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Mike Force AI Overhaul (MFAIO) BETA
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
956.782 KB
Sep 11, 2022 @ 6:30am
Jan 11, 2024 @ 5:22pm
4 Change Notes ( view )

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Mike Force AI Overhaul (MFAIO) BETA

Description
VIETNAM IS A DANGEROUS PLACE

Anyone foolish enough to go off the trails alone will soon become part of the jungle, and with open war raging across the country, this fate is not a possibility, but a certainty.

Regardless of the danger, however, there will always be those who wish to experience the conflict, even if they cannot (or will not, or have no desire to) find a cadre to fight alongside

Mike Force is designed for a decently-sized player base to be overwhelmed with a numerically superior enemy, and use any force multipliers they can to level the playing field. Lacking thost assets, single- and low-player approaches are often doomed to repeated deaths and frustration, and a reliance on Dr. Manhattan to push through a barely-earned victory.

MIKE FORCE A.I. OVERHAUL (MFAIO) is an add-on for the Mike Force scenario that looks to give players an edge, without overwhelming Dr. Manhattan with requests for support that the game mode was not designed to give. From enabling AI units to be summoned to adjusting the placement of defenses, MFAIO is designed to give the player in the field, alone or with their small group, to expand the war until they can win.

MECHANICS

GARRISON TRUCK

The truck, located at the Mike Force camp, is the center of the Garrison. From here, AI units can be recruited, and a Garrison Commander with expanded options and feedback can be promoted.

This truck can be filled with troops to provide immediate fire support, can be airlifted to anywhere on the map, provide an AI assault element with a waypoint to attack, and will serve as the centerpoint of the current FOB.

THE SQUAD KEEPS FIGHTING

These AI units are skilled, and hardy - they suffer the same wounding effects that Players do, and medics can even assist in reviving their own team members.

While the playerbase at large can recruit basic units to support them in battle, the Garrison Commander can assign them to more complex tasks; *Patrol* secures the region around the FOB from attack, and *Sentry* posts the recruit for more fine-detail control. *Recon* teams can be dispatched to provide accurate intel on enemy troop movements for the Garrison Commander to pass along for fire support, and the *Assault* teams can be driven into the heart of the AO to assist with the fighting.

TROOP TRANSPORT

A helipad is added at Pleiku airfield, and any helicopter that lands there will be used to transport a load of recruits to the battlefield, where they can be deployed as a standalone patrol to draw enemy attention or reinforce a position.

While a new FOB is being established, these troops can be flown in with the playerbase to provide much needed cover. As the FOB grows, the Garrison Commander can use the truck's tools to guide defensive measures, and as the AO nears collapse, the AI can join in the fight to secure the region.

These units will require support, however; units summoned at the garrison will require supplies to be recruited, and consume food, ammo, water, and medical supplies as the fight wears on, encouraging further refinement of the supply chain; Recruits from the airfield are always free, and provide a small stream of reinforcements who only require upkeep.

GUNNER, HEAT!

Each camp now has a Crew station; driving a vehicle over that point will create a full AI crew. Fill the gunner seat of your Cobra, or get a driver and gunner for your tank!

If these units are wounded, they can be revived; if they are killed, driving over the space again will replace them.

JESUS, TAKE THE WHEEL!

Conversely, if you get knocked out and have a crew member alive, they'll 'take control' for you - reviving you at the cost of taking a wound themselves. Your helicopter wont go down to one lucky shot - but you'd still better get out of there fast!

FOB HELIPAD

The built helipad object can now be used to teleport to and from Pleiku (single way, getting from the camps to the FOB is still a manual process).

In addition, the helipad can be designated for support; an AI Huey will be generated and start running laps to the FOB. Every time it lands, it adds units to the local AI patrol, and supply to the FOB's bank, allowing the FOB to keep going.

AUTOMATED DEFENSES

Static weapons can be crewed, allowing for more complex defenses to be designed. AI crew created on weapon platforms consume supply, and join the FOB defensive team, coordinating with other sentries.

WHERES THE MEDIC?

The Aid Station tent now comes with an AI corpsman; if someone, player or AI , gets wounded nearby, the Corpsman will attempt to reach them and revive them. All that's required is the Garrison Truck to be nearby and a Garrison Commander to be promoted.

BUT I WANTED TO FLY!

MFAIO is designed to complement Single/Low Player servers, and to sit quietly on the side as the player count rises.

A single player cannot, reasonably, perform all of the actions a four-man team can; you cannot be both engineer building a base AND a pilot AND an RTO calling in danger close support. As the player count dips, so too do the force multipliers you can bring to the war.

To this end, MFAIO seeks to complement each role, while being able to get shelved should a player step up and want to shine. AI transport flights can get you into a fight in short order and keep the FOBs supplied, while the Garrison Commander can make use of a range of basic fire support options and forward mortar crews to keep the pressure on.

With MFAIO, Single/Low Player servers can Take On Vietnam - and win!

VERSION OUTLINE

**V0.1 - Script Injectable Proof Of Concept**

Create truck and pad

Units are free, and get added to the summoner's group

Airborne troops go on patrol around landing zone.

V0.2 - Script Injectable Updated

Script operates effectively on a multiplayer server

Basic Sentry and Patrol options added for truck-summoned troops

V0.5 - Local Mod
CreateVehicleCrew and squad pickup zone for ACAV and SOG.

CreateVehicleCrew for aircraft

Replace helicopter selection with a spawned squad that fills to capacity

Load as local mod


V1.0 - Mod Base
Move to a workshop mod

Implement 'Garrison Commander' system, troops join local group (FOBBITs?) on creation and can be assigned to Patrol, Sentry, and Assault squad.

Non-Garrison Commanders can call limited selection of units to follow them alone.

Add 'Set Assault Target' option

Add FOB manipulation tools - Shovel/etool for manip, axe for deletion.


Polish and present!


V1.5 - Looking Forward

Implement recon system. Patrol and sentry report each group they come in contact with, setting a marker over their average location that fades as they die. Recon provides more accurate data, and can spot static emplacements.

Ex: SystemChat format ["This is %1, we've spotted an enemy group, bearing %2, distance %3", nameReportingGroup, garrisontruck dir contact, garrisontruck distance contact (rounded)]


V2.0 - 3 Bs
Units cost resources to spawn, and consume resources to keep fighting


V2.5 - Skynet
Corpsman: adds a medical unit to First Aid Tents near the GarrisonTruck. These units run to nearby unconcious troops, player and AI, and revive them.


Add automated FOB resupply flights, reinforcing another squad of troops and a steady stream of Supply to the base.




























20 Comments
[OCB] Valour May 11 @ 6:59am 
Would be really handy if you explained how to use this mod properly.
Laffiel Feb 24 @ 10:17pm 
How do I mark a player built FOB helipad as a support pad so the AI auto generates supplies and troops to it?
Jacoopi Jan 6 @ 11:51pm 
Loads of fun for our group. One small, issue is it seems the newest vehicles to the CDLC (such as the Chinook) do not work with the crew or airborne information pads yet. Hoping you come back after a year to update, thanks
THC Jan 6 @ 2:30pm 
How can you expect anyone to have fun with this when you don't do a very good job at explaining how to use the AI as someone who's only played MP mike force that is such a better alternative than this horrible directions mate makes your mod seem shitty
Cheyenesku Aug 14, 2024 @ 2:33am 
Any tutorial on this would be awesome
SlammanDan Aug 2, 2024 @ 9:54am 
I Am Super Soldier Yes It Does!
I Am Super Soldier Aug 2, 2024 @ 7:53am 
Anyone here know if this works being installed on an in-progress mike force scenario on a server?
Gavdawg Jul 2, 2024 @ 11:20am 
Are the patrol and assault teams supposed to be invincible?
Knucklehead101 Jun 4, 2024 @ 9:13pm 
how to you set an assault point for the AI off of the helipad/garrison commander?
Griffin Apr 9, 2024 @ 9:45pm 
to run this on a server, does it have to be on server mods or client mods?