Arma 3
A3 - Antistasi Altis
Morbo513 Aug 1, 2015 @ 5:52am
Suggestions & requests
First of all, I love this mission. A lot of depth, a wide variety of objectives and it takes great advantage of ArmA's sandbox nature. As a bonus, it performs extremely well for what it is.

Some of the things I'm going to suggest are likely going to be a lot of work, so I won't blame you if they're not worth the effort to implement. Likewise, some of them should be relatively simple tweaks.


Parameters:

Minimum allowed distance between starting location and enemy bases:
I felt this is way too high by default, denying me the ability to start off in areas I'd consider ideal. I imagine it's probably there to prevent people making mistakes (or plopping it inside an AAF base intentionally) but IMO it does more harm than good. In any case having it as a configurable paramater should resolve both.

Commonality of AAF/CSAT Armour, Air and MRAPs:
More a problem with A3's limited vehicle set than anything else, the most basic armed vehicles of each faction are only susceptible to AT weapons and have a lot more firepower than vehicles in equivalent roles from the modern era. I'd prefer to see mostly unarmed vehicles and aircraft employed by the AAF with the heavier stuff brought in by CSAT and NATO; More generally, the options for people to configure this as they see fit.



Gameplay:

The ability to buy civilian vehicles:
Currently the only way to acquire them is theiving them from towns, which is not practical when you're required to either travel to them on foot or in an "overt" vehicle. The ability to go incognito is your greatest, if not only advantage you have in the early game.

The ability to dismiss soldiers from your squad:
Simple enough, sometimes AI units will lock up (I suspect this is an ArmAism rather than anything to do with the mission) and having them remian in your squad is an annoyance.

The ability to remain undercover in close proximity to AAF soldiers, checkpoints and outposts:
Altis is still an island full of civilians, and once again this is something you must leverage to gain anything. AAF soldiers should not be able to smell that you're an insurgent, however they could demand to search you or the vehicle you're in. If nothing suspicious (or outright damning) is found on your person or in the vehicle you'd be allowed to carry on, likewise if you have an entire arsenal stuffed in the back of your truck, run from the soldiers or drive straight through a checkpoint without stopping you would be considered hostile.
As for items that aren't weapons, but are items that would be useful for combat (e.g Binos, plate carriers, NVGs, optics), they could each carry a chance of having them turn hostile.

Adjustments to AI surrendering:
The first time I played this mission, the first engagement I had was me, alone, with 3 magazines against 20 AAF troops. After about 10 minutes of being pinned down and occasionally killing an enemy, I look out to see at least 15 soldiers with their hands behind their heads. I think you can see the problem
Additionally, having their gear dropped in boxes is kinda weird. I understand the reasoning behind it, being able to manually de-spawn the boxes would be nice though.
Also, friendly AI do not cease fire on surrendering soldiers.

Additional options for dealing with surrendered enemies:
Most AAF will refuse to defect. When this happens, your options boil down to either executing them or leaving them stood there, neither is ideal. The options to release them or take them captive would be real nice, with releasing them increasing NATO support (20 releases per 1 support point?) and taking captives awarding you some kind of intel at the cost of increasing CSAT support (10 for 1?).

Disguising oneself as AAF:
Wearing the full uniform (Plate carrier, helmet, uniform & rifle) would disguise you as an AAF soldier. This allows you to walk through their bases and checkpoints, however any officers may ask you for identification, at which point there is a high chance your cover will be blown.


That's all for now I suppose, the one other thing I can think of is RHS support but for one that's a huge ask, for another there aren't any really viable replacements for the AAF as far as I'm aware.

Anyway, I'm looking forward to seeing how this mission will evolve, keep up the good work!

Last edited by Morbo513; Aug 1, 2015 @ 5:59am
< >
Showing 1-1 of 1 comments
Barbolani  [developer] Sep 6, 2015 @ 1:45am 
Hi. Sorry for the delay answering, I've been on hollydays.

About initial position: You described the intention perfectly. The minimum distance is spawn distance (I think) so players init works well and the kind of mistakes you describe don't appear.

About AAF vehicle assets. Can be editable with AAF vehicle pricing, which some players have been messing too with success. In future releases prices will be higher for AAF so, less common tanks and planes.

Civ vehicles: I have no slots for more vehicles in the window. Steal them :)

Dismiss soldiers: already implemented ages ago!

Undercover: you are not a normal guy, you are one of the resistance leaders, and AAF troops have your photo and know it by heart :) Other things you describe about players equipment are already implemented.

AI surrender: It depends on some vanilla (thus incontrollable) params when the AI decides to surrender. The box is to make you being able to loot their stuff. Your AI mates dont shoot to surrendered troops, except by accident.

Disguise: Not implementable without mods. Vanilla game respects Geneva convention :)
< >
Showing 1-1 of 1 comments
Per page: 1530 50