Arma 3
A3 - Antistasi Altis
Moe.G Mar 5, 2016 @ 10:54am
Suggestions for Antistasi (Arsenal unlocks, ACE and Stock | Gameplay changes to mid-/endgame)
##This post contains suggestions for the mission "Antistasi".
##Following chapter is for items and is set in the following syntax:
#Feature/Name - What the item does
ClassName InGameName

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ACE ITEMS

#Concertina Wire - Able to make wires, that destroys vehicles tires. Good for attacking #convoys
ACE_ConcertinaWireCoil Concertina Wire Coil
ACE_ConcertinaWire Concertina Wire
(Don't know which one to add... sorry)

#Flashlights - Able to view the map in darkness (Good for night-ops)
ACE_Flashlight_MX991 Fulton MX-991
ACE_Flashlight_KSF1 KSF-1
ACE_Flashlight_XL50 Maglite XL50

#Stun Grenade - Tactical entries into buildings, since many AI are hiding inside, when you take an outpost
ACE_M84 M84 Stun Grenade

#HuntIR - Acts as a limited UAV shot from a grenade launcher. Might be too overpowered for #a Guerilla force
#but could be implemented when you have a certain amount of NATO support/Control over #map/normal Arsenal Unlock
ACE_HuntIR_monitor HuntIR monitor
ACE_HuntIR_M203 HuntIR Round
ACE_HuntIR_Box HuntIR Transport Box

#Weather Device - For calculating the weather conditions. (Important for a sniper!)
ACE_Kestrel4500 Kestrel 4500NV

#Sandbags - For setting up a quick cover or player-outpost - Very Guerilla style
ACE_Sandbag_empty Sandbag (empty)

#Ballistics Calculator - Very!! important for snipers and marksmans
ACE_ATragMX ATragMX

#Tripod - Can be used with the sandbags to make an ever better outpost. Not sure if too #overpowered for guerilla warfare
ACE_Tripod SSWT Kit

===================================================================
ARMA 3 ITEMS

#Ghillie Suit - For snipers (I asume that you've added better concealment against AI, while #wearing the suit?)
#Item could be dropped in nato ammodrops and since snipers are already in the boxes, it #would only be reasonable to have the suit and perhaps ACE equipment there aswell
U_B_GhillieSuit Ghillie Suit [NATO]

#Steerable Parachute - Obvious...
Steerable_Parachute_F Steerable Parachute

#Non Steerable Parachute
NonSteerable_Parachute_F Nonsteerable Parachute

===================================================================
##Following chapter focuses on the gameplay of Antistasi and how to improve it

SUGGESTIONS TO THE GAME

Transport from Airport / Base

When you capture an airport / base, you should be able to get transported to somewhere of your choice. You are put in the (non-armed) vehicle and it drives to the marked location.
Landvehicles can only drive on roads
Airvehicles can go to anywhere - and you are dropped by fastroping or parachute (You choose)

It should cost nothing, since its just a transport with no ability to shoot.

Should be able to transport squads aswell (high commander puts them in the heli)
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NATO Helicopter pickup

Costs 5 NATO support and a helicopter is sent to you and flies you to a given location. Drop by landing/Parachuting/Fastroping.
The more NATO support that you have when you order the pickup, the higher the chance of getting an Escort (85-100 support), miniguns on side (50-85) or nothing at all (0-50)

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Helicopter patrols from Airports

You airport sends helicopters to patrol the surrounding area (5-10 km radius), avoids outposts and such, and is not armed. Ment only for intel.

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Change in end-/midgame gameplay

To further show how the FIA is getting stronger, it has more options and new ways of freeing altis. Works the same way as when you unlock Armored transports and such - You need a base. When you've captured a base your options as commander are getting bigger, because you have more power. This is NOT limited to a base, but the trigger for the different options could be "x% of the population follows you" and "x# of bases/outposts/airports/seaports captured" and so on.

All these different triggers could open different options like
- Airports unlock CAS missions or Recon missions

- Bases unlock Patrol missions in landvehicles

- Bases creates the opportunity for FIA units patroling the surrounding area (You have to buy units from HQ flag and add the to the new "Patrols" section, works like the garrison system)

- Seaports unlock diving missions and seapatroling missions

- Outposts adds "Spy missions" meaning you go undercover to gather intel
- This intel could unlock more missions like "VIP Assasination" "VIP Rescue" "Ammo transport ambush" "Window of Opportunity to attack AAF bases, while they're weakened"

- Bases/Airports could unlock "Covert Ops" meaning you go full stealth on a mission to complete something... Don't know what tho

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Adjust taxes

Adjust the taxes on the cities to gain more support, when taxing them less money.

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Talking to civilians

Talking to civilians can gather LOCAL intel like amount of AAF forces garrisoned in the nearest outpost and the needs of the city (this opens a mission where you can decide to complete it and get more FIA Support in the city)
this kind of mission could be in the need of food, water, power, vehicles and so on.

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End of post :)
Last edited by Moe.G; Mar 5, 2016 @ 10:55am
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Showing 1-7 of 7 comments
Barbolani  [developer] Mar 6, 2016 @ 12:58am 
Ok, by order:

- Those wires won't work as Antistasi has a script to preserve tyres from driving AI. All tyre damage which does not come from a bullet is ignored.

- Flashlights, ok will add the first one as default.

- Will add the stun grenaed in the NATO ammobox possible content.

- HuntIR: Would be ok to add it to the NATO ammobox, but I think you are giving me an ammotype for a US weapo, please provide the ruskie version.

- Added sniper stuff to possible AAF box loadout.

- Added the sandbags as Arsenal default.

- Not with tripods, seems a nosense have to gather for tripods for weapons and not for this.

About the chutes: NO FREAKING WAY!!! The villagers-airborne guys!!! Against Antistasi concept.

About all the taxi features, there is a Fast Travel which is not as inmersive, but covers the same functions. NATO won't spend a drop of fuel on giving a taxi service for those villagers of the FIA.

Same with the other things you ask, they are implemented in similar ways. Having bases unlocks some NATO supports, Airports will have an optimised route for any air support...

Moe.G Mar 6, 2016 @ 1:35am 
1.
Regarding the HuntIR - that's the only classname

2.
I understand that there's a fast travel feature and that NATO doesn't want to give a taxi service - BUT! I'm talking about mid-/endgame. At that point, I don't think we're seen as 'villagers' anymore, but a rather large resistance (Having controlled a main city, 4 bases, 2 airports and so on, is not that "village-like" to me)

And the suggestions I'm giving is a bit more advanced than just the NATO supports and Airport optimized routes. I'm talking about actual missions and huge change in gameplay, which I think is needed when you're starting to make a difference in Altis and moving away from the villager-role.

For me the game feels like I've grown from going undercover and having my gear in my car to defeat a quick patrol and then run. To organized attacks with squads, mortars and armored collumns on outpost, bases and so on, but I still have the same old "You don't have much power, so you get easy missions" kindda gameplay - If you know what I mean? I know that to change the gameplay in the way that I'm suggesting is VERY hard and would take time! But let's still keep in mind that it's an alpha and has lots of potential to further develop the game before, atleast, beta.

3.
What about talking to civilians and city taxes?

With that being said, thank you for listening to my suggestions :)
Barbolani  [developer] Mar 6, 2016 @ 5:39am 
Civilian talk was implemented in early stages but removed being afraid of having 200 hundered civs with an action added... Nothing good performance wise.

Taxes are what peoples want to give to their faction, this is not Europa Universalis :)

About this:

ACE_HuntIR_monitor HuntIR monitor
ACE_HuntIR_M203 HuntIR Round
ACE_HuntIR_Box HuntIR Transport Box

I messed with RHS. Will add them in NATO boxes. Chance is 100% so on next patch tell me if that's full operative or not.
Moe.G Mar 6, 2016 @ 6:09am 
Originally posted by barbolani:
Civilian talk was implemented in early stages but removed being afraid of having 200 hundered civs with an action added... Nothing good performance wise.

Taxes are what peoples want to give to their faction, this is not Europa Universalis :)

About this:

ACE_HuntIR_monitor HuntIR monitor
ACE_HuntIR_M203 HuntIR Round
ACE_HuntIR_Box HuntIR Transport Box

I messed with RHS. Will add them in NATO boxes. Chance is 100% so on next patch tell me if that's full operative or not.

Will do :) When's the patch coming?
Barbolani  [developer] Mar 6, 2016 @ 11:23am 
dont know
Amadeus Mar 28, 2016 @ 5:13pm 
you can just walk up to any nato heli if youve captured a base and take any parachutes from there if you want them. also from any captured AAF ones
Moe.G Mar 30, 2016 @ 6:32am 
Originally posted by A Pimp Named Slickback:
you can just walk up to any nato heli if youve captured a base and take any parachutes from there if you want them. also from any captured AAF ones
Vehicles no longer have items
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