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I also like the idea of police in cities that respond to bank robberies and stuff... just because a bank is being robbed dosnt mean its the rebels =P
cop cars and that would be fun to have in the game
I've been playing antistasi for nearly one month,and i have to admit this is the most ♥♥♥♥♥♥♥ awesome arma3 map i've ever met. :D
Here's some advice/requests for u.
1.Beside the bank robery and money convey missions , is it possible to add some more money making missions? Like steal a car where there are several AAF soldiers guarding it, and then drive it back to HQ to sell it for like 2000 euro or something . It will be fun.:D
2.Since i have almost unlocked every weapon in the arsenal ,is it possible to manage the default weapon and grenades of recruited soldiers? So that we wont have to control every AI soldiers to arm them in arsenal. This will definitely spare much time. I know this sounds hard to do, but im just asking.
3.I wonder if there are diffrences between the cheapest rifleman and marksman regarding the skill level. Cuz i can give them the same sniperrifle in arsenal. If there are no diffrences so no one will hire the expensive marksman. But i do find that the rifleman wont use scope ...
4.Since everyone can heal the heavy wunded soldiers with first aid kit, can u make the medic some extra advantages? Like medics can heal faster? Or even revive dead soldiers?
1. Thought about that, but I cant find a real "excuse" to make a simple theft car worth significant money. What I've been thinking about is to change the "Assasinate the Officer" mission by "Assasinate or Kindap", on which if the officer surrenders (very hard) you have the chance of getting him to HQ and have some money. Chances of having a surrendered officer are extremely low (99,9% your men will kill him, vanilla AI sees him as enemy, and he does so with FIA), so it's just in my mind for now.
2. Antistasi manages automatically some gear on your men as you have seen, but if you want some soldier with special weapon (lets say a Katiba) the only way I know is to control it and do the arming thing.
3. Yes, the skillset on each kind of soldier is different, marksmen have better sight than standard grunt. So yes, at least in middle stages, recruiiting specialised soldiers is better. As long as you reach the highest skill levels there won't be such differences, as FIA guys will become super Rambos.
4. Difficult. The only scriptable thing is the revive you mention. But that will make the other 50% Antistasi community asking for a "revive from anyone" config :). Of course you have vanilla advantages (medics are the only guys who can cure you up to 100% health)
1.You are right, a car surely does not worth that much money.xD
As for the "kill the officer"mission , to me it's a nice trick to earn nato points. I did it over and over with mortars and unlocked nealy all nato weapons through ammodrops. :D
The kidnap option sounds great to me. You can spawn the officer in one of the houses so that he might stay inside, so we can deal with the outside soldiers first, that might lead to the surrender of the officer. At least the chance of him surrender is much higher.
2.That means I can control and arm every AI soldier in my team, but as for the "squad recruitment " , i can only manually arm the squad leader cuz i cant use the "y" menu when im controlling the AI squad leader. Other AI soldiers of this team can only use the default weapons. :/
COIN is somewhat of a common theme as far as ARMA goes, but I've never seen it taken to the same lengths as you've taken Antistasi, up to a strategic level. You'd have to decide where to place roadblocks and checkpoints, run resupply convoys to distant ouposts and road patrols in areas of increased enemy activity, all the while trying to hunt down base and weapons cache locations and having to about not overcommitting your forces in one area least it leave you open for an attack in another. Just figured I'd share that idea with you.
Someday, when the technical side regarding networking issues and number of units is in a better shape, my plan is to develop a real war...
Just a few ideas, saw a few others like police officers that sounded awesome.
About patrolling choppers. Currently AAF only goes on air when attacking or counterattacking. Implementing an air patrol in the same way the road / small patrols appear is interesting.
The negative side may be converting Antistasi to a real hell for the players if a chopper is patrolling the island constantly. Mission would become extremely difficult.
Another technical limitation is: I can script random destinations, but not flying paths, so the chopper will make dumb things like "hey, lets patrol Kavala, no matter the base is in NATO hands and we will cross 2Km of enemy territory"
But definetly more realistic.
I'll give a thought.