Global Naval Strike Force

Game Settings and Specific ROE


Main Dangerous Waters Janes 688 Ghost Recon ArmA Falcon 4 Black Shark


Falcon 4 AF Point Values

Scaling Factor (Game total is divided by this factor for final point value)  10
Points for playing a Game   10
Points for a Human Kill   1
Points Deducted for a Neutral or Friendly Fire Kill   100
Points for an Air Kill   10
Points for a Ground Kill   10
Points for a Static Kill   10
Points for a Naval Kill   10
Points for Air Damage   8
Points for Ground Damage   2
Points for Static Damage   1
Points for Naval Damage   2
Points per min of Flight Time   0.1
Points Deducted for an ATC Violation   1
Points for a Mission Success   50
Points for a Mission Partial Success   30
Points for a Mission Partial Fail   10
Points for a Mission Fail   0
Points for Landing with no Damage   -10
Points for MIA status   -8
Points for Rescued status   -5
Points for being Killed   0
Points for Damaging Plane on Landing   -5
Points for Damaging Plane in Flight   0
Points for a DNF   1
Points for a WAR Game   0



Falcon 4 AF Settings

Patch Version

F4 1.0.12 patch
 
 

Official Mods (in order)

R&D_GNSF F4 Map Pack
 
 

Game Play Types

Only TE games can be scored at this time
 
 

ROE Specifics

TRAINING

Training game type allows the player to go into any type of map for the purpose of training and practicing different aspects of the game play. When reporting training games the only value that needs to be entered on the scoring page (besides game type and players name) is Flight time. For Training game play all other values are ignored, and the player gets points solely based on the time played.

- ONLY GNSF Approved Mods or Patches can be used.
- Any map or mission can be used for training.
- 2 GNSF players per game minimum.
- Players do NOT need to include debrief files and can report as many games as they play in one report.
- Only TOTAL flight time needs to be entered (add times of all games played for a total).
- Players can jump in any plane as many times as possible in missions.


TACTICAL ENGAGEMENT (TE)

2 GNSF players per game minimum regardless of game type.

No respawning is allowed unless you are training (jumpinmg in another plane from same or other flight group).

Once the group has started a mission by pushing FLY, no other player can join into that mission. Joining after a game has started by selecting an AI plane (same or different flight) shall not be done UNLESS the flight is still on the ground.

If a player dies during a game he CAN NOT climb into another plane. He is out for the remainder of the Mission.

Players can use ONLY F-16 planes (can NOT use mod to allow all plane types to be flown) for loggable missions.

Every player enters the mission outcome for HIS FLIGHT GROUP (Package) once the mission is over. If you die and you screen says still in progress you must get a screen shot from another player IN YOUR PACKAGE showing the outcome. You will still use YOUR debrief.txt file when reporting.

When you enter WR, hit STOP TIME in the upper right and report IN.

When all are ready to start, the HOST always starts the clock and hits FLY button FIRST. All other players then follow when the host calls FLY-TAXI.

Always start game at Taxi and NOT FLY. While it IS allowed, selecting RAMP START is not recommended as it adds 20 min to the time, and unless done right your plane may have non-functioning systems.

Flight time is the time difference between the FIRST time your name is listed in the debrief and the LAST time your name is listed. Flight time is entered in MINUTES.

The bomb listed as B61* (Nuclear weapon) CAN NOT be used in any scorable game play.

Flight leader (flight name – 1) of EACH flight will perform ALL queries to AWACs, WHO takes WHAT weapons, WHO takes what targets, and all other aspects of the mission planing and execution.

If a player ejects from his plane, ALL other players will call for search and rescue if possible.

ATC protocol violations are scored as a single count based on the action at the time. If you get 12 while taking off, you enter only 1, same for landing UNLESS you violate while trying to land and then go around and violate again. The text file will show the times of the violations, and any in the same minute should be lumped and considered ONE event. This is because sometimes on a violated landing, you will get 6-8 for each time your plane skips on the runway.

When calculating damage points to enter, the player must ensure the damage is for the proper category. Damage points are added up from the debrief screen for each category (air, static, etc) and entered as a total.

Game ends when you eject, land or die.

A Player may leave the game once he dies or lands, UNLESS he is the HOST. If a player must leave during the course of a game, he must log the game as a DNF.

You claim a DNF if you are dropped from the game OR have to leave before the game is over.


REPORTING

You must copy and paste the whole debrief; debrief.txt (found in debrief folder) WITHOUT making any changes or modifications to it.

You must take a screen shot of the debrief screen and save for a minimum of 60 days, and produce it if requested to do so.

Players are to enter ONE report per flight (one report equals one game equals one flight).

A Flight Time record is kept to acquire flight time badges, and to aid in showing a players play level.

When scoring Mission outcome, the person uses the outcome from the FLIGHT (Package) they were in once ALL players in that flight are finished.


MISSION OUTCOME

The mission outcome will be the displayed Mission outcome AT THE END OF THE TE, (not what shows when the player dies, which is usually IN PROGRESS). This allows players to cash in on any missions they helped succeed at the cost of thier life or plane. The Mission outcome will be the outcome shown by the LAST PLAYER to leave the game (Land and exit or eject / Die). If the last players shows MISSION STILL IN PROGRESS (due to an AI plane left in the game), that game is logged as a failure by all.


FRIENDLY KILLS

The following are considered friendly hits in addition to human player and AI planes (same side);

- Any House, Office, or NON military structure NOT at the target site.
- Any item NOT classified as enemy (friendly airport etc).

This must be validated by the flight leader or senior officer in the game. This is because the game doesn\'t show any difference between killing an enemy airport OR killing Your OWN.



Falcon 4 AF Game Setting Pictures


 

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