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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.
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.
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...
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.
http://steamcommunity.com/sharedfiles/filedetails/?id=577424514
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!
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.