NOTE: This article is about the mission hub for the Survive episode in ArmA 3's The East Wind campaign. For the military camp on the island of Stratis, see Camp Maxwell. |
Maxwell serves as the main mission hub for the Survive episode of ArmA 3's The East Wind campaign.
Quotation[]
« | War seems sweet until one tastes it; known, it takes the heart and wastes it. Pindar, 'For the Thebans' (Fragment 110)
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Overview[]
The central hub for all missions throughout the episode, Camp Maxwell houses what's left of Task Force Aegis' peacekeepers and their UKSF allies led by Captain Scott Miller of the British Royal Navy.
Players can customise their loadouts at the Armoury, speak to squad leaders to trigger storyline missions, or go on scouting side missions to salvage more weapons and gear.
Briefing area[]
Capt. Miller and other senior members of the task force can always be found at the centre of the camp. Plans for every single one of TF Aegis' guerilla ops against the AAF are discussed here first.
There are several mandatory briefing sessions that occur before and after completing each storyline mission. Speaking to any of the marked NATO squad leaders or SOF team leaders (i.e. Sergeant Conway/Lieutenant James) will initiate a briefing session for said mission.
The briefing cutscenes are forced but can be freely skipped at any time. There is also no fixed order in which the player must start missions after Death Valley, though the final two missions are always played in sequence:
- Arriving at Camp Maxwell for the first time following the completion of Situation Normal - speak to SGT Conway to start the next mission, Blackfoot Down
- Scouting missions are also enabled but cannot actually be "started" properly until Death Valley is finished
- After completing Blackfoot Down but before Death Valley; talk to SGT Mitchell to start the latter
- After completing Death Valley and before starting Radio Silence; talk to SGT Lacey to commence this one
- After completing Radio Silence and before launching Wet Work; speak to Lt. James to initiate the latter
- After completing Wet Work and before commencing Crossing Paths; talk to SGT Conway to begin the latter
- After finishing Crossing Paths, speak to SGT Lacey. This will start the final storyline mission of the episode: Tipping Point
Armoury[]
The Armoury is located just behind the camp's briefing area.
The player can freely adjust Kerry's loadout based on whatever equipment is available in any of the crates. Weapons, ammunition, personal gear (clothing, vests, headgear, etc.) are always stored separately into different crates, and will be auto-sorted in-between missions or after you return from scouting.
At the start of every storyline mission, the Armoury's quartermaster will suggest a recommended loadout for you to use. This loadout is not mandatory to use however and can be adjusted or ignored altogether if they opt to do so (except on certain missions that require very specific gear).
Anything that Kerry personally carries on him when returning from a storyline mission or scouting will not be auto added to the Armoury unless the player manually does so. However, if they came back to Camp Maxwell in a vehicle with said items stored inside the vehicle's "inventory" space, then they will be auto added to the Armoury's stockpile.
Scouting[]
- Main article: Scouting (The East Wind)
Leaving the camp on foot will initiate Scouting missions (alternately dubbed as "Patrol" missions).
NATO soldiers throughout the camp will "provide" objectives for Kerry to look for while out scouting. Simply stand near any group of soldiers in the camp that are chatting to each other and wait for the objectives to appear.
Scouting does not affect the pace or difficulty of the main storyline. They only allow the player to obtain items that are otherwise not possible to obtain in normal missions. They can be accessed right up until the player finishes Crossing Paths but before Tipping Point is initiated; it is not possible to go scouting after the latter commences.
Assembly point[]
To initiate any of the storyline missions (after a briefing has ended), link up with the gathered members of your squad at the camp's main entrance. Do keep in mind that some missions will not allow you to start unless you have certain gear equipped or carried in your inventory.
It should also be noted that all missions provided a limited amount of time for you to adjust Kerry's loadout or to go Scouting. If the timer runs out, Kerry will automatically be forced to return to Camp Maxwell (if outside of the camp) or the mission will auto-launch with the suggested mission equipment.
Trivia[]
- If SGT Conway has been killed in any of the missions, he will automatically be replaced by a randomly named NATO squad leader with a different identity instead, though the voice actor for his dialogue remains unchanged.
- When the Survive episode was first released, the Armoury was poorly implemented and did not store or transfer equipped weapons and gear properly.
- More often than not, the player could bring back valuable weapons and gear from the main missions but later find themselves empty-handed due to the weapon crates not having a sufficiently large enough capacity to retain them.
- Since the crates were not "big" enough to store that number of items in the first place, they were always overloaded; meaning players could not put back anything they retrieved from the crates while they were still adjusting their loadouts.
- The mission script responsible for handling item stockpiling/generation for the crates similarly ended up either removing the items permanently or simply ignored them altogether. The quartermaster's recommended loadout also replaced the player's one automatically at the end of each Maxwell briefing.
- Items that were either not firearms or personal protective equipment were similarly "discarded" by the system. Players could not store salvaged night vision goggles or facewear/clothing.
- A result of these numerous issues was hard-earned weapons and equipment randomly "disappearing" before and after missions. Fortunately, most of these problems were addressed after the release of Game Update 1.12[1], though some of the Armoury's bugs continued to persist until they were finally fixed with Game Update 1.22[2].
- More often than not, the player could bring back valuable weapons and gear from the main missions but later find themselves empty-handed due to the weapon crates not having a sufficiently large enough capacity to retain them.
- Because Scouting was not actually added until after the rest of the campaign's episodes were completed, Kerry could not operate the camp's ATV nor leave Maxwell itself to go scouting.
References[]
- ↑ van 't Land, J.J. 2014, SPOTREP #00019, Arma 3, viewed 3 June 2019, <https://dev.arma3.com/post/spotrep-00019>.
- ↑ van 't Land, J.J. 2014, SPOTREP #00027, Arma 3, viewed 3 June 2019, <https://dev.arma3.com/post/spotrep-00027>.