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Aron last won the day on September 14

Aron had the most liked content!

About Aron

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  • Birthday 02/08/92
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  1. @_Tom_I understand that what I wrote might be taken in the way you did, but I do need to clarify one thing. Terrorism itself is an aspect of violence + politics as you described. That being said it is not something where a system needs to be in place to accomodate that besides the government system. That leaves just the common discussion with eachother for it to solidify as a community formed aspect of our mission file and I believe that is what would make it ultimately a better balance. I'm not hear claiming that the mission will go out half-baked with content that wasn't discussed properly with both you, the community and ofcourse internally. Therefore I state that this aspect of the mission file is still open for discussion. We want to make it right so please allow us to open up to you.
  2. Killing people with probable cause is and always will be RDM as it clearly states in the name. One also needs to take into account the difference in the story between Takistan and Tanoa. Takistan was a war torn country where everyone and everything was poor and poorly made. Conflict was bound to happen over the littlest of things so terrorism in that regards was a bit more free. Tanoa is a well developed and well established country where all the conflict will be over political disagreements, cooperative disputes or personal matters. Terrorism on Tanoa will be more like a extreme right political party doing coordinated strikes on those they deem unworthy of life or success, which is completely different than what it would have looked like in Takistan. How terrorism in Tanoa will occur hasn't been fully thought through yet, but this will be the core of it's fundamentals I believe, but correct me if you feel I'm wrong!
  3. I really like the idea's floating around here! I can shed some light on how we had it planned, though keep in mind that what I'm about to say is not final and given enough feedback and good arguments like in this thread can be shifted towards a more suitable system. The government will be in charge of all spendings of the state and, given the fact that factions are in essence public services, will be responsible for the budget of the factions. There will be a range of vehicles and equipment for the faction that will not be limited by budget and these vehicles will mainly be the cheaper resources. The rest of the vehicles and equipment are being limited by the budget that the governor has placed on that faction. Discussions are currently about whether or not the governor himself is also in charge where to spend that budget on in regards to vehicles and equipment. Will he solely state this is the budget and will a specific person in the faction then decide what to spend it on in regards to restocking of resources OR will the governor himself do that? In regards to finding out the abusers in the system. We will keep a log of all the relevant interactions within the server (read: purchases, transactions etc.) in order to further balance the mission. This can be extended in the future for the faction leaders to have insight in their servants purchases on this budget. One should be mindful about the fact that as a police officer what you get out of the armory is free for you, though it did cost the faction a lot of money to have it available for you in that instant. You losing that equipment due to some unforeseen circumstance will cost your faction money it could have spend on other resources. In regards to the scenario where gangs have enough resources to cripple the police force, there is a counter argument to that. Think about the following scenario. A lot of gangs constantly destroy equipment of the police force which undoubtably cost a lot of budget to restock. Because the governor has to keep the public services running at minimum at least he has to spend a lot of his resources to the police force budget which in turn will run state funding dry. This will give him little to no options to raise taxes and other means to replenish his fundings which also in turn will hurt those gangs as well. So for those gangs it is not worthwhile to commit to destroying those equipment because in the long run they will bite the dust. I'm really keen on what you think about this scenario and proposed system. Feel free to comment on this with counterarguments or hatemails (please don't...) because this system will be vital to the success of the mission!
  4. I do really like the idea's floating around here. Some of you imply that when they take up the role of Governor they are going to make it a paradise for drugdealers and cripple the police for that, but also think we want it to be fun for the public services as well. What would you guys see as a good middle ground for that matter?
  5. As much as your suggestion brings the whole court system closer to reality, we do have to keep in mind the limited player count on the server and the fact that all of the judges, not taken into account which court they serve, will not be on at all times. I'm torn in regards to this suggestion, because I personally see no real benefit into splitting them up. We're aiming for a very broad spectrum of possible role-play and in such the amount of stuff that can be settled in court will likely also increase because of it. Nevertheless, I predict the majority of those cases will still be criminal cases and having a judge on at that time with little to nothing to do, because he is a judge in another field, whilst his college is doing overtime, is not something I advocate or would deem wise. Let me know what you think@Jack Webber
  6. I fully understand the needs of other people to use the guns they bought, but what I disagree with is how to satisfy that for them. Of course every RP Life community out there is trying to gather an as broad as possible audience for there server and many servers tend to provide something to do for everyone. They are all based on Arma and Arma in itself is a military simulator so what you suggest makes perfect sense as to why limit that core foundation of the game? What I believe that will hopefully makes us be apart of all the others is to how we satisfy the hunger for those in need of having something to use their guns for. Of course you can threaten and rob any person on the server and in doing so having your gun be of actual use, but designating areas around the map where you can shoot without question is not something I would want. I personally don't see a reason of making something so others wont break rules.
  7. As much as I understand that people love combat to a certain extend, I'm torn in regards to what you suggest. Basically you suggest we develop a system that would give the trigger happy people something to do on the server, so that they don't break the rules, which is similar to giving a foul dog a bone so he doesn't bite people. In both cases you're just treating a symptom without trying to cure the cause. I truly believe if you can't think of a meaningful spending of time and enjoyment in engagements other than wanting to kill people, a RP life server may not be the place for you to be. This I am not aiming towards you @Cameronor that you make me thing you are like that, but in a broader sense that we don't want a community like that nor a server that accommodates that type of behavior. I believe more in creating role playable scenarios that will accommodate such levels of interaction and of course room for firefights. We all would want to be able to shoot the gun we buy, but giving people the room to do that on DM zones is what I believe not the best solution.
  8. Hey @ilan3101! That is a great suggestion I totally agree with above! As@Chazrightfully pointed out a very basic and placeholder system is currently in place that will do the job until we fully developed and implemented the end game system for the medics. The current system will work something like this: As soon as an individual receives a lethal amount of damage or reaches that lethal threshold, the person will go unconscious. At this moment it does not take into account the different limps that are affected just to global damage. When unconscious all the medics are notified of that occurrence via a marker and a message. Once they arrive they are given a option to either drag or revive. Once revived the person in question is good to go. I understand, given the depth of your suggestion, this will not satisfy your view on the medic system but we have a whole immersive and realistic system planned for the medic system that will go into development after the launch. The full details of it aren't set in stone yet but it will be roughly the following: As you stated yourself the system will revolve around different types of injury on the different limps. Think about grace, bullet, fracture and a couple more I cant think of. Every injury will impact your blood level (which won't be a visible factor for any of the players but a behind the scenes factor) and in such will affect your heart rate and blood pressure. These parameters a medic can read out and in accordance to those parameters, can get a rough healthiness of the patient (high heart-rate and low blood pressure means lots of blood lost). Treating a specific injury with the wrong medicines or actions will result in consequences that the patient will not appreciate to say the least. Multiple of these parameters can be read out by using the right equipment. As you said yourself if too much is happening to the patient the patient will go in tachycardia and eventually flat line. Defibrillators will give you some chance of getting the patient back and will act as items in your medic arsenal. After the patient has been successfully stabilized on the field he/she needs to be transferred to the hospital for full recovery. Hope this satisfies it a bit more. Feel free to comment on this concept or where you see room for adjustments. We'd rather know them now then half-way into development.
  9. That would be a great idea! Only issue to that would be that we're currently in the last sprint towards the actual patch and we've nailed down almost all of the major blockers that are currently in the build. The bring a whole update thread up for just this would be a bit too much, but I definitely support said idea for when the patch hits live!
  10. Hey @Mickdiz Maverick posted this in on of the official Tanoa Life threads, explaining why we're met with yet another delay: This post itself is only 4 days old, but a lot of progress on the bullet points have been made. We're really close to it, although no timeframe will be given, because bad things happen when we do at this stage.
  11. I would like to add that the current implementation of the purchasing of DLC items is as @Armitxesdescribes. You can only buy an item/weapon/vehicle if you own the corresponding DLC for it. The main reason for this is, that if you for example want to buy a vehicle that isn't part of your 'DLC inventory', you are unable to drive it (Bohemia made it so) and to prevent you from encountering that, we decided to restrict it altogether. Feel free to comment on it what you think of it.
  12. At first there isn't going to be a north or south. The first time you spawn as a civilian you are considered a new citizen to the main island. How you are going to build upon that start story is entirely up to you and how we expand features that support that.
  13. I'll try to answer your question to the best of my abilities @Morgan. The Border Force is in charge of the borders between the different islands in which it is responsible of the drug trafficking and illegal immigration of citizens between these islands. As such you'll find them mostly patrolling the waters, airports and bridges as well patrol the common roads.
  14. I would love to be first response. Getting their first to provide first aid and stabilize the patient so that the paramedics can transport him safely back to the hospital. Other than that I would really love the management side of it. Not the paper work but directing where everyone should go to so that not 2 medics are going to the same call. When the long term system goes in, one has a lot more to do if you want to the patient to survive and a lot of coordinating will come into play if you want to succeed into that.
  15. Thanks for bringing this up as much of the systems and mechanics regarding the THS faction are either placeholder or work in progress. The current idea for now, which is not where we want to have it in the long run, is that the THS faction works roughly the same as how you made it for A2, where if someone takes a lethal amount of damage the person goes into an injured state and is unable to move. The THS services are notified of that and a marker appears. THS medics will have the ability to self heal and repair vehicles for now, although this is subject to change the closer we get to a final implementation of the medic system. Players may or may not be able to heal themselves. That is in itself an ongoing discussion regarding how far we want to go with this in level of realism/carefulness. Feel free to argue any of the above! I would love to hear what you and the others think of it

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