Arma 3
Vindicta (Alpha-Old)
ArtyomBlin 29 Jan, 2020 @ 3:24pm
OK so a couple of suggestions and questions
First questions. Do vehicles respawn or despawn ? cause after playing for like 3-4 hours vehicles seems to stay the same . I would suggest a implimentation of code that when players go near towns it spawn an amount of vehicles and when player leave despawn them. in that way it will be more efficient and we wont run out of vehicles especially early game.

Suggestions:

Sub Missions (like information about convoys, assasinations etc )

Currency i think it would be very helpful as well as interesting to have traders and currency. Like being able to build a black market trader in your base or having like 2-3 in the map and be able to buy and sell enemy gear and equipment (i think from my knowledge there is a couple of modes and code for currency and stores already so it would be somewhat easy to impliment ) always talking from my perspective.

Adding virtual garage (it will really help with keeping bases tidy and not having everything spawned) SO like Antistasi have virtual garage you can take vehicles in and out off.

Thats my current suggestions.

I would also like to say that the mods is very nice and can become one of those AAA mods that everyone loves and respects. Its already very nice its just kinda feels sometimes a bit "empty".



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Showing 1-9 of 9 comments
Savelli  [developer] 30 Jan, 2020 @ 2:48pm 
Hi! Thanks for feedback! Please join our Discord, it's much better to organize everything there.


> Currency
So far we have decided to stay away from having money in the game. It's mainly about warfare. Adding currency would mean that we would need to also add some way of earning it, etc, etc, which will just drag our game away from warfare.


> First questions. Do vehicles respawn or despawn ?
Vehicles and units use the virtualization system as you have described. If you check with Zeus, you will see that they despawn when you get away (about 1.2 km from town/outpost/anything), but their last position is stored. Pretty funny that that you didn't notice it. It applies to civilian vehicles in towns and to military vehicles and guys.


> Adding virtual garage
Our decision was to store the vehicles physically at bases. So that there is no magic box with 30 tanks for instance.


I agree about the emptiness. The accent was made to fill it with interesting dynamic behavior of enemy AI, and have the players mess with it, therefore we have lots of dynamic behavior and less 'missions' or preset things.
ArtyomBlin 30 Jan, 2020 @ 2:51pm 
Ok sounds good will keep playing and see a lot more :) I will also join discord :)

Great Mod :)
Lord Archadeas 14 Feb, 2020 @ 4:51pm 
I will say, I miss getting resources from stealing vehicles, I think they should at least have 1 resource in each Military transport(no cop cars, IFV, APC, etc) at least until they make a more renewable resource supply like factories or a passive gen from towns in riot. Bases are now very hard to get into to steal equipment(which I approve of), I get grenaded the moment it says "Military area" no matter what I am wearing(or not wearing in the case of being naked with no gun) or if I am in a vehicle or walking(they use to at least try to arrest you). Road blocks are just fatal :P they just open fire on anything on or off the road. I would love to have mines or explosives to use on vehicles, I have so far taken to just stealing cop cars and running down as many soldiers as I can in each pass until the number of grenade spam gets to tolerable levels to hop out and into another vic. So far, air bases have needed 3-6 cop vans to get the grenade spam low enough for me to barge in and steal an IFV and make it out in barely alive status.

It still erks me that I have 2 dozen military vics, a dozen cop vans(I would have more, but you know ^ ), have raided 4 police stations(Each with 40+ cops/soldiers, they don't like me much), an airport(also don't like me), having almost 100 soldiers, and only have obtained 32 packs of 10 resources... I have enough soldiers to take on a large base, but don't have enough sand to make a small defensive wall for my little fort -_-

I still think there should be a way to get more civ vics even if it costs like 30 materials and a special "Auto shop" building that costs 200, as long as resources can be obtained, the value is there. As it is, I am too cautious with them for fear of running out of sneaky vans.

Still, love this mod, keep up the good work :D

Edit 1 :Another suggestion, temporary spawn designators(spawn units in a smaller area) or the like that allow artillery to be used in SP or more so, safely(who wants to be my "Spotter" :D ). Something that can be either scouted before hand or a map designation with troops ordering a bombardment. Some days, you just want to see the world burn, or you know, enemy armor.
Last edited by Lord Archadeas; 16 Feb, 2020 @ 2:23am
Raccoon 17 Feb, 2020 @ 6:49am 
Hello, my friends and I love this mod!
But I have some questions. Sorry if I missed something.

1. To what extent will there be flying machines? For example helicopters or airplanes?

2. It is great to be able to speak to civilians, but will civil traffic be an example?

3. Will there be a Tanoa version of the mission?

4. To what extent are translations planned?

Up to here a great mission / mod in which my friends and I have sunk for a few hours and we are looking forward to more!

R. Berezon 21 Mar, 2020 @ 7:56pm 
I love this mod and the mission itself. My only frustration with it is that after we get away from a town or outpost, the vehicles that we 'borrowed' from those areas will disappear WHILE we're driving them to our base to drop off supplies. I understand that there is a virtualization system but there has to be a way to not remove vehicles that are manned by players because we've suffered an exorbitant amount of broken legs and bleed outs while losing all of our supplies that we acquired from strategic areas. We were running a campaign and kept suffering from this issue so we ended up not playing it anymore.

Is there any chance that you will be fixing this issue? Or at least somehow claim vehicles as we get in them so they do not despawn into virtual space after driving x distance away from the place we took it from?
Savelli  [developer] 22 Mar, 2020 @ 3:16am 
@ R Berezon
Thanks for reporting this.

This obviously shouldn't happen. The virtualization system detaches the vehicle from its previous place (city in this case) when you enter it, and attaches it to a place(city, outpost, etc) when you exit it. For some reason it has failed to detach the vehicle for you.

What makes it strange is that it has been happening constantly during your campaign. Some mod might have interfered with event handlers of the game.Which mods are you playing with? On our development server we haven't experienced this for months, but we aren't running any extra mods.

You can reply here, but better go to our discord for discussions and everything, Steam is horrible for such things.
Jackmon 12 May, 2020 @ 2:09am 
I would like to suggest allow different spawn of civil vehicles from other mods like this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1641826228 if possible.
ComradeMike481 13 May, 2020 @ 8:28am 
We've been playing the updated Vindicta on our server, and a couple of us have noticed enemy AI instantly teleporting (or, "starfleet beamed" as one of our members calls it) to player positions. Figured we'd report as a potential bug or issue-- this seemed to be the most recent discussion post.
Savelli  [developer] 13 May, 2020 @ 8:32am 
Thanks for report, please join our discord for suggestions and bug reports.
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