bahaokk 1 Posted March 18, 2013 I have some suggestion for ARMA 3; 1. Vest / ammo pouch system: In inventory rifle magazines only put to rifle magazine slots and mg ammo cans can't put in rifle magazine slot. If you want take them in your inventory ( like mg assistant) you can put them only your bag. And any soldier can't carry more than 2-4 grenades/smokes in quick access pouch. ( can be add more spesific vest and pouchs for each weapon and ammo type) 2. Grenade system: Grenades can't throw like in Alpha (in 1 seconds). You must take grenade out of pouch and you must pull the pin and release grenade (maybe in 3-4 seconds). And you can't throw grenade further while you crawling. (holding "G" can ready grenade for throw) 3. Magazine System: Weapon models looking same with different magazines. Mg has no ammo but still looking ammo belt on it. There is no difference with 30 Round Magazines and 100 Round Magazines . Can be add empty magazine to inventory. In steel magazines we cant know ammo count. And many soldier uses mg ammo belt without ammo can . ( Ammo count don't seen while using ammo can or stell magazines and can be add mg ammo belt without ammo can) 4.Supression System: Most of soldiers starting crawl or run with bullet crack sound. And look anything for cover. If they can't see enemy start suppressing fire on possible enemy fire bases. Cover themself with smoke and manuever to nearest possible fire bases. ( Soldiers can crawl or run nearest cover when hear fire sound) 5. Artillery system: Many artillery system is can't hit target with first round. Observer must calibrate the artillery with calibration rounds. It can take 2-4 round for hit the target. Many times observer can't say coordinates of target he says only self coordinates - range to target and direction of target. Artilery staff calculates the target area. And fires first round and says 1 round fired flying time is 25 seconds. Observer start count and first round hit the ground. Observer gives correction to explosion with right / left and extend / shorten like this 100 to right 200 extend (if the explosion is near 200 m from target and 100 m left of target in my sight). And artillery staff calculates corrections and fires second round. It continues until hit the target. There is not one shot one kill with artillery weapons. Or you can use smart munition with artillerry and this munition can hit the thermal targets or lazer targets in area. ( can be add new artillery system realistic) 6. Deploying weapon: Weapons can be deployed with bipod or not with bipod. It give more steady and accuracy while reducing recoil. (can be add weapon deploy button) 7. Blind Firing: Many times soldier fires blind from cover like corner walls, cars, rocks, trees and this firing supress enemy sometimes. (can be add blind fire buttons like leaning buttons) 8. First Aid and Transfering Casualities: Medics can first aid to wounded soldiers in battlefied. But this soldiers and all casualities must transfer to field hospital.If you guerilla, terrorist or rebel you can't do that but if you army you must. It can be with helicopter or vehicle. ( drag,carry and put vehicle actions for casualities (wounded and kia) 9. Jamming weapons: Weapons jam when overheated or get dirty, poor condition and damaged bullets. Some damaged or faulty producted weapons, grenades and bullets wont work exactly. (can be add unjam and change barrel action) 10. Smoking barrels: If weapon overheats barrel smokes and looking like core. (barrel can produce smoke and looking core) Share this post Link to post Share on other sites
[frl]myke 14 Posted March 18, 2013 We have a sticky thread for community wishes & ideas, please use it. Thank you. §7) Search before posting If you have a question, please use the forum search function before posting to make sure that it hasn't been answered before. There is a big chance it has, not only does searching help to keep the forum free of multiple threads it will also help you to get an answer much quicker. §8) Post in the right forum & right thread Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator. If a thread exists for the topic you wish to post about you must use it, for example all ACE questions belong in the ACE thread. All addon/mod questions belong in the thread for that addon/mod. In the case of DayZ discussions they should be posted on the DayZ forums, this includes problems with the Modification. The troubleshooting forum is not for problems with Addons and Mods! -Closed- Share this post Link to post Share on other sites