Rules for Zeus.
Breaking any of the following rules can get your NAK Zeus privileges removed. The level of punishment is at the discretion of the Admin, and will be based on the severity of the action. Punishment enforced on the Arma servers may carry over to all NAK servers, including TeamSpeak.
1. All existing NAK Server rules apply.
2. Do not punish players in game as Zeus. If a player is breaking any of NAK rules report it to an Admin or complete a Misconduct report on the web site
3. Do not abuse players.
4. Do not abuse your position.
Rewarding your friends and ignore other players; Taking remote control to kill a players you do not like; Spawning and Despawning objects over and over are examples of abusing your position.
5. No use of mods in building of missions.
The only mods the Zeus should have loaded are Ares or Achilles.
6. No use of Scripts. You may use Ares/Achilles to assist with your Zeus scenarios.
7. No Selfish, abusive or disruptive behavior.
8. Do not turn a blind eye to those who break the rules.
9. Promote the community with your actions and behavior.
10. Maintain NAK standards
For general Zeus information:
All you need to know about being a Zeus
Zeus is about creating a story for the players – an interactive narrative, in which players do have a role. Experience comes before everything – even before the narrative.
In real life military is all about “hurry up and wait”; in Arma that’s not a good thing. If you need a timeout to create a base, setup tasks, think on what to do next – don’t leave players dangling. Give them something to do – be it some gear containers, some driving to objective, or pop-up targets. Sitting 10 minutes at base to wait for something to happen is boring.
Some of the players might not do what you expect. They don’t go into a helicopter you’ve prepared for a paradrop insertion; they kill civilians encountered, or bypass a large enemy force you have prepared for them. If that is happening, it usually means that you, the Zeus, did not set up the objectives clearly.
If players don’t do what you want, give them more precise hints:
– put a “Get In” task
– set a timer to do something specific
– make sure they have to obtain something near the enemy force you have set up.
Did a player shoot a civilian? Make a reprimand from HQ.
Someone staying at position there was an order to retreat from? Throw some forces and/or artillery on them.
Having a player not doing what you intend for them is not a reason to ruin immersion, but a good chance to add to it.
As said above, a great Zeus game is like a written story. And in a written story, you rarely see author talking with characters. Don’t interact with players as “Zeus”. Speak as different characters, talk to players through NPCs, start every phrase with “Ground forces, this is HQ” – or just don’t talk at all; in most missions if the tasks are clear that is normally enough.
Did the players just take out a squad of infantry by a well-placed AP missile?
Did players stealth into an enemy occupied town to complete an objective without firing a shot?
Are the squads working well to complete objects better than you thought they would?
Congratulations – your game just became what a Zeus game is meant to be – a playground for creativity and skill. Make sure to provide rewards, not to throw off the narrative, but to enforce the narrative.
Does your mission involve stealth and players just got detected? Spawn some flares and alarm sound before throwing in a quick reaction forces – let them know they’re detected.
Want to throw in some reinforcements because players didn’t blow that radio tower in time? Send a warning about it.
Players destroyed a chopper which is needed later in the mission – did you warn them about not doing so?
Every person thinks differently; what is obvious for you, may not be for the player. There must be a logical chain visible for the player, otherwise the feeling of control evaporates.
It is important to have a “story” in mind before you start your Zeus mission. If you try to run a scenario “on the fly” players will know it. If you have the players move to a location there should be a reason for it, and they should be able to understand why without you telling them.
Having yourself guided as a sheep through rings is not a memorable experience. Maybe tasks can be given in advance, so players can choose the order of completion? Can players be given a choice of vehicles or weapons? Give it to them. But remember to give clues regarding consequences of choice. Provide players an alternative. Without a choice, you cannot gather information. Building choices into missions allows the mission developer to find out what is working and what isn’t.
Remember it is not you against the players. You are not trying to win as the opposing force. Putting 5 squads against 3 players is bad for everyone. Remote control overuse also falls under this category – Remote control should be used to create an impression of smart enemy, not to dominate the players.
Zeus Rules for Players
1. All existing NAK Server rules apply.
2. Play the role you have taken.
3. Fill existing Squads/Teams before starting a new one unless you are NAK Elite.
4. To be a Squad/Team Leader leader you must be NAK Elite, (or have at least 60 hours on NAK servers if there is not enough NAK Elite)
5. Follow the chain of command.
6. All Team/Squad Leaders and Pilots must be on the NAK TeamSpeak Server.
7. Maintain comms discipline.
8. Do not play as a one man army. (unless you are the only player on the server).
9. Speak up against those infringing the rules.