lineage ii: online swg: production + test arma: persistent war
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LANMECCA://NETlineage ii - star wars galaxies - arma 3
Arma 3
ten thousand day war // live board
Arma 3 // Unsungpart of Games

The Ten Thousand Day War is a persistent 1968 campaign that keeps fighting whether anybody is watching or not. Territory, tickets, weather, and the history of the war carry forward. The live board below is the feed straight from the server.

Live // RaftermanCHECKING

Checking the machine room...

Arma 3 // Live Board CONNECTING
Ten Thousand Day War
UNKNOWN ·
US objectives held
VS
NVA objectives held
US Contested NVA
War · Casualties so far: NVA , US .
Reading the last heartbeat...
Units in field
US tickets
NVA tickets
Server
Load
Players
Valley weather
awaiting the field report
War Feed RAFTERMAN · press ship · connecting
STAND BY
A civilian war correspondent rides the door of an unarmed Huey that flies itself toward whatever is loudest — a contested village, a firefight, or a truck playing the radio. Nobody is driving the camera and nobody is playing the war. Open the feed on its own page for a bigger picture.
What This Isthe premise

LanMecca runs a persistent Arma 3 campaign on the Unsung Vietnam mod. It is called The Ten Thousand Day War, and the important word is persistent. The valley does not reset when the last player disconnects. A mission director keeps pushing units at objectives, the clock keeps running one-to-one with real time, the weather keeps rolling through fronts, and territory keeps changing hands. When you log in you are joining a war already in progress, not starting a match.

The war moves between theatres. Ia Drang Lowlands, Da Krong and Song Bin Tanh each get a tour of two wars before the front shifts to the next one, and the valley you find is whichever one it got to without you.

There are 16 objectives on the map. Hold more than the other side and the ticket count starts working in your favour. Lose them and you get to find out what a fighting withdrawal feels like at three in the morning, in the rain, in 1968.

This is not a competitive shooter and it is not trying to be. It is closer to the old LAN-party idea: a shared world running on a machine in somebody's house, that you drop into with whoever else is around, that keeps its own history whether or not you were there for it.

Persistent Front

Objectives, tickets, and the front line survive server restarts. The war has a generation counter. When one side finally breaks the other, the valley resets and generation increments.

state: carries over

One-to-One Clock

In-game time runs at real speed. An hour in the valley is an hour here, so a night patrol is an actual night patrol — and if you log in at four in the morning, so is the war.

clock: 1968, 1:1

Live Weather

The server drives real weather fronts rather than a fixed preset. Fog, overcast, and rain move toward a target and then move again. Air support gets a vote on whether it can fly.

fronts: rolling

The Director

The mission director aims for roughly 600 live units in the field and trims back when frame rate suffers. That is why the board shows both the current unit count and the target it is chasing.

target: ~600 units

Aggregate Telemetry

The public board publishes totals only. No player names, no unit positions, no objective coordinates, no server credentials, no admin surface. The snapshot is validated against a schema before it is ever written.

privacy: enforced at publish

Fifteen Second Pulse

A heartbeat lands every few seconds and the board refreshes every fifteen. If the pulse goes quiet for 90 seconds the board says STALE, and at six minutes it says OFFLINE rather than lying to you.

honesty: built in
Getting Infriends and invited players

The server is open to friends, not to the public. It has no public address and it will never appear in the in-game server browser — it runs on a private network, and you have to be invited onto it.

If you have been invited, there is one thing to download:

The launcher checks your machine, tells you in plain words what is missing, and fixes what it can on its own — the private network client, the nine Workshop mods, and our radio music. Then it puts you in the war. It also shows you the board above, so you can see whether anything is happening before you commit to loading a game.

If you have not been invited and you want to be, the address at the bottom of this page reaches DeadMan. The valley is quiet most of the time and that is rather the point — but it is more fun with people in it.

Reading The Boardwhat the numbers mean

Objectives held is how many of the 16 map objectives each side currently controls; the bar underneath shows US, contested, and NVA share of the map. Tickets are the reinforcement pool - when a side runs out, the war is decided. Server is the frame rate on the host, and units in field shows live units against the director's target. Valley weather is the current front, with the exact rain, overcast, and fog fractions underneath the board.

Public aggregate telemetry only. No player identity, unit position, objective location, server credential, raw log, or administrative control is exposed. Updates automatically every 15 seconds.