FK Liberation rules and guidelines
All rules are subject to change at any time. Changes will be announced in the Discord #FK_3-4-5-6 channel and in the FK3 Forum thread.
Please read the ingame guides for more in-depth information on the game mechanics.
The server is scheduled to restart twice daily, at 06:00 and 18:00 UTC.
- Unless otherwise stated below, Standard FK rules apply
- Server
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- FK Liberation runs in the FK#3 Arma server.
- You will find the server details in the FK #3/4/5 TS channel description.
- Game chat (side/global/ect.)
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- Only the commander may use Side and Global Chat.
- If it is discovered the chat is being abused it will be disabled.
- Slots and joining the game
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- The Liberation mission file runs 24/7. You may join or leave freely, but inform the other players if you are leaving an important slot (i.e. medic).
- All slots are on a first come first serve basis, but if you are in a slot you must play that role (i.e. a medic has to carry medical supplies, an engineer a tool kit, etc.).
- Only take a slot if you know how to use it (i.e. don't take a pilot slot if you can't fly).
- If you know your connection is unstable please refrain from taking slots/using assets that are costly.
- Assets (vehicles) and Resources (supplies, ammo, fuel)
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- Belong solely to the server.
- Must not be wasted/misused.
- If an asset is lost, the player responsible for the loss of the asset must replace it or collect sufficient Resources to replace it.
- This rule applies to mobile respawns, tanks, jets and other expensive assets (roughly over 1000 resources in value).
- Enemy assets are allowed to be used to complete a current objective, and to be recycled back at base, but no more.
- This is to promote the use of purchased assets.
- If a large number of enemy assets is found at base they will be deleted with no reward.
- These can also be redeemed for intel by HammerJG or Unl3ashed.
- Enemy Prisoners of War (POWs) can be taken back to an FOB and interrogated for Intel. If an issue happens and the POWs are not interrogated, message HammerJG a screenshot of the POW in the FOB building and he will award the intel.
- Resources can be collected by players from locations that are captured.
- Resources are also produced at locations with the fuel station marker and can be collected by players or AI (convoys that can be attacked).
- Civilian Vics
- Be aware that taking these negatively affects your civilian Rep. Taking them to purposefully lower civilian Rep will be considered Mission Disruption.
- Arsenal
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- There is a full arsenal in this file (with minor blacklisting to come) with equipment at no cost for the players.
- Multi-roling is allowed.
- Weapon and equipment restrictions do not apply.
- If this is found to be abused then it will be restricted based on standard FK Arma restrictions. Try to distribute equipment and roles as much as possible among the present players.
- Building at the fob
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- FOBs are used as a re/spawn to operate from.
- There is currently a max of 3 FOBs allowed, with a 150m radius you can build in.
- These can be moved/placed by any player, but you require 3 or more players and a whitelisted commander to agree on a location before these are placed.
- Building on the road is allowed, but expect civilians to crash into these objects.
- Please keep the number of buildings/objects to as small a count as possible to aid server performance.
- Commander slot
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- The Commander slot is restricted to whitelisted players via Moderator Team vetting. You can see the currently whitelisted commanders and the conditions to apply in the FK3 Forum thread.
- If there are players in the server then lead them. People will look to the person in the slot to take command. However, that doesn’t mean that you order them around. See what people want to do and proceed accordingly.
- This means that if a player wants to do supply gathering, you can’t tell them to go attack an objective, and vice versa. You could, however, direct them to a location that is of particular interest.
- The commander slot has Advanced AI Command enabled. Use this to help with logistics and combat support.
- This slot has some additional rights assigned to it:
- Logistics menu: this is used to move resources around the map using automated AI.
- These convoys can be attacked.
- Production menu: used to assign and start production of resources at production locations.
- Permissions menu (DO NOT TOUCH): It’s used to assign the permissions of all players. It’s there so that Hammer and the Technicians can quickly access them if something breaks.
- If the Commander powers are abused, the user will be permanently removed from the whitelist and face an FK wide ban.
- Zeus
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- The commander’s slot has Zeus access to fix technical issues and dealing with Arma being Arma. If you don’t know how to use Zeus then leave it alone.
- Zeus access and activity is monitored.
- Play
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- Secondary objectives
- These objectives cost intel (depicted by the star icon). This is gained from capturing surrendered infantry.
- FOB Hunt (Cost: 20)
- Spawns an enemy FOB with cargo containers which need to be destroyed. This will drop the combat readiness/aggression.
- Convoy Ambush (Cost: 15)
- This spawns a convoy which needs defending/attacking.
- Search and Rescue: (Cost: 10)
- This spawns a crashed heli with pilots. Rescue them and return them to a FOB for intel points.
- IDAP
- There is an IDAP camp located on the map on the IDAP marker.
- Once per server cycle there is an additional civilian reputation side mission. Activate the mission via the mission board inside the IDAP HQ tent.
- It requires a transport of six IDAP supply pallets to a random town. Deliver the crates to the IDAP flag in the town to complete the mission.
- Upon completion of the mission, civilian reputation will increase by 20%.
- HALO jump
- It allows you to paradrop into locations.
- It has a cooldown but is otherwise infinite.
- You do not need to have a parachute equipped beforehand.
- Teamplay
- Do not undertake a mission without informing other players or getting the approval of the current commander.
- If there is no current Commander, the missions/areas to capture must be agreed upon by the majority of players present (if players want to do logistics, remove them from this count).
- Friendly AI
- You are allowed to spawn in friendly soldiers using the build menu. These are predominantly meant for base defence, but can be used to drive/gun vehicles.
- If you wish to use AI to drive/gun vehicles, there is to be no more than 2 vehicles involved (your vehicle and one with AI).
- If you wish to use AI to drive cargo vehicles, you can have a maximum of 3 vehicles involved (your vehicle and 2 with AI).
- Game Criteria and Info (picture on the right, when you are at the FOB/operations base)
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- Civilian Reputation. This affects two aspects of the game:
- IEDs: Having a low rep means more IEDs will spawn around locations, including those you have captured.
- Guerrilla forces
- These are INDFOR AI that will fight alongside if you have a good civilian reputation, but against you if it is low.
- Killing these soldiers when they are fighting for you will incur a reduction in civilian rep, so PID your targets.
- Combat Readiness/Aggression
- This affects the number and type of troops that you will face from the OPFOR.
- This also affects the chance that the enemy will attack friendly FOBs and captured towns.
- Mods (ignore all dependencies when adding these unless otherwise stated)
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- This server uses a custom modset that will be posted on the FK #3/4/5 TS channel description and is subject to change with each new campaign.
- The standard FK client-side whitelist is in effect.