Difference between revisions of "Carrier Jazz"
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==Description== | ==Description== | ||
− | Airborne NATO infantry hunt the AAF's newest MBTs. Kill all eight to win. | + | Airborne NATO infantry hunt the AAF's newest MBTs. Kill all eight to win.<br> |
+ | Because the potential player count is so high, this mission has players divided into platoons. Each platoon has a leader with an MH-9 helicopter and three squads under their command. If there are fewer than 60 players, you can probably ignore the platoons and just slot the squads. | ||
==Assets== | ==Assets== | ||
− | Each infantry squad has an attached Titan MPRL specialist and Ghost Hawk transport helicopter. Command teams have MH-9 Hummingbirds. | + | Each infantry squad has an attached Titan MPRL specialist and Ghost Hawk transport helicopter. Command teams have MH-9 Hummingbirds. One helicopter crew per squad maximum, or fewer if your company commander desires. |
+ | |||
+ | |||
==Changelog== | ==Changelog== | ||
===V3.0=== | ===V3.0=== |
Revision as of 20:50, 26 April 2020
Carrier Jazz | |
---|---|
Author | PetGhost |
Map | Altis |
Gamemode | COOP |
Type | Main Op |
Player Count | 117+3 |
Latest Version | 3.0 |
Repository | https://dev.tmtm.gg/petghost/carrier-jazz |
“ | Now with 100% more objectives and 100% less jets | „ |
~ Mission Loading Screen |
Description
Airborne NATO infantry hunt the AAF's newest MBTs. Kill all eight to win.
Because the potential player count is so high, this mission has players divided into platoons. Each platoon has a leader with an MH-9 helicopter and three squads under their command. If there are fewer than 60 players, you can probably ignore the platoons and just slot the squads.
Assets
Each infantry squad has an attached Titan MPRL specialist and Ghost Hawk transport helicopter. Command teams have MH-9 Hummingbirds. One helicopter crew per squad maximum, or fewer if your company commander desires.
Changelog
V3.0
- Basically a new mission
- Has objectives
- Hopefully less terrible?
Version 2.4.1
- Renamed to ZEUS instead of COOP
- Added a note about respawns to comply with the "rapid respawns" rule. Zeus should ensure a respawn point is always close to their squad. A command APC is probably the best idea, or maybe one for each squad
Version 2.3
- Removed LHD
- Updated to XPTemplate 0.5.3 and updated loadouts for new ACE Medical
Version 2.2
Version 1b
- Backport to the old modpack and TFAR
Version 2.1
- Fixed respawn timers again
Version 2.0
- Remade from scratch from the same idea. No more pre-placed objectives
Version 1.2
- Fixed respawn timer
Version 1.1
- A few logic and loadout changes
- Added more crewmen slots
- Removed JSRS dependency
Version 1
- First release