Arma 3
A3 - Antistasi Altis
Gubernaut Dec 16, 2015 @ 1:37pm
Suggestions for Antistasi
Hey don't take this book of a post the wrong way because Antistasi is the best mission I've played (I even set up a server for it) but I think it could be enhancified even better. Well these are some of the ideas I've had while playing:

There's a few things I don't like about the current Ammobox/Arsenal, feels clunky and annoying, to get geared I'm stuck going back and forth from arsenal and inventory, really annoying when I pull something out of the box and can't put it back. Why not make Vehicle Transfer move all items to the Arsenal instead (and also separate gun accessories and take items out of packs and vests) Then we just use Arsenal to gear up, you don't need the item unlock thing, no magical box. The commander could lock or unlock the Arsenal (doesn't apply to AI). There could be "Transfer Inventory to Arsenal" to move the stuff from the box to the Arsenal. Maybe the Ammobox could have a "View Arsenal Inventory" that gives a list of everything in the Arsenal and how much of each.

Then, if possible, this would be really amazing, make the Ammobox "inventory" work like a personal storage locker for each player. So if you put something in only you will see it. Players could stash items they like, would make the HQ feel like a home for each player. Maybe this is possible with a database or saving the info in the player profile like KOTH does.

I feel like the inventory system could be more effective, which I think is important for this kind of mission where you're scavaging lots of stuff. Also it should be easy to move the HQ simply have the option to Pack HQ into a large capacity vehicle (Zamak type size) and then Setup HQ. Ammobox ready to go, no need to empty. Of course this should be risky if the enemy were to capture your truck you'd lose your loot.

Base arrangement. Let us arrange our base into existing structures. After HQ placement let us be able to move each component up to 50 meters away from the center. So we could move Petros and the Chart into a building, have the vehicle repair and flag pole in a driveway area. Extend the ammobox range some. Let us see and move the vehicle garage (Size it to accomodate 4 of the largest vehicles in a grid (this is good so they're not spawning all over the place, once you load 4 vehicles you'll have to move one before you load another) Take the "heal units" off the vehicle repair box and make a separate Medical crate box, so we could put that in an indoor area, and the vehicle repair in a garage area. This stuff is good for immersion.

Since it's important to keep Petros alive maybe we could build some defenses with sandbags, walls etc (for a price) then lower the allowed distance for placement near an enemy sector. If you're crazy you could place the HQ in more dangerous spots and try to defend your base.

Make an option to play without Petros, or if Petros dies it doesn't end the mission (maybe lose the ability to request missions with a chance to get another mission-giver-guy later). I think for a sort of persistant open world type of mission it doesn't make sense that the mission ever ends. Perhaps if the enemy finds your base they occupy it and you got to establish a new HQ and keep right on playing. Then later you can assault your old base and get some of your gear back.

Let the mission be able to function on a public dedicated server. Prevent things that trolls might like to do (maybe empty the weapons or restart the mission, waste resrouces etc) Server options like civ amount, fps limit should only be available to an admin. Maybe some functions like Nato or buying vehicles, pulling money require a certain level first, so players got to work first to be able to use resources.

For public dedicated servers the admin could set a "dispenser mode" for the Arsenal where there is a time and amount limit for removing items, so the admin sets the cooldown time to 10, 20 or 30 mins, so a player can remove 1 rifle every 20 mins, 2 medkits every 20 minutes, 2 grenades every 20 mins, 1 helmet every 20 mins ETC for each item (doesn't apply to AI) The idea is to give players the chance to select some better weapons and some extra gear to go out and find more loot, without trolls being able to empty the inventory fast.

Ok well if you want me to explain any idea more just let me know, thanks for the mod keep working on it!
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Barbolani  [developer] Dec 16, 2015 @ 2:01pm 
Hello Emton,

First of all thanks to take your time, not only on writing this post, but also on thinking how to improve and make more interesting Antistasi.

I will try to answer you on every topic you pointed. But first, I must tell you: most part of what you see in Antistasi is responding to some specific idea, or mission phylosophy, or it's there because of technical reasons.

Another ideas you mention, they are already implemented. More specific: the "anti troll system". I suggest you to enter in some public server and try to do all the bad actions you mention. Apart from hacking, in a normal gameplay, you won't be able to do anything of that.

Petros: Petros life simulates HQ life. It's easy for a dev to send some CSAT AI soldiers to kill a FIA guy. It's harder to make them destroy a series of buildings.

There must be an HQ and players have to be forced to be careful on it's positioning. Any resistance movement has his weak point / leader / logistic which makes great damage if destroyed or captured.

HQ furniture. I know all the missions of this type (WLA, DUWS etc..) have their options for that. The reason it is not here is: Antistasi gives preference to the military thing before the cosmetics. I know it's super fashion (Fallout, DayZ, EPOCH, H1Z1) the "build your own home" feature, but it really adds NOTHING, in the military part to Antistasi.

Standing with Petros against a massive combined attack is stupid and unrealistic, as modern arty puts a big gun pointing to your ass from 20 kmts distance very easily.

Take in count you may find yourself playing with around 400 AI (central isle) in a MP environment in this mission, so, any useless building is less cpu to be spawned, less soldiers, less battle...

The "movable HQ asstes" is an idea you pointed in other post and I like it. Starting to think on how to implement it.

And finally, the Arsenal, as it is mostly mentioned in your message.

Why Arsenal came?

In older Antistasi, there was no arsenal, just HQ Ammobox with everything the player could gather. AI stuff was spawning based on how many assets you had stored there.

The problem: a very crowded ammobox started to give engine bugs, specially in MP, people was having very bad experience in mid game, with tons of stuff in their box.

In the other hand I had a mission on which the logistics part is very important, and I wanted the player to worry about having good weapons, instead of Rambo spawning.

So that's when the Arsenal, which is very MP friendly (unlimited stuff is easier than counting how many things you have) and I could add or remove items, but with some time between those actions, so I developed the unlock system which is running today.

Not perfect, not realistic, but makes the player gather for resources and is MP playable.

If I configure the Arsenal to have limitations when something is unlocked, the MP problems which had in the origins will be back. No way man.
Barbolani  [developer] Dec 16, 2015 @ 2:10pm 
Ah! A sidenote:

KOTH saves half of the half of the half of the half of things Antistasi does in your profile.

And more or less has half of the half of the half of the half of the divide it by million features Antistasi has.
Gubernaut Dec 16, 2015 @ 2:18pm 
I just used KOTH as an example of maybe how the information for what the player has placed in the ammobox inventory could be saved, simply a list of items "2 medkits, 6 magazine etc"
Gubernaut Dec 16, 2015 @ 2:28pm 
Originally posted by barbolani:

HQ furniture. I know all the missions of this type (WLA, DUWS etc..) have their options for that. The reason it is not here is: Antistasi gives preference to the military thing before the cosmetics. I know it's super fashion (Fallout, DayZ, EPOCH, H1Z1) the "build your own home" feature, but it really adds NOTHING, in the military part to Antistasi.

Not talking about furniture simply being able to move the base stuff around, so I can make my base look like a real base and also so I can get Petros inside a house so he's not standing in the open ready to catch a bullet...

Also DUWS had nothing like this, I played a ton of it always wish I could make my base into existing buildings, but couldn't be done...
Last edited by Gubernaut; Dec 16, 2015 @ 2:30pm
Gubernaut Dec 16, 2015 @ 3:15pm 
Originally posted by barbolani:

Petros: Petros life simulates HQ life. It's easy for a dev to send some CSAT AI soldiers to kill a FIA guy. It's harder to make them destroy a series of buildings.

There must be an HQ and players have to be forced to be careful on it's positioning. Any resistance movement has his weak point / leader / logistic which makes great damage if destroyed or captured.

What I'm talking about is more options for how to play. The option to make your base well hidden closer to the enemy should be just as viable a strategy as placing the base far from the enemy. I see the life of the players and the loot as the life of the HQ (and there is a respawn button for the players) Now if Petros dies it's game over. But what if Petros dies, the enemy takes over your HQ, steals your loot, you form a new HQ, you get some guns, go back to your old base, destroy the enemy, reclaim your loot and later hire a new AI commander guy. The game goes on it's more fun.
Swoop Dec 16, 2015 @ 9:53pm 
B, ya ever played Wasteland? Movable ammo crates, towable vehicles, being able to push a grounded boat back from the shore......it's all very enjoyable.
Gubernaut Dec 17, 2015 @ 8:20am 
Heyyy here's what I'm talking about. I found this awesome complex for a base, plenty of space, try to place it, says its too close to enemies. And the nearest town is well farther than the default starting location. Really limited where you can place a base unless its in a field or something I guess.

http://steamcommunity.com/sharedfiles/filedetails/?id=577424514
Swoop Dec 17, 2015 @ 11:39am 
That'll be due to the unmarked base at Kira. Clear it and you'll be able to build your HQ.
Gubernaut Dec 17, 2015 @ 11:59am 
Ok well do you know what exactly is the minimum distance to enemy areas? I think it should be something like 1km (might be already not sure) maybe even 500m (but with a warning) It's like why not, some people might want to play setting up fast battles, maybe try playing extra stealthy. It's cool that there's a huge map to conquer but I look at the whole map and think "no way I'm ever gonna take this whole thing" but I have fun trying out different HQ locations doing mostly solo attacks, just wish it was a little less strict, and able to hide Petros a little more.
Gubernaut Dec 17, 2015 @ 1:15pm 
Hey man is this seriously what I have to do to move the HQ?
http://steamcommunity.com/sharedfiles/filedetails/?id=577615993
And this is just the starting gear pretty much.
And then if I want to keep my stuff I have to come back and pick it all up? The clicking it makes me cry. Edit: Ok I could move it to the truck the first time I just put the stuff on the ground cause it was fastest to test the move HQ function... but this is painful especially for the heavy items, and then arma inventory bug the items shift around as you move them, so you get mixed up clicking on different types like helmets, backpacks, rifles. There's got to be a better way!
Last edited by Gubernaut; Dec 17, 2015 @ 1:27pm
Swoop Dec 18, 2015 @ 4:27am 
????

Get yourself either a civvie flatbed truck or a Zamak, park it right next to the ammo crate and while you're sat in the drivers seat you'll have an option off the action menu to 'transfer ammo box to truck'. You do that and everything in the ammo crate will move to the truck, no matter how much stuff you've got.

You then go to the HQ flag, and select the option to move the HQ. Petros then becomes under your command as a normal AI. Order him into the truck, drive the truck to the new location, order petros out, position him and then order him to build the new HQ (action menu - 6). Then park the truck right next to the new ammo crate and off the action menu when stood next to the crate you'll have an option to transfer truck to ammo crate.

Job done.

Gubernaut Dec 18, 2015 @ 4:58am 
Ok thanks I'll remember that
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