Arma 3
[DYN/CO-08] Whole Lotta Altis
SaOk  [developer] 4 Oct, 2013 @ 8:46am
POST IDEAS HERE
You can post ideas freely here or just in comments.
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Showing 1-15 of 28 comments
PredDK 9 Oct, 2013 @ 10:18am 
A way to set view distance in multiplayer would be great
TWiG [SPOG] 3 Nov, 2013 @ 2:25pm 
Ok I got a few things that would be wonderful...

-+- Setting default parameters for Time Acceleration and Difficulty to Normal... Fog to medium or low.

-+- Some of the features from BTC Logistic scripts would be very nice, mostly to be able to drag and/or to load the dropped supply crates into vehicles to be taken back to our built up bases.

-+- Make Acre a supported optional addon. It already seems to work fine.. just add a detection for it, so if it is in use there could be a support crate drop option for "acre radio crate". To be able to get other radio types.

-+- use of something like @iniDB to store mission progress and player base builds and such to be realoaded after server crash or mission change. We would love to continue from the same spot again after we go play other shorter missions. (This here mission uses a modded version of @iniDB, and is done quite well, and should give you great working examples. We also play this mission a lot on my server. http://forums.bistudio.com/showthread.php?166921-BTC-co-50-War-Storm ). Could also be used to store player loadouts for a more persistant world feel when they log back in after some time.

-+- Revive of some sort. Must have. If the one you were using was having issues, I know the BTC one works very well currently in multiplayer.. I have addded it to a few missions myself when needed. hehehe

that is it for now.. I'll post what ever comes to mind as we play it more. LOVE your missions... Keep up the great work!!
SaOk  [developer] 4 Nov, 2013 @ 4:40am 
Thanks, :) I will look for these. Including the mission progress to be saved in server.
TWiG [SPOG] 5 Nov, 2013 @ 5:16pm 
-+- Would be really nice to have the player's packs go to their chest when parachuting so it is not lost. Many of the HALO scripts out there have that working. I do have fun getting my first pack off a dead OpFor... but if using the Fast Travel after stocking up on belt ammo or demo supplies, the landing in the AO will be quite disappointing when the pack is gone.
SaOk  [developer] 6 Nov, 2013 @ 3:22am 
I try to include that to the next version.
Mr_sTuG 1 Dec, 2013 @ 2:34pm 
http://www.armaholic.com/page.php?id=23685#comments see if this is any use for the peformance of the mission
SaOk  [developer] 2 Dec, 2013 @ 4:17am 
The mission already works in the same way - there is only life where player(s) go. Also have scripts ready to have moving bigger armies on map that fight virtually when player is far and spawned when near. Used it in ArmA2 mission Whole Lotta War, but havent yet enabled it for this.
Carvalho 20 Dec, 2013 @ 7:56am 
Hey Saok, I was thinking...who wants to play in easy mode, should be nice if the prices were reduced, ie: Bribe: instead of 400, set to 200. And the more difficult the player set, more expensive would be the purchases. I don't know if it is possible to create a 'link' between prices vs. difficult mode.
SaOk  [developer] 20 Dec, 2013 @ 9:00am 
Currently the timed prestige depend on difficulty level, but I agree its have no real effect during early mission. But I will see how to balanse it. Planning to add other ways to get vehicles and prestige.
Delle(DK) 21 Dec, 2013 @ 7:20am 
Suggestions..: I like more players so that we can play the mission in our clan.
For example a 10/15/20 player version
SaOk  [developer] 21 Dec, 2013 @ 9:05am 
Sure, will need to see how the mission will work with more players, but else adding player slots is easy. I will work on this COOP version soon, little delayed until I get the latest features finished for SP version.
Alligator Pear 2 Mar, 2014 @ 8:22pm 
My friends and myself have been playing your mod for a couple of weeks now and would like to inform you of some changes that have occurred that make things very difficult.

ALL base outposts, not just small_BagBunker_F, have had their emplacement and AI team limit has been reduced to 2/3 from 3/5 respectively. To defend a point, you had to construct multiple bases around the different entries and even then you would risk losing them to the enemy due to the capture points not being fully specified. Example: The Western Power Plant's capture points go halfway up the mountain with the radio tower near Kavala, and up the road halfway to the next town. The AI does NOT have to kill your emplacements to capture the point. They merely have to exist there for a certain amount of time. One hidden recon marksman can just hang out near the beach sipping mai-tais and suddenly all of your emplacements turn on you and fire. They also seem to spawn in smaller towns because we had outposts set up that covered all roads to and from the power plant and it still flipped on us several times.

You now must construct bases 200 meters apart (the list says 150m but you have to be a good bit further than that to build anything). In essence, you have to defend the span of slightly over two football fields with a max of 4 emplacements. This might not seem like that big of deal, but you have to consider that if you set up a highway checkpoint, you now have to use emplacements that can rotate. AT/AA launchers have around an 85 degree cone of fire in front of them that they can actually tilt to and fire from.

One attack helicopter can completely ravage 6 emplaced cheetah AAVs. They spawn randomly behind your lines and ASRAAM your vehicles from above without your vehicles noticing. The emplaced vehicles are pretty much the only ones you can use with the emplacement limit dropped, and they can be locked on to from 1.5 KM away and one-shotted by AT.

Effectively the only way to get prestige is to sit back and let civilians ride away in a chopper (150 prestige each) and defend your bases until you have enough points and then pray to whatever deity you choose to believe in that your base doesn't get attacked when you decide to expand your territory.


TL;DR version: Things are working differently than their tooltips say. Emplacement limit is now too low to have any chance of being left alone and surviving. Construction post spacing is much too large (reduce to around 30m from 200 and you'll see people build rather interesting bases). We heavily enjoy your gamemode and just wish the changes didn't take the fun away from it that it has. We will gladly test things out for you if it will help fine-tune things

Also is there any way to fix the 'fast travel into explosions' problem? Makes the civilians angry with us :(
SaOk  [developer] 3 Mar, 2014 @ 4:07am 
Thanks for feedback, will work on those guardposts. :) The exploding camp vehicles are fixed for next version (or its much more rare now).
Skuny 16 Apr, 2014 @ 10:11pm 
everything should just be exactly like single player to clear all the confusion. the way everyone spawns is just too weird.
Fenris 23 May, 2014 @ 2:21pm 
Can you add the Gear Option in the Shift + 1 Menu to the Coop Version. I love it to use the Clothes from the PG Services - Private Military Company Mod for my Team.
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