serve as deployment positions for team assets... including tanks, helicopters, light vehicles, and more. Varying stages of F.A.R.P. deployment F.A.R.P. bases are deployed from deployment vehicles (available at other upgraded forward bases.) Each forward outpost has expansion points (or nodes) that can be used to expand each base's functionality over time. These nodes can be upgraded to serve as vehicle respawn points, offer repair/refuel/rearm services, expand base defenses... and more. A player deploying a F.A.R.P. node into a helicopter deployment pad These nodes are permanent when deployed, or until F.A.R.P. is destroyed by enemy forces. Each node only serves a singular purpose, and only serve as respawn points for the vehicles it deploys... vehicles are not purchased in Project Reality. If the vehicle dies, it will respawn at the F.A.R.P. node it was deployed from after a fixed respawn delay. With this system, each team can ultimately create proper forward operating bases, that supply and maintain entire motor pools for a team. A variety of deploy-able nodes available at constructed F.A.R.P.s These permanent nodes change the entire combat environment for each operation, with each team able to decide what assets THEY need for the given operation. This system should create exponentially greater variety in team engagements, allowing each side to adapt to any given situation... as long as resources and deployment times allow. Base Construction Mechanics For the curious, here is an in-depth outline of the current F.A.R.P. deployment process. Please keep in mind that all these details are subject to change, our system is still a work-in-progress, and we are preparing to change our designs based on player feedback from future scheduled playtests. A simple mock-up of a deployment vehicle deploying a new F.A.R.P. To deploy a new forward outpost, a deployment vehicle must spawn at an established F.A.R.P. and travel outside of the outpost's construction radius to establish a new starting base. These deployment vehicles are spawned from "Deployment Vehicle" deployment nodes that can be built at established bases. If no deployment vehicles are available at forward bases, a permanent deployment vehicle node will always be available at each respective team's starting base. A simple dissection of forward outpost nodes and hubs When deployed... each F.A.R.P. has only five expandable nodes. These nodes cannot be sold or undeployed... and are permanent when upgraded, unless the F.A.R.P. is destroyed by enemy forces. Players will need to build multiple forward bases to have a variety of assets, supplies, and deployment points to engage from. Stages of forward outpost construction and expansion As the forward outpost naturally expands, the central structure also automatically expands with it. When newly deployed, a forward outpost only exists as a single deployable cargo outpost. However when the forward outpost successfully constructs three fully developed nodes, the central structure automatically upgrades to a tier II cargo headquarters. Lastly when the forward outpost successfully constructs five fully developed nodes, the central structure fully upgrades to a tier III cargo tower. Showcase of possible expansion node combinations for different deployed F.A.R.P.s Nodes are deployed using credits generated over time by deployed forward outposts. Each F.A.R.P. generates its own resources over time, which can be used to deploy nodes, deploy ammunition supplies, repair supplies, infantry equipment, weapons, and more. There is no other way to generate resources for a forward outpost, so defending long-standing forward bases is important to long-term mission strategy. Additionally resources spent on expensive expansions (such as close air support, main battle tanks, and more) may have serious consequences compared to purchasing cheap early-game expansions (such as light vehicles, transport helicopters, and beyond.) All forward outpost hubs offer supplies and logistical assets depending on their tier Powered by R3F Logistics Finally, all forward outpost hubs can supply infantry squads with supplies, ammunition, logistical assets, and even armed emplacements in exchange for generated resources. Each advancing tier of a deployed forward base unlocks more powerful equipment and supplies available to infantry squads. Tier I forward outposts only offer basic fortifications and logistic equipment, such as sandbags, crates, and barbed wire. Tier II forward outposts offer more useful supplies, such as ammunition and medical supplies... greatly decreasing the amount of supplies needed to be flown into the area, and turning a tier II forward outpost into a local resupply hub. Tier III forward outposts offer advanced equipment, such as anti-tank emplacements, thermal sighted turrets, anti-aircraft launchers, anti-tank mines, and mortars. New Development Repository Unfortunately we have recently experienced a serious security risk when using Github while working with previous developers of Project Reality: ArmA III. We witnessed a highly damaging abuse of repository administration permissions, that allow contributing developers to delete, transfer, or otherwise deface parts of our repository without authorization. Unfortunately while using Github, this issue is virtually unavoidable when working with large teams. It is a problem similar to giving twenty of your friends the password to your Facebook account, and waiting to see which friend ultimately presses the "delete account" button... even when nineteen don't. This incident caused serious setbacks for our development progress, and we have since spent considerable time finding and building preventative measures before continuing development on Project Reality: ArmA III. In response to this, we are proud to finally reveal our new code repository at Our new self-hosted development website, powered by Gitlab With this new platform, we'll have greater control over our intellectual property, and have greater chance at thwarting improper usage of repository permissions, as well as having more direct recovery alternatives in the event of catastrophic events. Currently the server runs Gitlab Community Edition on our own web-server in Utah, is backed up by Amazon Glacier services, and provided support for by Liquid Web management services (all services I recommend very highly, and who help me considerably keeping this community alive.) We're hoping that now with a new platform to build our products on, as well as new confidence in our web security (although we are always learning and improving <3) now is the best time to continue developing Project Reality: ArmA III! Release Date As always... we always strictly adopt a "when it is done" development mentality. In fact we go beyond that... since this is a community developed modification, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing,make sure you join the project forums and Discord server. Additionally if you are interested in supporting our server, and ongoing development, make sure you VISIT OUR STORE to consider becoming a supporter. Additionally if you want to follow development directly, or possibly apply to become a developer for Project Reality: ArmA III please consider REGISTERING ON OUR NEW DEVELOPMENT REPOSITORY! Otherwise, thank you so much to everyone for your patience over the past few months, and we're excited to show you some of the incredible things we've been working on! We hope you are just as excited about the future of Project Reality: ArmA III as we are <3 Cheers! See you soon! - The Project Reality: ArmA III Team
  3. We're actually debating on making the entire source code open here soon, we were going to make a modding API but I think we underestimated how retarded we are. As usual. Keep an eye out for the next few weeks.
  4. Yeah actually, we're debating on just going full open source. It might cause issues with hackers and piracy... but if we can include the community more directly into the development of the game we're thinking it might be worth it. I'll definitely let everyone know what we decide here soon. I'm going to give it a little longer to see if we can get through it.
  5. We're having some trouble with a ship data refactor that was meant to add multi-blocks (aka 2x2, 2x4, etc block sizes) which has ended up being a major speedbump to the progress we were making. We are getting further with it now, but I'm not going to lie its been a major pain to work through. I will try and tell you more when we are further along, I'm sorry for the delay =/ this is why I always try to emphasize that I can't guarantee when things will be done. I will let you know more as soon as we feel more confident with our progress.
  6. Sure thing man, do you have any examples of previous work you have done? Also what languages do you specialize in?
  7. Hey Chris, can you PM me? Would love to talk more <3 cheers!
  8. Yeah there has actually been a huge update that I've literally just been too busy to cover. It was already released on Moddb. I'm going to try and get to it when I can
  9. Absolutely man, this means you were a supporter on an old site. Did you see the information displayed at the top of the store? Go file a ticket there and I'll take care of you =) <3
  10. We're trying to make this more public but hopefully you can understand half of that battle is legal. There is a lot of EULA and distribution agreements we need to spend time to completely understand so when we DO release all our work to the public (and push it) we do it in the most impunable way possible.
  11. Mike's Group

    Mike's Group
  12. Dude honestly any grid inventory style inventory makes me super hard. Anyone who knows me should know this by now lol
  13. ye. stroke that flashlight. stroke it good.
  14. I'm colorblind so idgaf