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I plan to embark on a new project of sorts. I have Omega Games Ranger. It is a solitaire board game that simulates long range recon / intelligence gathering / interdiction patrols in enemy territory.
At the start of a Ranger session, the player randomly picks a Mission card to determine the objective and insertion / extration points. The player equips his teams. Do some drills to improve proficiency in some situations. Then plots the patrol path on a map using a grease pencil. The patrol is resolved using and events booklet which determines the random things that can happen and the command decisions that you can make based on the situation. Combat is resolved via die rolls.
So why not resolve the patrol in ARMA 2 for more immersion? The map won't be the same though.
First thing is pick a Mission card. Set the mission. Go to the Mission Editor and pick the suitable insertion and extraction points as well as set up the objective area (trying to keep the patrol distance similar to the Ranger Mission). Then setup your troops based on the mission size (Squad or Platoon ) and create some OPFOR spawn algorithm that is similar to the force structure and probability in Ranger (I have yet to figure this out though).
I have been playing with the default Ambient Combat Module. They say one should be able to select the factions and units that randomly spawn but all my attempts at editing the init.sqf does not work. I still get russians, helicopters, USMC, etc... Looks like I'll do it the long way by placing units and assinging spawn probability.
I agree with you. It would be nice if there's a editor screen to actually select those variables.