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Messages - Ghostown

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1
Enforcer Applications / Re: ArtfulDodger
« on: September 10, 2012, 10:44:03 pm »
Are you located in the US? I might be able to fit you in my Helios Squad. We are all US players and play on a Private hive server. Hackers and Dupers generally arnt a problem for us.

2
Enforcer Applications / Re: Pro ficient Z
« on: September 10, 2012, 10:41:55 pm »
How would you like to Join Helios Squad? We are all a US Squad and play from 8pm - 3am nightly. We have various different times throught out the day to play also. We currently are on a Home serv that is Private Hive. You will have to start from scratch but we have afunctional base already set up.

3
Enforcer Applications / Re: Application: Col_Hiney
« on: September 10, 2012, 10:38:32 pm »
How would you like to join Helios Squad? We play in the us unlike the majority of the othe ENF Clan members, We are also currently playing on a private Hive Server. Message me in you are interested.

4
Squad Applications! / Re: Helios Squad
« on: September 03, 2012, 10:41:54 am »
Operation Report:

 Helios Squad is now operating. We are currently training on a Private Hive server until 1.7.3 comes out. We are currently operating out of Berezino. The Private Hive we play on actually saves Gear properly and has no duping glitches. Vehicles still do not save past server restart. So far we have had several good engagements against enemy Bandit Squads and have successfully meet 4 survivor that have been Non-Hostile. We have even had 1 engagement where 2 survivors helped us Ambush a Bandit Vehicle and loot all of his gear and take his Car.

 We have 2 Bases set up in Berezino and Bandit encounters are nightly. Let me know if you are interested in being a Backup player. We have room for 1 more active player. I have a list of Mercs I use when we are down players. Helios squad is still technically focused on setting up Base of operations. So far all the players are US Based and play at night.

Core Squad:
Squad Leader:   Ghostown
CQC Grenadier:  Legendary
CQC Rifleman:    Dakei
Ranged Sniper:  Mitnz (ENF App Pending)
Spotter:             ShadowsDeed (ENF App Pending)

1.7.3 Addon's:
Engineer Driver: Survivor Boss
Forward Scout:  (N/A)

5
Rules / Helios Squad - Rules of Engagment (In-Progress)
« on: September 01, 2012, 11:08:21 am »
Helios Squad Rules of Engagement
This is an extended set of rules of engagement for the Survivor assist Squad. This is the protocol that will give the squad a 100% understanding of every situation..


Identifying Targets:

High Threat) Players carrying Rifles or wearing Bandit masks are to be considered extremely high threat. All squad members have Weapons Free clearance to engage these players. Squad members may attempt to communicate with these players if they chose so but are not obligated to in anyway shape or form. Negative Humanity is just not Trust worthy and a player with a rifle may not have had the opportunity to kill yet. The success of the Squad is more important then Survivor Casualties that were over prepared for our first encounter.

Medium Threat) Players carrying a Sidearm or Melee weapon are not to be openly fired on. These survivors are who we are here to talk to and possible recruit. We will engage them in Standard Helios Procedure. Squad Lead and Medic will talk to target while Grenadier surveys the area. This target will be given two opportunities to cooperate with the group. If he reveals he is hostile he will be put down, If he is unresponsive or uncooperative he will be abandoned. This target may be a Survivor with a Primary rifle that is currently "Side Armed" at initial encounter, However the instant they switch to their Primary they are a High Threat target.

Low Threat) Survivors with absolutely no weapons are not to be fired on under any condition. These are the safest people to talk to and have the highest chance of being impressed with our organization. These targets should be looked at in an adaptive way. If they find weapons or have a bandit mask their threat level changes.

6
General Discussion / Re: clan tags
« on: September 01, 2012, 10:43:54 am »
While there are more negatives then there is positives to having a Clan Tag, It's all about the Fun. It's fun to belong and it's fun to say "Hey, Look at my name, I roll with 7 other people. **** you."

In a Fire fight, knowing a Clan tag of a downed enemy viz Death Notification immediately tells the enemy the minimum amount of people they are engaging, It also broadcasts our weakness server wide. If you aren't comfortable in PVP, I recommend you don't Tag up.

7
Squad Applications! / Re: Helios Squad
« on: August 31, 2012, 02:11:12 pm »
Still actively recruiting into this squad guys. I have some outside Mercs I can use to fill some of these positions but I want more people who are in the Clan. Once 1.7.3 rolls out this Squad will become Active. I need a Medic and Grenadier still. I have 1 Sniper Lined out but am still open to applications. No Spotters have volunteered.

8
Rules / Enforcers Rule Handbook (In-Progress)
« on: August 25, 2012, 08:07:54 pm »
Below are 5 Sets of rules to be followed based on you area of participation.

Forum Rules: Reference Link
1. No Racism
2. No Flaming
3. No Leet Speak
4. No Pornographic Images
5. Do not disclose the location of any of the clans or members personal bases.
6. Do not ask Ben for his Drug Dealer's Information.

Chain of Command Rules:
Field Commander: Ben Powell
Arms Master:  Edward Smakov
Squad Leaders: Ben Powell, MAO
Squad Lead Secondaries: Edward Smakov
Members: Everyone else

Each member will follow the Chain of command without question or face disciplinary review.

This is required on both forums and in-game.

Multiple breaks of Chain of Command will lead to disciplinary actions which may include public in-game execution and server side bans for DayZ and Teamspeak.

Rank Role Breakdown

Field Commander:  Top of the Chain of Command. Field Commander writes mission briefings, organizes clan events, organizes recruiting. Field Commander has free access to all compound resources to relieve stress involved with coordinating clan missions and events.

Arm's Master: The Clan's second in Command, does everything the Field Commander doesn't have time to do. Second in command of the Enforcers. Arm's Master and field commander are the only members that can authorize use of Level 2 Vehicles. This includes all Sedans, Bus', Trucks, and Military Vehicles.

Squad leaders: Leader of 5 man teams. These officers have accepted Squad Charters. Responsible for caring out Field Commander missions and deligating Enforcer Compound tasks and chores.  Specifics on missions will be detailed in mission briefings. Squad Leaders can authorize use of Level 1 Clan Vehicles. This includes ATV's, Motorbike's and Bicycles.

Squad lead Secondaries: These men are responsible for the squad in the event the Squad Leader dies during a mission. May need to make judgement calls on missions if Squad Lead decides.

Members: The general public responsible for fulfilling Enforcer Compound responsibilities such as hunting, foraging, looting and resupplying base. Bottom of the barrel gets to fill up the barrel.


DayZ Game-play Rules:

Enforcer Compound Etiquette
Base Camp Locations:
You are not to disclose this information anywhere on forums. This information will be shared via Voice-chat to keep their locations hidden from Infringing Forum Snipers and Bandits.

Tent Looting and Resupply:
Depending on Base supplies available, resupply will be restricted. If Supplies are high the Resupply is "Green". If supplies are at medium quantities then resupply is "Orange". If supplies are low then resupply is "Red".

Code Green:[/color] Resupply your primary loadout is permitted twice a day in the event you die or lose everything.
Code Orange: Resupply is allowed once per day if you die. A Donation set will be required after Resupply of a Primary weapon and 3 Tools.
Code Red: Resupply is only allowed for Arms Master and Field Commander. All other members must be donating Gear to tents. This includes Primary weapons, Secondary Weapons and Tools.

Blockade Placement:
Wire fencing, Sandbags, Bear Traps and Tank traps will not be placed in a manner that interferes with Daily Enforcer Operation.


Enforcer Rules Of Engagement:
Engaging Zombie Targets:

''Zombie, Five Rounds going out''  - Announce that you are going to open fire.
''Zombie, Five Shots Fired''
   - Examples of shooting at a Zombie, call out the number you've shot.

Engaging Enemy Players:

''Shots fired!''  - Unknown Weapon Fire.
"Target Sighted, South Moving East Bound"  - Calling out Player Movement.
''Enemy In range, taking One Shot''  - Warning Squad of your fire, and quantity

of bullets fired.
''Enemy hit, Target still moving''  - Call out status after firing.

Alert Squad members before and after of you fire. Report Target status after firing. This includes health status if known and direction of movement.

Consider Before Engaging.
- Effective Range between you and your target
- Zeroing Sniper Rifle
- Number of enemy Targets
- Targets equipment and weapon. Is the Target fresh spawned?
- Is the ammo cost effective to kill the target?
- The enemy's surroundings, If You miss you're shot, Will it take less than a millisecond too get into cover for him and Recuperate before firing back at you? Try and get your enemy's in an open Place before spraying, That way if they try to log out, they will already be dead by time they've took the time to Press escape, and Click Disconnect..


Teamspeak/ Skype Rules:

Mission Coms:
There is very specific times when you need to cut the chatter and Listen to the squad. Here are universal mission communications that will help us save lives.

# Clear Com's - This means Cut all communication chatter until next communication is completed. This is not to be abused and requires high risk situations to be used.

# Com's Open - Free communication is allowed, no restriction. This can be used to convey Low risk, horse play allowed. Normally after a mission.

# ______ Field Report - This is a direct order to give a brief update on your status. This is Medium priority and can be interrupted if needed. Insert Squad name or Player Name.

Zone Communication:
There are four team speak channels with the following names:   NW, SW, NE, SE. These represent the 4 sectors of Chernaurus.
http://dayzenforcers.createaforum.com/general-infomation/team-speak-channels-nw-sw-ne-and-se/

9
Suggestions / Re: find some men.
« on: August 22, 2012, 03:31:57 pm »
Sounds dangerous. May I suggest doing it the way I suggested in Squad Application area.

10
Introductions? / Re: Bazul, the man behind the myth.
« on: August 22, 2012, 03:30:35 pm »
Whats your Skype info man. you playing now?

11
General Discussion / Squad Tag
« on: August 22, 2012, 03:13:41 pm »
Ben hasn't made any comment on this, and I don't know if anyone here wants to Clan Tag. I was thinking we could Vote on the Tag. My first thought was this.

EnfZ | Ghostown

Post your thoughts and comments.

12
Introductions? / Welcome to Ghostown
« on: August 22, 2012, 02:58:39 pm »
Hey Guys,

My Name is Chase. I go by Ghostown most the time. I am glad to report I will be joining you guys. I have a wife and son, I normally play on my days off in the morning 8am-12pm Mountain time. I also play every night at 11pm- 2:30am. I have 2 other groups I currently play with. One of them is a successful NW Airfield Looting Party and the other is a Cherno/Elektro group. I currently have a decent stash of gear in the Far North of the map, Frankly I don't go there often due to the Long Travel time. I have a small camp outside of Moglevika That I established to help beginners and to relieve some of the hassle of Re-Gear at respawns. You can almost always find me in Cherno because that's my favorite city.

Skype: Ghostown9
Home Server: US 1698

Status update: 8/23
I am currently in the Cherno area looking for tents, I am over equiped with 2 M4A1 CCO SD's from my NW Airfields Camp, I also have 2 ghellies. I am fully equipped and trying to set up a field camp in the Cherno area. This Camp will oooonly be equipped with Unmodified     Assault  Rifles and Unmodified Handguns. It will be fully stocked with food and drink, and many starter tools such as maps, hunting knifes, axe's and matches. This base will most likely be for Level 1 Server Recruitment if we get the Helios Squad running.

13
Squad Applications! / Helios Squad
« on: August 22, 2012, 03:22:58 am »
Squad Name:
Enforcers - Helios Squad

Squad Purpose:
Infiltrate High Population Locations to find survivors (Exp. Cherno/Elektro). Survivors who are found to be non-hostile will be given the opportunity to be monitored while we assist them in finding essential survival equipment. If deemed trustworthy stage 1 recruitment can be pursued without revealing Enforcers full potential.


Squad Size:
5 - 7

Core Squad Roles:
1 Squad Leader   - Silenced Rifle/Lead
1 CQC Member    - Assault Rifle/Grenadier
1 CQC Member    - Shotgun with Light/Translator or Medic
1 Ranged Sniper - Rifle /Counter Sniper
1 Spotter            - Thermal or Rangefinder/CQC Assist for Sniper

Optional Squad Roles:
1 Forward Scout  - CQC with Chem Markers or Road Flares
1 Engineer Driver - Repair parts and Tools

Squad Deployment:
UAZ, S1203 Van, Ural Civilian or Huey (Requires Vet Pilot)

Squad Dynamics:
A small group of well armed, close quarters specialists will be deployed from the outskirts of town. The will be monitored by an experienced Sniper Duo. Upon the CQC Team reaching different stages of each town Sniper Teams will decide if repositioning is necessary. Spotter will be in charge of the 2 man sniper team. The Spotter will remain in constant contact with Squad Leader detailing Squad movement and potential Hotspots in town.

The CQC Team will enter the city with the goal of finding survivors and bandits, evaluating threat level and acting accordingly. Lightly armed survivors who act brashly will be given 2 opportunities to stand down. Well armed survivors will be given 1 to 0 opportunities to stand down based on initial confrontation. It is the role or the Squad Lead and designated Translator to try and talk the target down. The designated Assault/Grenadier will continue to monitor area for hostiles.

Upon finding a non-hostile survivor the squad will escort survivor through city to get survival equipment. Primary equipment targets are 16+ Slot Backpack, Food, Drink, Map. Squad can provide maps to survivors if deemed too difficult. Secondary goal for the survivor is to make sure they are healthy, this does not take precedence over the Squad. The Squad is to focus on finding 1-2 survivors. The Squad leader has no obligation to find 3rd survivor, no more then 3 shall be helped at one time. This is to ensure that the squad can remain in control of situations. Survivors who do not co-operate with the Squad Leader will be given 2 chances before they are abandoned or put down. Once all objectives have been met the squad will exit the city.

Upon exiting the city the squad will determine survivors chances to be placed into level 1 recruitment. Well armed survivors will not be given the opportunity to bypass level 1 recruitment.

Specific Role Breakdowns:

Squad Leader: The Squad leader has complete authority over the entire squad. He will make all of the decisions that will affect the outcome of the operation. Squad leader will dictate movement inside the city and is responsible for putting down hostile Zeds preemptively. Squad leader is Required to have a Silenced Primary gun.

Assault Rifle Grenadier: The Grenadier is the anti-hostile assault member. His primary role is to kill hostiles. This member will be equipped with a M16 or M4 with M203 Launcher attached. Required to carry 5-6 HE203 grenades in secondary slots. Grenadier is to use explosives at his discretion, but will obey orders to stand down when ordered. This member is also in charge of situational awareness during survivor negotiations.


Translator Medic: Ideally this member of the squad will be able to speak at least 1 other language. This member of the squad will assist the Squad leader in survivor negotiations. Armed with a good CQC Weapon this member has the option of going with a full automatic rifle or a tactical shotgun. There will be a overstock of medical equipment on this person, which will be made available to squad firstly, and survivors based on the situation. This member will be given Squad command if the Squad Lead were to be incapacitated.

Ranged Sniper: The Sniper is the spotters killing assistant at range. The primary role is killing hostiles. 100% Situational awareness, absolutely no idling.

Ranged Spotter: If both the Squad Lead and Medic go down the Spotter is given command of the squad. The Spotter is also in charge of the 2 man Sniper team. He will spot targets for the sniper while also checking range. The spotter will be responsible for close range situational awareness and CQC if the Sniper team moves. Movement is 100% at the Spotter discretion but must obey Squad Lead's orders if they conflict. The Spotter is under no circumstances to begin initial fire on long range targets.



14
Archieve / Chase - Ghostown
« on: August 22, 2012, 02:13:09 am »
Name:   Chase  (Ghostown)

Age:26

I wish to join the group because:  I am looking for something to keep me playing the game. I am interested in light role play. I have a lot to offer the starters and I have skills that a veteran would find useful.

You should trust me because:  I have High humanity rating? I found making allies is more difficult then killing strangers. I don't like the easy road. I do have another group I play with that is successful but I enjoy starting something new and watching it blossom. I will use Skype or Vent. Ready to make new Gamers Buddies.

My favorite position in a group is:  Squad Lead / Stealth Assassin / CQC / Mentor / Driver / Armory / Hunter
I dislike just being a sniper. I like to get my hands dirty.

My favorite sort of weapon is:  M4A1 CCO SD / M9 SD / Axe / L85 / Bear Trap
This very much reflects my play style. Infiltrate, Evaluate, Act

I have been playing Day Z for: About 1 month.... every day for last month, lol.

I am a Bandit/Survivor:  Bandit Slayer / Survivor

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