PuFu 4600 Posted May 23, 2011 (edited) SCOPE: To Gather all the questions regarding A3 in one single place, so that BI developers could have an overview, and hopefully answer some of these questions, without needing to navigate through all the existing threads. There is a possibility of an interview with one of the developers further down the road, based on those questions (please don't ask about dates, RULES: be brief be informative - use examples if you feel it is necessary, but between SPOILER tags don't start a debate on any of the topics/questions - create a new thread if you feel that you really need to, or use an existing one all question will be posted on the first page - some rephrasing and formating might occur follow the given format Please use the report function for posts which not comply with the above rules HOW TO: In order to pose a question, please use the following format (will be easier to read as well as make my job easier to move it on the first page): [b]Category[/b] Question [b]Additional information/reference[/b] [spoiler][/spoiler] IE: 08.ScriptingWill there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python? Additional information/reference Python syntax, as well as its continuous development support would allow more users to use their existing skills within A3 engine QUESTIONS: 01. Gameplay Q: Will melee combat (knives/bayonets) be added to A3? Q: Will it be possible to move inside vehicles? Q: Will it be possible to shoot from vehicles? Q: Will realistic bullet drop (ballistics) be modeled into the game per each caliber? Q: Will the terrain of Lemnos feature caves? Q: How will the customizations of gear and weapons work? What restriction are planned? Q: Will A3 feature a firemode selector separated from the action menu? Q: Will women soldiers make their appearance in A3? Q: Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend? Q: Will the medic system and modules take a more realistic approach (similar to ACE wounding system) and will it feature detailed treatment? Q: Will the body models have wounds based on hit position instead of the current wound texture? Q: Will the measurement units remain metric, or will they change to imperial? Could this be added as a profile option? Q: Will A3 feature a cover system and weapon rest similar to RO? Q: Will it be possible to use both the laser and flashlight on the same weapon, or switch between them? Q: Will the underwater environment allow interaction and combat, for units, and for vehicles? Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options? Q: Will the buildings be open/free to enter like in OA? Q: Will there be a interactive interior in vehicles (Tanks, APC, Cars)? Q: Will there be a working co-pilot seat in the helicopters? Q: Will there be basements in the buildings? Related to terrain. Q: Will players be able to break animations half way through? Q: Will there be a working loader position in future tanks? Q: Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want? Q: Can we have two grenade throwing mode like what in Rainbow Six 3? Q: Can grenade launcher\RPG have zeroing feature similar to other weapons available in OA? Q: Will hands move with vehicle wheels/weapons? Q: Will there be full animations such as opening the door when player gets in/out? Q: Will weight simulation or loading system be added in ARMA3, which can at least impact player's activity and equipment choice? Will weight criterion replace the traditional gear column limit. Q: Will the limit regarding the secondary weapons be removed, enabling players and AI to carry two bullet based weapons? Q: Will the unit of the ammo for shotguns be changed to bullet rather than magazine - currently in OA? 02. Story Q: Who is the Enemy Force? Q: Who is the Allied Force? Q: Can the player "change" the story and is he more responsible for his own actions and leadership? Q: Will A3 feature an Opfor campaign? 03. Graphics Q: Is DX11 planned? A: Yes, it is one of the targets of the development team Q: Will there be more gfx options for individual settings, such as shader detail, foliage detail, bloom, etc? Q: Are current cards able to handle A3 on normal/high settings? Q: Will there be a list of HW recommendations? Q: Are all clouds volumetric or you still use the good old sky-texture? Q: Will smoke move with wind and/or be interactive with the environment and objects? 04. Artificial Intelligence Q: Will the AI be able to communicate between squats/units that are not in the same team? Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire. Q: Will the AI recognize weapons and there purpose. A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout Q: Will the AI be able to engage on longer ranges than 300 meters? Q: Will the AI change formation on its own? Q: Will the AI call off map support? Q: Will the AI recognize a superior force and not charge in to its doom? Q: Will the AI recognize houses and there interior as cover? Q: Will the AI make use of the drag function of the first Aid module? Q: Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall? Q: Will AI improve their aiming, responding and activity ability in the room CQB? Q: Will there be improvements in terms of the way AI is reacting in relation to camo/clothes/ghillie, gras, bushes, trees & forests? 05. User Interface Q: Will it be possible to customize the ingame UI per user needs? Q: Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style? 06. Editor Q: Will there be a fully functioning 3d editor? Q: Will the editor feature UI-based loadout and side selections, without additional script snipes be needed? Q: Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting prupose? Q: Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers? Q: Will there be improvements to the town generator module 07. Multiplayer Q: Will there be an integrated addon synchronization tool, similar to the community made six updater or yoma? Q: Will there be more infos about mission and required addons/mods eg something like an little window? Q: Will the netcode be improved/worked on? Q: Will BattleEye remain the default anti-cheat system for A3? 08. Scripting Q: Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python? Q: Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL? I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios, many military operations are lasting longer than just 2 hrs. Not to mention the Impact of ACRE to the Comm. Q: Will the delay on scheduled environments introduced in Arma 2 still be present in Arma 3 or are there any modifications on it? 09. Modding/Tools/Plugins Q: Will BIS Tools 2(3?) be complemented by plugins for the major commercial 3d modeling software? Q: Will BIS release updated tools for texture, terrain, object, image manipulation, such as Visitor3? Q: Will the weapon proxy handling on planes/choppers be improved in any way? Mainly, will it include "proxies on proxy"? As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod. 10. Technical Q: Since some tech is being ported from TOH are there any plans to port more than the clouds? Q: Will 6DOF be supported ? Q: Will ragdoll be implemented together with the physiX? Q: Will there be support for deferred lighting system? Q: What does it mean "revamped animation system"? Q: Will vehicles have modeled destructible parts? Q: Will the AUDIO engine support 3d/spacial effects? Will it deal better with stereo image? Q: Will the new engine support multiple light sources and/or soft shadows? For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion. Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc Q: Is render-to-texture/picture-in-picture planned? Q: What will be the maximum draw distance for objects and terrain? Q: Will parallax mapping be applied and/or support for more than just terrain ground, like on walls of buildings? Q: Will Arma3 continue using the current system for clans/teams. A "Squad.xml" file, same as in ofp & Arma(1&2)? 11. Content Q: Which NEW vehicles are confirmed to appear in ArmA3? Q: What types and sizes of watercraft can we expect and how many are static only? Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes? Q: What types of animals can we expect ingame? Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos Q: Will there be sharks available in A3, or any sort of natural underwater danger? Q: Will there be naval battle between ships? NOTES: Due to the size of this thread, i have added all questions under spoiler tags Edited May 30, 2011 by PuFu added up to FT Share this post Link to post Share on other sites
Brute Force 10 Posted May 23, 2011 01. Gameplay Which new vehicles are confirmed to appear in ArmA3? We already know the Israeli M-ATV, Merkava 4M and Namer AFV are going to appear. It would be awesome if the Achzarit AFV can also join them. Share this post Link to post Share on other sites
Don Camillo 10 Posted May 23, 2011 Scripting Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL? Additional information/reference I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios, many military operations are lasting longer than just 2 hrs. Not to mention the Impact of ACRE to the Comm. Share this post Link to post Share on other sites
nodunit 397 Posted May 23, 2011 Gaming Since some tech is being ported from TOH are there any plans to port more than the clouds? Share this post Link to post Share on other sites
mant3z 1 Posted May 23, 2011 01. Gameplay Customizations of gear and guns, how this exactly will work? When we can do it (before mission start, during mission, in the profile)? What we can do? What are restrictions. Share this post Link to post Share on other sites
Brute Force 10 Posted May 23, 2011 01. Gameplay Will realistic bullet drop (ballistics) be modeled into the game per each caliber? Now that we have PhsyX, it would seem to be quite a waste not to utilize it for modeling ballistics Share this post Link to post Share on other sites
SASrecon 0 Posted May 23, 2011 (edited) Gameplay Will Lemnos feature caves? Edited May 23, 2011 by SASrecon Share this post Link to post Share on other sites
Macadam Cow 1 Posted May 23, 2011 (not sure If I should put this into Gameplay or Technical) Gameplay Will 6DOF be supported ? Share this post Link to post Share on other sites
NoRailgunner 0 Posted May 23, 2011 Gameplay: Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend? Story: Can the player "change" the story and is he more responsible for his own actions and leadership? Graphics: Are current cards able to handle A3 on normal/high settings? Will there be a list of HW recommendations? Artifical Intelligence: What about some ingame videos like "AI development: A1 - A2OA - A3"? User Interface: Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style? Editor: Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting stuff? Multiplayer: Will there be more infos about mission and required addons/mods eg something like an little window? Share this post Link to post Share on other sites
PuFu 4600 Posted May 23, 2011 all added thus far, plus some that i found/remembered from the multiple threads available around in this section. If i missed anything please repost Share this post Link to post Share on other sites
glowbal 13 Posted May 23, 2011 Gameplay Will it be possible to use both the laser and flashlight on the same weapon, or switch between them? Share this post Link to post Share on other sites
tupolov 520 Posted May 23, 2011 Modding/Tools/Plugins Will BIS release updated tools for texture, terrain, object, image manipulation? Additional information/reference For example, will we get an updated Visitor 3? Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 23, 2011 Content What types and sizes of watercraft can we expect and how many are static only? Additional information/reference Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes? Share this post Link to post Share on other sites
sander 14 Posted May 23, 2011 Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers? Regards, Sander Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 23, 2011 Content What types of animals can we expect ingame? Additional information/reference Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos Share this post Link to post Share on other sites
mrcash2009 0 Posted May 23, 2011 Audio Engine 1. Will the engine support 3d/spacial effects? Additional information/reference For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion. 2. Will audio engine also deal better with stereo image? Additional information/reference Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc Share this post Link to post Share on other sites
[frl]myke 14 Posted May 23, 2011 09. Modding/Tools/Plugins Q: Will the weapon proxy handling on planes/choppers be improved in any way? Additional information/reference Mainly, will it include "peoxies on proxy"? As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod. Share this post Link to post Share on other sites
-Paladin- 10 Posted May 23, 2011 (edited) 04. Artificial Intelligence 1.Will the AI be able to communicate between squats/units that are not in the same team? Additional information/reference Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire. 2.Will the AI recognize weapons and there purpose. Additional information/reference A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout. 3.Will the AI be able to engage on longer ranges than 300 meters? Additional information/reference MMG 800 meters, rifles 600 and closer. 4.Will the AI change formation on its own? Additional information/reference traveling in column formation, fighting in wedge or line formation. 5.Will the AI call off map support? Additional information/reference Calling mortars, air support. 6.Will there be different AI´s? Additional information/reference A BluFor AI with tactics and combat behaver and a OpFor AI with there special behaver,tactics and organization.Not one overlord AI, BlueFor and OpFor using the same tactics and behaver in combat. 7.Will the AI recognize a superior force and not charge in to its doom? Additional information/reference Light infantry encounters a platoon of tanks, they evade or refuse to attack. 8.Will the AI recognize houses and there interior as cover? Additional information/reference AI moving inside a house and shooting out of windows and not standing outside or lieng on streets. 9.Will the AI make use of the drag function of the first Aid module? Additional information/reference I get shoot and the AI pulling my body into cover and healing me and not charging my body and healing imidetly and in the enemy's kill zone. 01. Game play 1.Will there be useful Bi pods on the weapons? Additional information/reference For MMG,Sniper,squat automatics and if the Bi pod is down going into prone supported position=higher fiere rate more accuracy. 2.Will there be like in OA every building open/free to enter? 3.Will there be a interactive interior in vehicles(Tanks, APC, Cars)? Additional information/reference Gunner in tank has main optics and emergency optics, Attack helo pilot can see on his MFD what he gunner is targeting,Look on how much fuel he has left or watch the map.... 4.Will there be a working Louder loader position in future tanks? 5.will there be a co pilot in the Helicopters? Additional information/reference In attack hellos or transport hellos giving as the actual pilot the helm to the co pilot or gunner in a attack hello. 5.Will there be basements in the buildings? Edited May 23, 2011 by -Paladin- rephrase Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 23, 2011 Gameplay Will the underwater environment allow interaction and combat, for units, and for vehicles? Additional information/reference Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options? Feel like I'm spamming lol ;) Share this post Link to post Share on other sites
dale0404 5 Posted May 23, 2011 Gameplay Will you be able to break animations half way through. Your healing someone, you come under fire, can you break the animation cycle or will you have to wait until it finishes? Then more than likely be dead... Share this post Link to post Share on other sites
PuFu 4600 Posted May 23, 2011 all so far added, minus: 6.Will her be different AI´s? - no idea what you are own about - please rephrase 1.Will there be useful Bi pods on the weapons? - already in the list 4.Will there be a working Louder position in Future tanks? - no idea what you are own about, please rephrase Share this post Link to post Share on other sites
dale0404 5 Posted May 23, 2011 Pufu, the man means "loader" not "Louder". Share this post Link to post Share on other sites
msy 22 Posted May 25, 2011 (edited) Artificial Intelligence 1.Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall? Additional information/reference It is a historical bug lasting for years. In ARMA2, this problem often happens when a wall\fence\oil pipeline has a hole\gap\space under it, however AI instead of keeping prone\crouching to pass through the hole, stands up to penetrate the wall\fence\oil pipeline. 2.Will AI improve their aiming, responding and activity ability in the room CQB? And will you can more effectively control your AI in complex building CQB? Additional information/reference In ARMA2 sometimes the AI in a room won't shoot you even he sees you, and till many seconds past they just fire. The most thing they do is aiming and aiming although you are meters far from him. I don't know what the AI is thinking. Why they can find me and shoot me easily from hundreds far away, but they can't quickly fire in a room? What's more, In missions of ARMA2 the author in order to ensure you encounter a room CQB, he must stick the AI at a specific position, which also restricts the AI's space of activity. And the next, you can't easily order your AI subordinaters to follow you in a CQB in a complex building. They either won't go up or down stairs, or will be a target for enemy AI. Gameplay 1.Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want? Additional information/reference In ARMA2 the grenade can't effectively use in room CQB or to clear the roof. It usually penetrate the floor or roof due to engine problem. 2.Can we have two grenade throwing mode like what in Rainbow Six 3? Additional information/reference in RS3 you can choose throwing mode or upcasting mode by left\right mouse button... I think in ARMA3 as a player when using grenade the right mouse also can control the other mode instead of zooming in. 3.Can grenade launcher\RPG have zeroing feature or even more realistic adjustment action like what in American Army 3? Additional information/reference In ARMA2 you can't adjust zeroing for grenade launchers or RPGs. Edited May 25, 2011 by msy Share this post Link to post Share on other sites
Tonmeister 14 Posted May 25, 2011 Editor will there be improvements to the town generator module Additional information/reference Expanding the town generator module for creating small, medium and large citiy blocks, and maybe even a road generator too Share this post Link to post Share on other sites