Arma 3
A3 - Antistasi Altis
Barbolani  [developer] Feb 3, 2015 @ 1:15am
Requested features
Hi!

This section is for you players. Please make any kind of feature request here, I'll study it and implement if suits the game.

MANY of the game features right now have been player's request.

Please, do not use this thread for asking things about gameplay or requesting easier mission parameters etc.. Just features.

EDIT: Just to clarify.

I will never implement a NATO tank purchase option. As NATO is a serious organisation and not a weapon dealer. Despite this, a Logistica mission on which you may recover a NATO vehicle is on roadmap.

Also: I will never disable fatigue, as is a feature of the game that gives a lot of tactical situations. Mods who disable it, is mainly because they make you walk for kilometers. The island is plenty of vehicles, offroads are cheap and a script for preserving tyres while driving is implemented.
Last edited by Barbolani; Oct 28, 2015 @ 4:56am
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Showing 256-270 of 1,176 comments
Gioepyon Aug 28, 2015 @ 7:23am 
they already occupy any base you consolidate. just give them time. if i'm not wrong, a black market is in development and to acquire nato toys you can save the pinned down troops (new mission after consolidating a base, assuming i'm not wrong)
Dancal Sep 7, 2015 @ 10:18am 
also a police force in cities instead of AAF troops would add realism. i feel that armies wouldnt post troops in every city on their island, they would have armed police and soldiers only deployed in cities were you are spotted/when shots are fired
Last edited by Dancal; Sep 7, 2015 @ 10:51am
Tuldanos Sep 8, 2015 @ 3:00pm 
i like those ideas

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
Ping Sep 17, 2015 @ 1:39am 
Hi barbolani,
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?

Barbolani  [developer] Sep 17, 2015 @ 12:42pm 
Hi!

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)
Ping Sep 19, 2015 @ 5:09am 
Thx for ur reply,

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. :/
Barbolani  [developer] Sep 20, 2015 @ 1:16pm 
yes, lets say you are the commander of the FIA troops, you cannot manage the colour of the jacket of the last grunt in your army :)
Dancal Sep 21, 2015 @ 10:12am 
mabye adding small guerrila Cells around the map which you can link up with to get manpower would be good,this would add nwe logistic missions
Irving Mainway Sep 21, 2015 @ 4:25pm 
Hey again barbolani, still very pleased with your mission, its something my group reglarly plays but lately its given me an idea. This may be too big / impractical to work-out but think about playing the Antistasi mission but from the counter-insurgency / AAF point of view, basically a reverse-stasi where you own the whole island but have to try to maintain it and keep areas from falling to the insurgents.

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.
Barbolani  [developer] Sep 22, 2015 @ 12:43am 
Its a very nice idea, but, nowdays, it involves developing another mission. I had an idea around my head oh making this insurgency vs counterinsurgency, but it surely require a lighter antistasi for the FIA side and a lot of changes to make it playable on the other side.

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...
Alldaboss Sep 24, 2015 @ 6:37am 
It would be awsome to see future mod support espically if this mod ever makes it to a map like Australia. But how about a new enemy or a helicopter patrol that you have to ambush with AA, maybe collect the weapons from the crash. Also how about some NPC like blackmarket dealers and such or a NATO informant that you can meet on a beach.

Just a few ideas, saw a few others like police officers that sounded awesome.
Barbolani  [developer] Sep 24, 2015 @ 8:51am 
Weapons dealer, since the arsenal is a bit complicated, as once unlocked a weapon will become unlimited for the player.

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.

Dancal Sep 24, 2015 @ 11:37am 
the new arma editor should help develop the mod/scenario allowing for more advanced features
Barbolani  [developer] Sep 24, 2015 @ 2:00pm 
It seems not. Antistasi is 99,99% scripted, you may unpbo the mission and see... This editor is great for traditional easy / fast mission making, cutscenes and things like that...
Dancal Sep 25, 2015 @ 8:30am 
ok
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