What makes 4 Rifles Unique?
When battlefield casualties are inevitably taken, players should rely on taught Battlefield Casualty drills.
The emphasis is on returning the player to the fight as quickly as possible, deferring all lengthy medical processes, such as stitching and surgery until the fight is finished, during the consolidation / Re-Org phase. Any player that is able to jog, and isn't in immediate danger of re-collapsing into unconsciousness should be playing the game.
The casualty tier system is explained in detail during battlefield casualty drills.
All players will need to be transported rearwards to the company aid post or regimental aid post located at the FOB, at some point. These are the only locations that stitching can take place.
Players will under no circumstances, be healed using Personal Aid Kits from the ACE mod, or via Zeus heal, outside of a training scenario.
Every player should be expected to use the medical system to stabilise another player, with emphasis on Team Medics embedded within the sections providing additional support.
An Armoured ambulance is present to extract difficult casualties and provide extended support, or provide medical expertise in mass casualty events or in tricky medical cases, or in cases where there is no embedded team medic.
Respawns are limited.
Respawn tickets will be equal to the number of players, present in the ORBAT at the start of an operation.
Additional respawn tickets can be gained by recovering dead BLUFOR bodies.
Once the respawn timer hits zero, the operation becomes a one-life operation, until dead players are recovered.
Respawns will happen in waves, each wave occurring 40 seconds after the next, so you will be required to wait between 20-50 seconds between respawns. There are likely to only be two respawn locations, the secondary and static respawn will be at the Battlegroup Forward Operating Base. The primary respawn location will be mobile, and attached at the Company Aid Post, which will be forward and much closer to the fighting. The Company 2iC decides where the Company Aid Post is located, and it is typically co-located with the Company Taskgroup's Main HQ.
There may come a situation where you are surrounded, out of or low on ammo, and you are the only player, or there are only a few players left surrounding you.
In these circumstances you should surrender, it would be far more beneficial to the Battlegroup, yourself and the other players to do so.
When you surrender you will not be giving up your chance to play the game, you will in fact, be respawned and have your respawn ticket instantly refunded along with any other players that have surrendered with you, or are in need of medical assistance in your vicinity.
You will then be replaced at that location, by an AI which you can then attempt to rescue for an additional respawn ticket, so as to maintain the immersion and verisimilitude.
Supplies are limited on an Operation / Campaign basis.
There will not be an unlimited source of supply available to the Battlegroup. A set amount of supply is available at the start of an operation, this amount can be increased through gameplay, by achieving Battlegroup objectives.
There are two different accounts available.
Every player has a personal account, which can be used to buy personal supplies such as vanity items, cigarettes, cans of drink or specialist food items.
The Battlegroup account is used by the logistics team to purchase military supplies through the QMs department.
Rewards are as follows:
Battlegroup
Killing enemy commander: 5,000
Completing objective: 1,000
Capturing enemy soldier: 500
Recovering Civilians or DPRE: 500
Killing enemy soldier: 50
Personal
Recovering dead body - 250
You will also receive a salary per operation night attended according to your post, this is linked to your post / in-game slot!
As you can clearly see, the enemy is worth 10 times as much to us alive than dead.
There are consequences to your actions as well...
While 4 Rifles simulates a battlefield loss of civilian life or avoidable damage to civilian property will need to be recompensed from our budget. Surrendered enemies count as civilian for the purposes of recompense. 4 Rifles cannot knowingly commit atrocities so naturally, should any occur (Not looking at anyone Bill....) we will have to pay a bribe to keep it quiet.
Fiscal consequences are as follows:
Battlegroup
Civilian Property Damage: -5,000 per property damage state.
Dead Civilian / DPRE / CPERS / Surrendered Enemy: -1,000 per individual.
Destruction of Civilian Property: -500 per object.
Looting of Civilians: -100 per item.
400 meters is the maximum distance any individual player should be away from a vehicle capable of transporting them, with the single exception of the Sniper pair.
Vehicles, if destroyed will need to be recovered from the battlefield in order to be repaired for reuse.
In addition to the REME Fitter being required to un-flip vehicles, repair damaged vehicles, and replace tracks in the field in the event of a catastrophic vehicle failure, where the vehicle is totally destroyed, that vehicles wreck will need to be recovered.
Vehicles will not to be replaced via other means, such as Zeus unless a genuine Arma bug has occured (bugs such as vehicles teleporting into space owing to operator error will not be replaced in this manner)
If a vehicle is un-recoverable, then a replacement may be purchased from the limited available pool using the Logistics mechanic.
Our Warriors use the ACE Viewports feature, and have a separate passenger intercom so while you are in transit you can sing songs, play music and watch the countryside zip past, without affecting the crew.
At least until things start blowing up anyway.
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