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 76-90 of 1,176 comments
Deimos Mar 25, 2015 @ 1:05pm 
It's been said, but some very basic base structure's.. like maybe sandbages, barbwire fence, mainly just asthetical stuff. It's ncie to get some details in a base without having to move to a FIA base.

jazz up the old HQ :)
Barbolani  [developer] Mar 26, 2015 @ 12:46am 
This is Arma, no The Sims :) joking.

Having such stuff has some "buts" which makes scripting this very complex in change of not a real important thing for gameplay. Mainly is the persistent saves and the move HQ option.

As a whole island game has to be extremely careful on what you leave on the map, performance wise, this kind of things may give more trouble than the benefits (just esthetic).
Deimos Mar 26, 2015 @ 6:13am 
That's fair, definatly dont wont to have stuff that inpedes the game! it's perfect anyway :)

Thanks so much for all your hard work
le_philou Mar 27, 2015 @ 1:18pm 
Hi! I don't know if the question was already posted: can you integrate the Virtual Arsenal from the game to the HQ? I know it would unbalance the gameplay but it will be great for weapon mods.
Barbolani  [developer] Mar 28, 2015 @ 9:57am 
Hi le_philou. No plan on this, as happens what you say, unbalance the game and goes against one of the key points in this mod: have to make your life to have proper weapons and ammo.
le_philou Mar 29, 2015 @ 5:53am 
I expected this answer :'( , no prob, your mission is already awesome! Continue your great work!
Syndicake ☠ Apr 1, 2015 @ 9:57am 
Some sort of price list is needed since I cannot tell how much everything is. Buy offroad (armed), buy training, etc, how much is it?
Tuldanos Apr 2, 2015 @ 1:09pm 
it tells you how short you are if you dont have the money. cap and hold some resources and wait 8 hours... you will have plenty of money =)
Syndicake ☠ Apr 4, 2015 @ 3:38am 
I have no problem with getting money and manpower. I just want to know how much things are so I can make a decision on whether it is worth it or not.
LanCommi Apr 8, 2015 @ 2:17pm 
Not sure if this has been suggested yet but it would be great if in the far away future there would be a deeper upgrade system for your AI Soldiers. In addition of upgrading the abstract skill of your comrades it would be great if we could upgrade their equipment as well. E.G. Upgrade the AT Soldier to carry a better anti vehicle launcher or upgrade the marksmen to be equipped with DMR weapons instead of rifles.

These upgrades could run along side the current system and would cost a lot of money and would be per class.
LanCommi Apr 8, 2015 @ 2:21pm 
I also was thinking about the AA capabilities you have. the only viable AA you have is the AA Trucks from HQ. Maybe a dedicated AA Soldier in Unit Recruitment or an AA Squad of soldiers in the Commander Recruitment options would round out the AA Options.

Right now defending a CSAT Air attack in the endgame is near impossible; at least some we had on our server where we were attacked by 3 gunship helicopters ,1 Drone, 2 Jets and some transport Helicopters.
Last edited by LanCommi; Apr 8, 2015 @ 2:21pm
Barbolani  [developer] Apr 8, 2015 @ 2:44pm 
Extract from the patch notes for today :)

- Raised a bit aiming skill in FIA marksman to make them a bit more effective.
- Now Marksman and AT FIA soldiers have a chance of having better weapons (sniper rifles and Titan launchers) depending on quantity of those in HQ ammobox, same way than NVGoogles were working. Another reason to collect them.
- Rifleman can have a titan AA in the same situation, with just one round.
- Adding skill to AI now reports the current level (up to 20)
- Cost for recruiting units now depends on skill level (up to 3x) Only applies to infantry units (no MG Offroad, mortars etc..).
- Corrected small bug on naming places regarding factories and resources.
- Optimised and reduced in number a bit (around 80 to around 50) the roadblock creation on game init. This will reduce drastically server init on MP.
LanCommi Apr 8, 2015 @ 3:16pm 
Haha, as if you read my mind - nice changelog ;)
Muh! Apr 8, 2015 @ 11:20pm 
could u make some weapon dealer in some cities or AAF traitor who gives u informations or sells weapons, scopes, clothes and maybe even vehicles? would be nice to get right equipment in a "certain" way and if u could involve the new dlc weapons.
Barbolani  [developer] Apr 9, 2015 @ 12:39am 
The plan is to include DLC weapons in ammoboxes or some units. The weapons dealer thing is a sidemission I have in project to SELL weapons. But it is a bit "incompatible" with the new weapon assignment for AI I'm currently deploying. The idea is all AI units will have an outfit which will depend on the number of weapons you have in your ammobox.

It is already implemented for NV Googles, AT and snipers, what I want is to make the opposite for standard weapons (if you lack of them, AI will have a cheap SMG)
Last edited by Barbolani; Apr 9, 2015 @ 12:39am
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