Description
MF Conquer the Island (MF CTI) turns the game into a Real-time Strategy.
There are two sides: West and East. Each side consists
of one commander and six teams (Alpha - Foxtrot). Each side is able
to build bases, troops, vehicles, and stationary defenses. The game
is augmented with AI. If a player does not take a role then the AI
will. AI players will take towns and AI commanders will create a base
and reinforce AI teams. A human commander can issue
orders to any of the AI teams such as moving
to a waypoint, taking towns, defense, boarding transports, search and destroy,
etc.
The Goal - Winning the Game
To win the game one side must first destroy the opposing team's ability
to produce troops and wage war. This is done by destroying any production
facilities (
Barracks,
Light Vehicle Factories,
Heavy Vehicle Factories,
Aircraft Factories, and
the
Mobile HQ). After that the enemy
commander must be killed.
The Basics
At the beginning of the game each team consists of one member. This
is the team leader of that group and will always respawn after death.
A player team leader may purchase troops and vehicles for his/her
team (a max of 12 members). A commander must purchase troops and
vehicles for any AI teams. This can be accomplished by creating base
structures such as
barracks for
troops or the appropriate
vehicle factory. Each
team has it's own income. Income can be viewed by selecting score
from the action menu. Income is earned by
taking over towns. The
larger the town the more income it will provide. To maximize a town's
income troops must be
present
in it's immediate vicinity. Towns are usually defended at the beginning
of the game by resistance groups.
Choosing Your Role
When you enter a game you have two choices: which side and what role.
Which side you chose should be obvious but your role may not be. There
are two roles, you can control a team or you can be the commander of your
side. The Command position is the BOTTOM slot. It is the only
position labeled as an Officer. If no one chooses the Command role
then the AI will do it for your team. The commander position has a steep
learning curve. It is STRONGLY recommended that you practice this role
before jumping into a multiplayer game as a commander. The AI commander
can be a good tutorial. Just watch what it does.
Game Types
MF CTI has been designed primarily for multiplayer. However, it also
functions quite well as a single player game. To play in single player,
just start a multiplayer game and chose your role. AIs will take control
of the rest.
Recommended Requirements
The game is quite playable on a somewhat modern system. It is recommended
to run this on a dedicated server for maximum speed. The mod's loops
perform a lot of checks and calculations and can slow down the a game running
as a server and player. If your system cannot handle this game playably
I would recommend trying to find a dedicated server that is running it. I
have found that it runs quite well on slower systems if they are not serving
the game. If you just want to practice then try to find an empty dedicated
server and let the AI control the other roles.
Structures
A player accesses a structure's options by moving up to it. An
action choice will then be available to open it's menu. Some buildings,
such as the
Control Center,
cannot be accessed by anyone except the commander. The commander will
also have more
choices for each
structure.
Mobile HQ
The Mobile HQ is a unique vehicle that allows the commander to
build a base as long as s/he is within range
of it. It is capable of
building
any structure and can produce workers to build up a placed structure or
to repair a destroyed one. It cannot be replaced or repaired if it
is destroyed completely. Each side has one from the game start and
it should be defended at all costs.
Barracks
Trains infantry. With the Infantry Upgrade it can produce more
troop types and allow a player to equip with different weapon loadouts. The
BlackOps Upgrade allows BlackOps to be trained here as well.
Light Vehicle Factory
Produces cars and trucks. With the Light Vehicle Upgrade it can
produce AA vehicles such as Vulcans or Shilkas. Additionally it can
produce the M113 for the west side.
Heavy Vehicle Factory
Produces APCs. With the Heavy Vehicle Upgrade it can produce
tanks.
Air Vehicle Factory
Produces helicopters. With the Aircraft Vehicle Upgrade it
can produce more powerful helicopters. Additionally it can then build
fixed wing aircraft.
Ammo Depot
Provides a few ammo/weapon crates for players to equip weapons/ammo
from. Produces ammo trucks. Reloads any nearby stationary guns
when they run out of ammo.
Repair Depot
Produces repair and salvage trucks. A commander can also produce
Independent Salvagers. These will automatically travel to and salvage
any east or west vehicles that have been destroyed nearby.
Control Center
Only accessible by the commander. This will allow a commander
to purchase upgrades and reinforce AI teams. Note that this structure
allows the commander to remotely access all barracks, light, heavy, and
air factories for the purpose of adding units to AI teams. A Control
Center also defines a base. If units are ordered to defend a town/base
they will proceed to the nearest Control Center or town.
The Map
A lot of information can be gathered from the map. Every
town that has been taken will be
labeled. If a town is
currently occupied by friendly troops it will have a
green circle around it. If
a town has been taken from the resistance it will have a flag on it.
If a town has been taken from the opposing side it will have a target on
it. All team leaders and the commander are marked on the map and visible
to everyone on the same side. Additionally the Respawn Point (
Mobile HQ) will be labeled. All vehicles
on the player's side will have a
green dot on the map. If
a vehicle is destroyed it will be displayed with a
green x.
Vehicle Marker
Destroyed Vehicle Marker
Controlled Town
Occupied and Controlled Town
Team Camera
From the
Mobile
HQ you can log on to the Team Camera. This links with a satellite
to provide an overhead view of all the teams. Next and previous cycle
through the teams and zoom in and out increases and decreases the magnification.
Description
There are six player teams per side. They are designated Alpha
- Foxtrot. If a team is not controlled by a player then an AI player
will substitute. If the commander doesn't intervene, the AI players
will proceed to the nearest hostile towns and attempt to capture them.
A player receives a percentage of the total resource income earned.
The starting value is 30% for the player pool. This means that
30% of all income earned will go to the player pool. This resource
income is then divided equally amongst the players and transferred to their
budget. For example, if there is 1 player on a side s/he will receive
30% of the total income. If there are 3 players on a side they will
each receive 10% (30% / 3). Note that AIs DO NOT RECEIVE a percentage.
If there are no players on your team then the percentage can be ignored.
A player may view his/her income and resources by choosing score from
the action menu. A commander may raise or lower the player pool percentage
or
transfer funds from the his/her
budget to an individual player.
Structure Options
A player has a few choices at a vehicle factory. S/he may purchase
an empty vehicle and take control or order troops in. Alternately,
a player can purchase a manned vehicle. It will then come with a
complete crew if the player has not reached his/her max allowable troops
(12). For example, a truck or jeep will be constructed with a driver.
A tank would have a driver, gunner, and commander. If a player
wishes to change his/her personal weapon loadout s/he can go to a barracks
and choose from the list. Note that the Infantry Upgrade must be first
purchased by the commander.
Special Vehicles
Mobile HQ
Anyone near a
Mobile HQ can log
on to it's satellite link to view the
Team
Camera. This will allow and overhead view of all the side's team
leaders.
Ammo truck
These work just like in a regular OFP game; access reload vehicle from
the action menu. Additionally if one is near a stationary gun it
will reload it if empty. Note that this is much slower than having
an ammo depot in range. Additionally, an ammo truck has mines, satchel
charges, AT/AA launchers and some firearms if you need to resupply.
Repair trucks
A player can use a repair truck to fix a vehicle or nearby building.
To fix a vehicle use the action menu like you would in a standard
OFP game. To repair a building drive up near it and remain in the
truck until the repairs are complete. Note that anyone from the right
side may be present in the driver seat to administer repair so a player
can order a soldier to the driver's seat as well. For further repair
truck
options refer to the Commander
section of this document.
Salvage vehicles
A salvage vehicle can be used to salvage destroyed vehicles for resources.
To use it simply drive up to the salvage target and wait. After
a while the target will disappear and the resources will be deposited
in the pool. A commander may build independent salvagers which actively
seek destroyed vehicles. Note that resistance vehicles defending
towns cannot be salvaged.
Tips and Tricks
If your vehicle is destroyed you can wait around for a salvage vehicle
to appear. If it is on your side you can hop in and catch a ride
back to the nearest friendly town or base. If it is on the enemy's
side you can blow the driver's head off and take it back yourself...;)
If a location of interest is found use the Set Waypoint from the action
menu. Do not mark text on the map as this is visible to BOTH sides.
Get a complete weapon loadout from the
Barracks. If you do not have
any loadout options then wait for the commander to upgrade Infantry. Loadouts
are free so adjust your equipment to the situation.
If you want to increase your income then increase the team's. Take
over towns or order your troops to defend any nearby friendly towns that are
not
occupied (no green circle
around them on the map).
Above all else, protect your base!
Description
The commander is responsible for constructing the base and reinforcing/ordering
and AI teams. Additionally, the commander can manage the player budget,
transfer funds to a specific
player, and purchase upgrades.
Priorities and Base Management
A commander has many more responsibilities from a regular player. The
role can be so involved that a commander might only perform a management role
the entire game. Usually if a commander is leading an assault into
battle it is because the team is either doing very well or very poorly. It
is highly recommended that you practice this role alone before jumping into
a multiplayer game as one. Your teammates rely heavily on your ability
to play this role effectively. At the beginning of a game a commander's
first duty is to find a suitable location for the base. Often times
you may start at such a location but it is random. A suitable location
should be defensible and very flat for the buildings. You should not
create structures on terrain that isn't very level. Buildings should
also not be constructed too closely. The AI can get stuck navigating
through a tight base. This takes practice, preferrably offline practice.
;)
Once a suitable location has been found, the first structures that should
be created are a
Barracks and
Control Center. Do this
by opening the
Build Menu. Note that
when you first place a structure it is destroyed. This is normal and
it must be 'built up'. Do this by adding workers from the
Build
Menu. The more workers the faster the work gets done but keep in
mind you are on a tight budget early on. As soon as your
Control Center is complete you
should access it's menu (walk up to it, select Control Center Options from
the action menu). At this point upgrade Infantry. This is needed
for other players to access different weapon loadouts.
Your strategy from here on is up to you. A
Light Vehicle Factory would
be a good choice so players can purchase cheap vehicles to move about the
map. At this point you will not have much money left. It is recommended
to use the time to order AIs and devise a strategy. As you gain money
you should create base defenses. A few troops and guns should always
be present. And always keep in mind your player requests. A good
commander needs to balance the needs of his/her team and the needs of the
base.
Structure Options