COALITION Wiki COOP

COOP

From COALITION Wiki

COOP Types

General rules:

  1. DO NOT CHANGE TEAM STRUCTURE. Certain instances will be allowed but this will be very rare and approved by the QA Team and QA Admin.
  2. Troops should not be walking past 1k without contact
  3. Convoys are generally a no-go. They are time sinks that usually have little purpose in relation to the mission. Consider a deploy point near the objective if you want to use vehicles.

Assault

Our most common type of gameplay is an assault mission. Mostly consists of infantry warfare with the options of assets used (helicopters, IFVs, HAT teams, etc). A straightforward mission consists of

  • A few objective (1 large or 2-3 smaller) on average.
  • If specialties are included, resistance that challenges them
    • Tanks should have other armor to neutralize
    • Air should have targets that are entrenched or very mobile
    • SAM team should encounter air contacts (Attack and/or transports)

Defense

Defense missions are a difficult COOP type to do. We DO NOT accept a defense mission that involves sitting in one central location and just shooting until mission over. Should you want to make a defense mission it MUST have another purpose i.e.

  • Hold the location and counter-attack after you have held
  • Assault a location and hold it from the enemy counter-attack
  • Transport supplies/civs/etc from your location, then retreat

These are just examples of purpose. As always, we encourage you to make it interesting and flavorful to your mission.

Armored

Rare and challenging missions, these consist of the group playing primarily as armored assets. General rules to go by are:

  • Assign an AI for loader positions and let the players do COMM., DRIVER, and GUNNER positions
  • Usually you will split fireteams into two 3-man teams. Be sure to switch out the normal slots (AR,GREN,ECT) with Crewman slots.
  • Higher Leadership (SL/PL) will normally run in some form of lighter armor that is capable of picking up and transporting troops will still having some firepower

Naval

Arma tends to not work well with water. Sometimes it will play out nicely and other times it goes wild. That being said, if you seek to make a naval focused mission expect some heavy editing. General guidelines are as such:

  • Most static ships aren't able to be boarded without the assistance of air transport. We recommend NOT using these as the mission objective
  • Be sure your ships are able to transport the necessary troops with the boats you pick
  • If you want to use ships as an asset (for instance landing troop on shore with armed boats as firesupport) it may be better to make these a specialty slot