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).
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