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An AI engineer can destroy 1 or 2 towers with the stuff it carries by default.
Anyway you may conquer their respective zone and be the owner of those.
Most of the players keep that fire off to avoid that. But believe me, in a dark night, with no NV or flashlight, you are going to turn that on :)
Radius for missions are set to give some coherence with HQ position, but of course you are free to drive around Altis as Undercover man.
BTW I tell you Undercover will have some significant changes in future releases.
I really like that idea too! We've lost a couple of tanks & transport trucks like that lol
Barbolani, any hints for : :P
Regarding undercover, all this is only in my mind but:
- First of all, the player will have to push a button to be undercover, this way, your CPU saves from costant checks, to make them only when he is ON until he looses it.
- Considering the possibility of an additional requirement: to wear civilian clothes.
- Which leads to add Civ clothes to Arsenal, which I'm thinking it will be tied to FIA skill level. The more level, more clothes will be unlocked. Representing the capabilities of false documents etc..
- Why? Because once you lost undercover, you will have to change your clothes again to be able to be undercover again. Maybe permanent, maybe for some time. We will see.
- Similar thing with vehicles. Not permanent for sure in those cases.
- Additionally, the FIA uniforms, hats etc.. you have now in the Arsenal maybe will be unlockable too (but only for esthetic purposes)
- And, maybe, the possibility of disguising as AAF Officer with the proper uniform. Got to triple think about this.
Can't you just only do the check every few seconds? Amortized over all frames that is basically free even if it is quite costly right? I'm just thinking it is going to get pretty annoying having to be constantly spamming that button when you are trying to get undercover again and don't have any indication of why you can't do it. Alternatively give some hint when the button is pressed so the player knows what to do to get undercover again. e.g. "You need to get out of the area", "You need to change into civilian clothes", "Too soon since you were in combat" or whatever.
> - And, maybe, the possibility of disguising as AAF Officer with the proper uniform. Got to triple think about this.
Perhaps you would need a one use document or something that is pretty hard to get to go with the uniform? i.e. if you have that document on you it disables the "entering base area" check ONCE and then disappears.
It is not a matter of check every seconds, is the check itself. I must worry about CPU load no matter how light is the script. Antistasi spawns a lot of units and I must care about it.
About the uniform. That's why I will have to triple think about it. One of the effects is precisely what you say. But the way the player aquires the uniform is what I must think. It may be tied to some hard sidemission or similar.
A more minor tweak, but can you add some more backpacks to the default Arsenal loadout? It feels overkill to have the Carryall backpack right away, and sometimes a field pack or tactical backpack is more use than that ultra-huge bag.
About the backpacks: you can unlock any AAF backpack by collecting them in the same way you do with other stuff. The ultra big is meant to be used as "loot collector".
About the weapon:
1. The new stamina system makes being with a PDW is not a disadvantage in all the situations.
2. You can allways recruit specialized units, which by minimum default, carry proper weapons. The "randmization" goes only to units which carry a rifle.
Awesome mission, used to be DUWS lover but this is some next level ♥♥♥♥. I love it. Let me know what you think of the following:
Story & RP: this happens in real life. Superpower selling their weapons to a "clean" guerilla movement, smugglers and less-respectable organizations…
Integration: buying weapons could come in different option and have a part of randomness.
- The cheap and smuggled way: 3 weapons + respective ammo per drop, 3000$+ per drop. No reputation required.
- The legit way: 3 NATO weapons + respective ammo per drop + some equipment (gear or weaponry). However NATO and superpower would require extensive reputation from the guerilla.
RP+: Being NATO, no risk for the delivery however exaction against civilians or prisoners using NATO weapons should be very damaging to NATO support and they'd eventually completely refuse to provide help for some time (airdrops, artillery...).Being smugglers, they are untrustworthy and subject to be arrested by AAF. Meaning the drop can take time or may never be delivered at all, be hastily dropped on the wrong position or result in a (small) CSAT ambush.
Feature bonus: this could be a "simple" way of adding mod support for the plebe like me :)
I can imagine NATO providing RHS US weapons and gear for example. And as far as my inexistent knowledge in modding goes, it may be easier to add weapons classnames only in "NATO weapon crate" and potentially less game breaking
Something like 1$ per kill and 3$ per vehicle disabling (like the multiplayer kill points). I would be ridiculous long term but still provide some happiness after killing some AAF in a 50+ counter attack.
It comes in form of a civilian driver in a small civilian car (4ppl max). It would be only used in one way: you get in, get the usual undercover, click anywhere on the map, the driver goes there, you get out, and the driver comes back to the base alone and wait there for the next fare.
That being said, I am the jon snow of the modding wall. I have absolutely no idea of how much time it would take to implement these or the impact on the code overall. And these features are probably very early game oriented.
Also, I would love to see some “framework” for noobish weapon/gear integration. (Hence the 1st feature request xD). Finding classnames and copypasta in the correct place is something I think I could handle.
Thanks a lot for sharing your mod with us.
The smuggler thing has been allways a feature Ive been thinking since the begining.
Antistasi Stratis (almost nobody here knows that) has a smuggler mission with the same features you mention, including the CSAT idea.
One of this days I will implement it, but not in short term, as weaponary nowdays is a well balanced challenge (every server I visit has the most important things unlocked)
About point 2. isn't that implemented? I think yes...
3 What you say it's just another way of fast travel, an option I could code for the case the player has not a vehicle at hand. But honestly, is more esthetic than practical, and me, as player, having to wait until the taxi spawns, arrives, I get in etc.. is boring. Isn't it?
I will patiently wait for the weapon delivery then. As for the balancing I can confirm, the need to scavenge along the way is quite fun, and each weapon box is felt valuable when captured.
For the taxi travel, I had myself in mind as example. Meeting death at every corner (mostly static MG corners...), I'm sometimes quite short on the cash for a quad to get back to the fighting. So either I have to run back or wait for a friend which is as boring as waiting for a taxi on its way back :)
But as I said, this can be seen as a really early game issue, I believe that once I'll have secured few outpost and cities the cash will flow nicely.
I know I could also tap in guerilla money like a dirty politician :)
For reward upon ennemy kill, its indeed already working fine... Never noticed before :D