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Gossamer's warfare is a variant of Warfare BE (Built from Version 2.030, then custom built since). It has been in development for almost a year now (was developed under another name previously). People might just ask, why would I want to play Gossamer's Warfare when Warfare BE is out. Well, it all depends on your tastes. Warfare BE has some very good features, but Gossamer's Warfare has good features of its own. I'll leave it up to the player to chose which one they want to play.
- Playable Islands (Chernarus, Takistan, Zargabad, Lingor, Fallujah, Capraia, Jade Groove, Duala, Tora Bora)
- Mando Missile Mod Implementation
- Vehicles with Customized Loadouts
- Skill Sets (Commander, Team Leader, Medic and Engineer)
- Unique Tech Trees for both Sides with Over 40 Upgrades!
- Russia & Takistan vs NATO vs Local Insurgents
- Large amount of Tactical Assets at your disposal (Including Paradrops and Off Map Assets)
- No AI Commanders or AI Team Leaders (Geared towards a PvP experience)
- Gossamer's Warfare HUD (Provides useful up to date information without navigating through menus)
- FPS Display HUD (Provides client and server FPS values)
- Dedicated Server (I do not support issues that are found on non-dedicated servers) (Unofficially works on a Listen Server)
- Combined Operations (Uses ArmA 2 + Operation Arrowhead Content)
- Patch 1.57+
- Xenomorph (Xeno426)
- GossamerSolid [English]
- M.O.R, WillaChilla, Ilumzar [Deutsch]
- Rubberkite [Italian]
Big Thanks to
- All of the Testers
- Mando for Mandoble Missile Mod
- TheGameWardens.net community
- The TV2 Community
- BIS for ArmA II
- Benny for Warfare BE
- CptDavo for Flare Sounds
Q: I cannot figure out how to build an air factory, it is greyed out in the construction menu
A: You must own a certain amount of towns first (Chernarus & Takistan - 8, Zargabad - 4, Lingor - 6).
Q: When do AI Teams Spawn? I don't see them anywhere!
A: Gossamer's Warfare does not have AI Team Leaders.
Q: Where is the AI Commander?
A: Players have to be the commander, there is no AI commander, nor are there plans for it.
Q: What is the base limit?
A: We don't believe in base limits, you are able to build your buildings wherever you want.
Q: What are the limits for each structure?
A: Barracks - 5, Light Factory - 3, Comm Center - 1, Heavy Factory - 3, Air Factory 3, Service Point - 5
Q: I still had buildings, but I lost... What gives?
A: The only structures that matter to victory are Light Factory, Heavy Factory, Air Factory and HQ.
Q: Mando is too hard... Can you make a version with vanilla targeting?
A: No, the mission is balanced specifically for Mando usage. Removing Mando would cause issues.
Q: Why can't the AI use the Rapier or TOR-M1 System?
A: They aren't scripted to do it, plus they are very strong systems so there'd be balancing issues with AI controlling them
Q: Why am I getting kicked for missing "CAWheeled2_LAV25"/"CAWheeled2_BTR90"/etc
A: The mission relies on ARMA 2 AND OPERATION ARROWHEAD content (Combined Operations). If you are having issues getting your two games to actually combine to make Combined Operations, please head over to the troubleshooting section of the BIS Forums.
ArmA 2 is the third game in Bohemia Interactive's civilian military simulator "games". The original, Operation Flashpoint: Cold War Crisis, was built off of the Real Virtuality 1 Engine. The Real Virtuality engine series was never originally meant to be used for massive online matches, it's primary purpose was to allow armies from around the world to train in a very realisitic simulator through means of a LAN connection.
Well now we are at Real Virtuality 3 (with improvements on the way from the standalone expansion pack for ArmA 2, Operation Arrowhead coming June 29th, 2010), and the engine has improved quite a bit.
Here is an image to show the engine differences:
Aside from graphics, many changes have been made to multiplayer as well. Back in the days of OFP, we didn't have the ability to join matches part way through the game. Since RV2 (ArmA, VBS2, OFP: Elite), we've recieved a new system called "JIP" (Join In Progress). This has been a godsend, but has also caused problems. Scripting a JIP compatible gamemode/mission is a lot different from the original way of doing it because of the fact that we have to account for players leaving and possibly reconnecting.
Anyways, that was a bit of background on ArmA 2 and a bit on the engine itself... back to the main discussion: Quality vs Quantity. Gossamer's Warfare is a CTI gamemode (Capture the Island), meaning that the whole map is the battlefield for players. There can be up to 1000+ AI on the battlefield at any which time, which can lead to amazingly fun battles with explosions and death everywhere, but that can also lead to problems.
It has been proven that any amount of AI eat up a sizeable amount of resources on both the Client and the Server (all depending on who the AI are local to. Resistance soldiers in warfare are local to the server, player's squads are local to x client). Since Gossamer's Warfare is a continuation of AWP Warfare (defunct), I've seen what happens when you include too many towns for capture and AI on the battlefield. We actually had so many AI and battles going on that the server box took a dump and restarted itself :). Then we tried a really low amount and it removed the epicness from Warfare right out of Warfare!
I believe that I have now reached a fine point that Gossamer's Warfare is running fairly well and can still provide epic battles.
So here's a question to those that read this article: Would you prefer a completely Lag free experience with smaller battles? Or would you prefer a version of warfare with a certain amount of lag that could be noticed, but the battles are large and beefy. I personally prefer the second option, but I'd like to hear your thoughts.
Leave a comment and discuss!