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Antistasi has never been meant to allow the player to win allways, this is a hardcore game.
If you want to respawn and go back to action quick, move HQ and make decisions about where to place it safety, or risk it.
If you are under attack far away: double time, send AI, or just loose. You cannot win allways. AI also crosses the map (not allways) when you attack.
I won't code a lobby option for something that probably only had to exist in SP from the begining. In that case, almost no one would be asking for a "teleport feature" because of any reason.
The aim of the removal is observing hundereds of times ppl playing Antistasi in a pure CTI way on which they dont care at all of where are they placing their HQs or all the mission mechanics, just... spawn, go capture, respawn, and after ten respawns, an airbase is conquered by 4 lonewolfers with higher egos. For that kind of behaviours there are lots of missions. This is Antistasi.
Thanks for the feedback but no ATM.
Going spit ball some ideas:
Perhaps make FOB have a spawn limit that slowly regens, or needs to be resupplyed. Maybe make it so outposts need to have a troop transport drive to the area to unlock some amount of respawns/fast travels.
Have fast travel enabled or disable by server owner. Hardcore if one likes it
Make unarmed helcopters for purchase at air bases, or a rare spawn on buildings with heli pads (news choppers, medical choppers, those kind of things are real world)
Let players take control of AI units permanently. This would probably need to be disabled unless commander ok's it.
Please consder somthing, it would be very much appreciated!
My point being, looking for ways to get around the map quickly.
It's a little stupid to remove a feature that's been a part of the game since it's beginning. It was a legacy feature. It's also interesting because no one mentioned any ego until you brought it up.
Maybe you're feeling a little sensitive about how some players have played your game. You admit that the fast travel mechanic was intended for single player. I can see having it removed on a dedicated server with 20 plus people. I usually host a game either by myself, or with one or two other players. I think I've had 4 people active on my game at most. So there is still a medium between single player and massive multiplayer.
Two of my friends have had problems with Arma crashing. It sucks when we get to the objective, and they disconnect because of Arma, mod, or internet issues. They need to get back in game, get a new vehicle (if they aren't broke after buying a helicopter), and get back out. Sometimes they DC back to back.
You mention being able to buy helicopters. At what? $800 a pop? How much money do you get from kills and objectives? Realistically, you will be able to buy a chopper MAYBE once after your first respawn. Not buying that proposal as a reasonable solution.
As commander, I can either drive all the way out to a remote outpost that was recently taken to buy the necessary defenses, or I can respond to the enemy attacks. I can't do both. I can either move with my group, or be stuck doing tedious admin. If you let us purchase AA/AT emplacements from the HQ flag, or commander's screen, this would be less of an issue.
If you let us garage vehicles at any outpost, it would be more reasonable. As it stands, if we disable multiple vehicles, in order to recover them, someone has to stay within a certain distance, or else they despawn. So being forced to leave a guard while people shuttle the repaired and captured vehicles has also made your mod very much less enjoyable.
TL;DR: It's dumb to remove a legacy feature because you don't like how some people are playing a game. Consider disconnects, errors, and buggy features as a reason for allowing players to have some options for easier movement across the map.
Anyway: It is not a matter of how the creator thinks how his mission is meant to be played, it's a matter of giving more importance to the facts of the mission he considers more important.
With different (and more understandable) reasons, you still come with arguments that lead to the same, which is, I need to go quickly sometimes, and teleporting is the quickest way, but the reply is still exactly the same: if you place your HQ closer to the battle, all those issues wouldnt be a big problem.
When people comes here saying "30 minutes trip" they are just showing they ignore their HQ emplacement and they are just playing Antistasi as a pure CTI, not caring at all of anything else than respawn / reload / teleport / action. You may place your HQ just 2 kmts close to where the action is, and you wont definetly be on spawn radius of anything, or even in the frontline in most of the cases. 2kmts car trip is what? 3 minutes?
And not to mention you are bypassing possible real roadblocks and other enemy garrisons by teleporting.
So the more I think, the more I say a big NO. If someone wants instant action with gamey features, I recommend him King of the Hill, not Antistasi.
The helis in this mission can be stolen too :)
I agree on the garaging in outposts and I will change that.
You tell me to move HQ, but I have it in a decent location, and have invested in static defenses and personnel. Losing those wouldn't be the end of the world, though making people relocate the HQ in a game that is known for glitches, collision problems, and omniscient AI seems like you really trying to artificially enhance the difficulty. On the subject of HQ status, in the latest patch, the AA/AT guns, and other static defenses at HQ are no longer manned.
You claim you want realism, you claim you don't want action game mechanics. It still has respawns (SO ACTION GAMEY!!), it still has AI insta-spawn personnel and vehicles at outposts. Even Arma itself allows people to turn on aids/assists, markers, HUD elements, and change difficulty. A game has never been worse by allowing more features.
I'm not asking for an instant action game, I'm asking for the ability to cope with the flaws the game and mod currently has in place. The legacy version had this feature. Removing it has broken it for the times I want to manage defense production at other outposts. I can't revert my save to single player, or my single player game to multi player. I play by myself, and only small groups of people. You have effectively made this a fight against the UI and design, leaving us to bank on the AI, bunker and defense prepation to deal with an enemy that can spawn elements as it pleases.
There is no reason not to have the original features optional. If your masses that wanted it removed would chip in, maybe they could provide more reasons to support your decision. A game has never been made worse by allowing more options and features. Let the hosts decide if they want fast travel or not. Because playing by myself, this ♥♥♥♥ gets tedious when I have to go across my territory to replace and repair things.
To build things you can allways hire an AI squad and give them a vehicle full of static backpacks and do the job with some AI control.
It is obvious not everything is for the sake of realism, the eternal fight between realism and game, and if Antistasi hadnt a respawn, well, it would be impossible to win.
Hope you consider adding back in as an option or some replacement.
Arma is about the expansiveness, freedom, and possibilities. In concept and execution. Removing, reducing, and restricting seems to fly in the face of that.
So far, your change has only inconvenienced and broken our campaign. Artificially enhancing the difficulty through UI and logistical problems that were never an issue before has done nothing to improve the experience. It has nothing to do with skill level, but has plenty to do with luck of AI being competent, and being able to manage defenses around the island that might not even work when stationed and placed. If I could buy AA/AT emplacements for outposts from HQ, that would make the fast travel removal a little more reasonable.
As it stands, when I play solo, I have been handicapped. Even with one or two extra players, we rarely can keep pace with the AI factions. Especially if I am stuck doing admin. We've lost numerous armored vehicles by moving our HQ, as you intended. All of this is only giving the illusion of being more difficult, but the difficulty isn't coming from the enemy combatants.