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ArmA3 Wishlist and Ideas

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I requested this with ArmA, ArmA II, and now ArmA III.

Please append the username/profileName to the name tape on solder's uniform. I think it would be sweet, and if it only allows 7 or so characters, so be it.

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I requested this with ArmA, ArmA II, and now ArmA III.

Please append the username/profileName to the name tape on solder's uniform. I think it would be sweet, and if it only allows 7 or so characters, so be it.

That would be sick and also being able to select our soldiers blood type.

Other small features

*fuel leakage from damaged fuel lines/fuel compartments.

*being able to slowly open up doors to allow a quick toss of a flashbang this would enhance urban Close quarters in the armaverse

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I requested this with ArmA, ArmA II, and now ArmA III.

Please append the username/profileName to the name tape on solder's uniform. I think it would be sweet, and if it only allows 7 or so characters, so be it.

It was possible in SWAT 3, that's over 10 years old. There, any material named name in a character model would show the username of the player. Usually, it was a stripe on the body armor back.

Pretty neat feature ;)

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3 points from me for this wishlist:

=> a real! dedicated linuxbuild for maximum happiness :D

=> a extra command for the AI(when is pilot) to get landing choppertaxi or gunship ect.

=> a option for a free assignable commo-rose to use for often commands

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That would be sick and also being able to select our soldiers blood type.

Other small features

*fuel leakage from damaged fuel lines/fuel compartments.

*being able to slowly open up doors to allow a quick toss of a flashbang this would enhance urban Close quarters in the armaverse

And for flashbangs to work properly. ACE's flash you through walls, and flash those who sometimes you were not even aiming for e.g. us in a corridor flashing the corridor, moving in and the guy in the corridor was fine and the hostage in the very back room was flashed and doing the animation. So LOD control with buildings for that kind of stuff, and grenade in general e.g. grenade on the 3rd flooring falling to the 1st.

---------- Post added at 04:15 PM ---------- Previous post was at 04:14 PM ----------

I requested this with ArmA, ArmA II, and now ArmA III.

Please append the username/profileName to the name tape on solder's uniform. I think it would be sweet, and if it only allows 7 or so characters, so be it.

Helmet too, and allow logo's? e.g. medic red cross..... NKA! :p

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you can turn off the sound of individual processes.

On XP? If so, where? Installing Arma takes a while, so I'd like to watch some youtube fun while doing it.

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Some kind of demo recording / AAR functionality would be nice.

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An after action review or recordable game like battlefield would be amazing....

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Some kind of demo recording / AAR functionality would be nice.

I should like such a feature :)

If those AAR files tend to get too big though, I should like a config option to limit the AAR, on a first-in-first-out basis. So like say only the last 15 minutes of any given mission is saved, if 15 minutes was your preference.

But, maybe it's unnecessary, I don't know what data is stored for AAR.

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I should like such a feature :)

If those AAR files tend to get too big though, I should like a config option to limit the AAR, on a first-in-first-out basis. So like say only the last 15 minutes of any given mission is saved, if 15 minutes was your preference.

But, maybe it's unnecessary, I don't know what data is stored for AAR.

Well, for a start I would think the most important stuff will be: position, orientation, animation (for humans & animals), turret direction and elevation for vehicles.

Depending on the time resolution of the recording that could be quite a bit of data. Let's say it's recorded at 10fps. The position will be a 3D vector - three double precision numbers (x,y,z) - which would be 3x8 = 24 bytes. An orientation can be represented by a Quaternion, which is four floats, or 4x4 = 16bytes. Animations could be stored in a dictionary, meaning we would only need to represent them by an integer (4 bytes).

That's 440bytes per second, per infantryman, just for storing the basic position, orientation and animation without any optimizations (for example only storing the animation state when it actually changes.)

For tanks and other vehicles we don't have animations, but we do have turrets, each requiring us to store the angle and elevation (a float each I would say, so 8bytes). Assuming that all vehicles on the battlefield average out to one turret per vehicle (some have none, some have two), I would call that 480bytes per vehicle, per second. (Still assuming 10fps recording resolution.)

So let's look at a battle with 100 infantrymen and 20 vehicles that goes on for an hour.

Infantry: 440bytes * 100 * 3600 = ~151MB

Armor: 480bytes * 20 * 3600 = ~33MB

That's just over 180MB for the basics. Shots fired and some other stuff would also need to be recorded of course. :o

Edited by MadDogX

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For me a nice small thing would be more indepth formation options and choices while commanding an AI squad would be nice, for specific types of area,

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For me a nice small thing would be more indepth formation options and choices while commanding an AI squad would be nice, for specific types of area,

.. oh yeah, on that note...

Increase/decrease formation spacing. An absolute must :)

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************************************************************************************

edit:

Edited by MisTyK

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the outerra engine look nice demo, sure its not perfect because it no-developed by studios, but the feature look very promecise !

And? It ain't coming to Arma3, that's for sure.

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the outerra engine look nice demo, sure its not perfect because it no-developed by studios, but the feature look very promecise !

http://3.bp.blogspot.com/-J7pghQul-0g/Tcg1_Jau3HI/AAAAAAAAAGs/z4xl42P48KY/s1600/grass1n.jpg

http://2.bp.blogspot.com/-bC6LYjVKipk/TV108q_PD4I/AAAAAAAAAFc/pbOlgMdQrDI/s1600/water-refl000.jpg

Why do people here keep bringing up Outerra in the BIS Forums? BIS is NOT going to just up and abandon the engine they've spent tons of years and money on. Give it a rest already...

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yep he just have a nice feature ( vehicle phisicx, water and underwater rendering and the HUD in apache is realy good ) but run on OpenGL not directx :(

but he can show what we can do in an future engine even if he be abandoned

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sorry but....

not-another-dumbassggwx.jpg

will this never come to an end? :(

sure we could talk hours about audio engines from BF3 and vehicle physics from Outerra etc.

But this is really nonsense and more important totally not in the sense of this thread.

and come on, you dont really think BIS will make a complete engine swap just for arma III, do you?

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Why do people here keep bringing up Outerra in the BIS Forums? BIS is NOT going to just up and abandon the engine they've spent tons of years and money on. Give it a rest already...

Your probably right, but outerra is awsome :)

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What do I wish for ArmA 3? I'll take a different route than most people and instead of wishing for flashy new tech (it's like crack for community members here) I wish BIS would instead focus on revamping/tweaking certain aspects of the current simulation.

Things such as:

-Vehicle damage model: compnenet based & using the already present penetration system rather than the super-simplified model we have.

-Weapons: a lot of minor tweaks, such as improved magazine/weapon compatability model, better fusion of weapon & ammo ballistic stats, proper simulation of weapons with integral magazines/individually loaded rounds (ex shotguns), +1 ammo count for chambered rounds, improved simulation of bolt action/manual action weapons (I like how RO does it where it requires user input), more complex locking system (maybe introduce different classes of targets/locking methods), etc...

-Inventory: a slot based inventory (by itself) is becoming obsolete. Primary & secondary slots should be ambiguous & interchangable (can't see why I shouldn't be able to carry two rifles instead of a rifle & launcher, or a backpack & launcher), introducing weight would be great, allow stacking of similar item types, etc...

Edited by Big Dawg KS

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I would love to see Military Police (MP) Units in ArmA3.. Where they actually stood out from the average soldier.

They should be able to capture important personal, by using handcuffs etc. - and then transport them back to base.

And also, they should be the ones who kept track of any found weapons and contraband in cities.

Would be awesome.

Just my thoughts.

Edited by Chrash

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Yes hi, I'm sick of unrealistic world that don't have stock markets and crustaceans from the sea :mad:

Oh and need moar bears too!

Kthanxbai.

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one thing i would like to be improved is the leaning system. as it is now it already is far batter than many other FPS tittles(some don't even have lean for "balance".. right..).

the main thing i would like to see added is the ability to swap your weapon from shoulder to shoulder when leaning left and right. if i could get some service men to chime in here and confirm this, but are soldiers not trained to change shoulders when leaning around a corner? from some of the fire arms training i received, we would switch from right shoulder to left if leaning around a left corner, and swap again when leaning right. we do this to reduce the area of exposure around the corner.

could have it set up where tapping the lean key, the player automatically swaps shoulder in the direction of lean. this would eliminate the complaints of some people who would like to be left handed shooters in-game. so the lean keys would work kinda like a toggle where the weapon handling animations are flipped to what ever side the player wants. i think this would greatly improve the dynamics of weapon handling, and also help improve CQC ability.

ever try to peak in a doorway by leaning left to look into the right side of a room with your weapon on your right hand?.. doesn't work very well, and you get hung up in the doorway. i think being able to swap shoulders would greatly help making room breach and clearing much easier, as you would enter with the muzzle of your weapon first and not get hung up on the door frame.

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Cut and pasted from the helicopter flight model thread:

What if a player required to earn his wings before being allowed by the game on the pilot seat?

Already you can block players from entering certain vehicles, there is a pilot class (although in Arma 3 it would be just a change of clothes) and there are flying tutorials, armory test flights and unlocking achievements.

Combine all that and you could have a system built in the game, where a vehicle's access anywhere is restricted to a player that has finished the relevant training mission(s) and/or drove the particular vehicle successfully in an Armory-like mission.

And that could work with all vehicles and even weapons, so tutorials are not just mere suggestions, but required training material for more advanced gameplay.

Of course, that also could be an option for game servers and doesn't have to be a "hard" denial of access of a vehicle, but can be translated as a small graphic next to a player's name or profile that represents their possession of a "driver's license to let other players know how skilled is that player and if they should trust him with their safety when being his passengers.

The "wings" could be bronze, silver, gold, etc according to the level of the training mission completed (simplified/advanced flight model, etc), their performance, the expertise on a particular vehicle and their logged hours.

So, yes, at first it looks like an arcade shooter's achievement/stat silly ego-boost, but in Arma can be used for practical, realistic purposes.

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Main thing i want to see improved is smoothness of control for on foot, problem IMO is you feel disconnected from the control you have like pushing movement buttons just tells animations to play, trying to recreate totally realistic movement with unrealistic controls just results in awkward unnatural feeling movement.

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