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Arma 3: Community wishes & ideas- DISCUSSION

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I would like destructionable buildings like in Red Faction.

Imagine flying into a building or skycraper like the World Trade Center and then having to collapse it.

Not that we need this for fun purposes. But it can have some tactical enhancements as well

BFBC2 and BF3 have good destructionable buildings and objects. But you want them to be completely based on physics...

Coulda used a better example than trying to incite something by bringing up the WTC and 9/11, like tactically taking out an enemy occupied building, because there are a whole lot of famous skyscrapers. You didn't have to bring up the World Trade Center. You know it's a sensitive subject. But, btw, that is already present in ArmA2.

Edited by antoineflemming

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Hello,

I have came up with something that I don't think anybody has came up with. I noticed that the server's in ArmA 2 start off with 60 and I wonder if you guys could make it to where you can customize that number to your setting like a number through like 60 - 1000. I know that valve games has this option. The reason why I brought this suggestion is up is simply because some of the missions that was created for ArmA 2 such as Evolution, and Warfare like missions such as those they can be pretty demanding and after a while it'll take its toll on the server if the parameters of the mission isn't setup right or correctly. I really want that freedom to be able to customize my server's FPS. I've done everything that I could to help solve the issue but nothing had seemed to work.. I went through customizing my bandwidth, and even up to editting the mission coding. If you guys could allow us to have this, this suggestion should have a large impact on what missions are created for the upcoming release of ArmA 3 and I know the guys that created Warfare, Evolution, Domination and all those great modes they have the ability to do something more substantial & combat immersive to those wonderful creation of theirs.

For those people that agree to this idea, reply saying you want this idea because if I speak for myself than this idea may never happen. Pick the one you want the most out of the suggestions I have listed below.

[suggestions]

** Set Server FPS[Main One]

** Allow downloading of mods off server by what the owner specify in server.cfg for them to download

** More anti-cheat security such as allowing .dll or .so plugins from third party to be loaded on server & also a database system for mysql and such. Battleye remains active even when another .dll or .so is loaded.

** More aggresive admin system.

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Hey all,

I was wondering what you thought to the idea of new ammunition types? It has been mentioned before but more specifically ammunition types modelled around capabilities.

For instance, the MK211 RAUFOSS is a HEIAP (High Explosive Incendiary Armour Piercing).

Mk211_Raufoss.jpg

What does this mean? It means this...

Raufosspenetration.gif

What would you guys think to having these capabilities scripted and modelled properly in-game? For example with the MK211: a small splash and blast damage effect due to the zirconium sparks, effect within where the round penetrates such as a vehicle (internal damage), fragmentation effect, penetration ability modelled around the rounds capabilities against material.

This would allow modification developers to fully develop rounds around what they can do; such as better wound ballistic performance, terminal performance and unique round capabilities such as seen in incendiary rounds versus high explosive which act totally different to each other. If this was possible, then I would suggest to BIS that they add more effects for 'explosions', as seen with the ZSU AA weapon and BMP cannon, this effect is overkill for a .50 round and it would have to be modified to smaller, more limited in structure explosion effect. I would also suggest adjustable penetration values against certain material and/or vehicles.

If BIS had these base templates for say armour piercing, high explosive, incendiary, extreme wounding capability rounds (such as the MK262), extreme penetrating rounds (such as the SLAP - Saboted Light Armour Penetrator), standard ball, tracer, long-range (LR) rounds with more accuracy at range, dim tracer, blank for training purposes then modders could add on to or use when creating new ammunition types and weaponry. Currently the engine is limited to covering all these round types, or covering the ones they can accurately.

This would create a whole lot of fun...

Barret3.jpg

And not limit the game, engine capabilities and therefore modder capabilities as much when it comes to ammunition.

If you've read this far...

Thank you. :D

References:

http://guns.wikia.com/wiki/MK211_RAUFOSS.

http://guns.wikia.com/wiki/SLAP_%28Saboted_Light_Armor_Penetrator%29.

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Just had a idea and its simple i would like all the tech/weapons fetured in the show Future Weapons.

So, the show usually demonstrates four different weapons or vehicles. At the time of this post, there have been 29 episodes.

29*4 = 116. That's a lot, a lot of models, a lot of lines of code, a lot of sounds. A little less simple than it first seemed.

Just thought I'd say it :p

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with the helmet camera wil it be like you wil have a type of camera effect and you wil like hear when you speak direct like on the camera and you wil hear other player that speak som way from you they wil be not so loud ;D

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So, the show usually demonstrates four different weapons or vehicles. At the time of this post, there have been 29 episodes.

29*4 = 116. That's a lot, a lot of models, a lot of lines of code, a lot of sounds. A little less simple than it first seemed.

Just thought I'd say it :p

You're right, that doesn't sound simple at all. I still have to totally agree with Takluzza here though. Devs, it's a milsim! Do all the things!:D

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Hello all

I'm from russian forum gmnet.ru

Tell, there will be now pictures of a map of island which in Arma3? I mean a map which will be in game, with an arrangement of settlements, airdromes etc.?

Thanks

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Hello all

I'm from russian forum gmnet.ru

Tell, there will be now pictures of a map of island which in Arma3? I mean a map which will be in game, with an arrangement of settlements, airdromes etc.?

Thanks

Limnos

web_limnos_map_small.jpg

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Voice recognition for AI commands is actually really great idea. Not only it can make commanding easier, but it may help with cluttered interface as well. It can even make it easier for the people that are new to the game, to make a good use of a commanding system while still having fun.

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Looking at the Limnos map, I can't help but feel that small scattered islands are missing from it. Look at Sahrani map, with Antigua and Rahmadi as the dominating ones, but scattered with smaller islands like Isla del vida/Vassal, San Tomas, Isla del Zorta (plus neighbors), and then all those near shore islands as well.

Limnos, being very naval, could well use with some additional islands scattered around, even if it breaks "realism". What do others think?

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I count around five assorted islands surrounding Limnos, although most are admitedly quite small. BIS could always move Agios Efstratios a little closer (its off the south west of Limnos), although one suspects that it may become A3's desert island/utes

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Next islands to Limnos are Gökçeada (distance ~22km), Samothraki (distance ~42km) and Agios Efstratios (distance ~31km) it would look + feel wrong if there were some additional + artificial smaller islands around Limnos. Maybe BIS thought to put those three islands somehow (partially) on one map with Limnos but realised that it would be not so performance friendly for most A3 players?

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Voice recognition for AI commands is actually really great idea. Not only it can make commanding easier, but it may help with cluttered interface as well. It can even make it easier for the people that are new to the game, to make a good use of a commanding system while still having fun.

Yes, it would be nice if you could actually yell at your AI subordinates (as we sometimes already do in A2, but it doesn't help ;)), however, even Apple can't get it totally right with Siri, and with people playing Arma all over the world with wildly different accents and proficiency of spoken English, I do not see it much real. There are some existing options for commanding the game via voice recognition with 3rd party apps for A2, but I haven't had that much luck with them. And it was only very simple spoken commands like key presses ("one, two, four, stop" "one, fall back" etc.)

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I think there was a Penny Arcade strip about that. Hang on...

Found it:

i-wDXQbxt-XL.jpg

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i wish BIS would make official LIFE RP missions, like Sahrani/Chernarus/Takistan/Zargabad Life, this missions are very popular, there are more and more servers lately, and most of them being played from 10 to 50 people everyday.

Look, there been CTI for OFP (cold war assault), by cleanrock, mapfact etc. It was all fan made, and now BIS made it official in Arma 1 and Arma 2 as Warfare, why not make life missions also official?

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Yes, it would be nice if you could actually yell at your AI subordinates (as we sometimes already do in A2, but it doesn't help ;)), however, even Apple can't get it totally right with Siri, and with people playing Arma all over the world with wildly different accents and proficiency of spoken English, I do not see it much real. There are some existing options for commanding the game via voice recognition with 3rd party apps for A2, but I haven't had that much luck with them. And it was only very simple spoken commands like key presses ("one, two, four, stop" "one, fall back" etc.)

It works well if done right. If you played Endwar, you know what I'm talking about. Btw. nothing fancy is required at all, basically you use your voice to scroll through command menu...

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I wish BI could update ArmA2 and put it in ArmA 3 so you can get ArmA 2 with ragdoll animation, increased physics, and everything else. I would also like BI to put in a modern war in ArmA 3- War in the Middle East, special operations in Asia, Africa, South America, Black Hawk Down, as well as other engagements. Plus gear customization using MOLLE equipment so you can place your M16 pouch any wear, carry more ammo, more frags, smokes, carry 3-day battle packs, Alice packs, Ruck Sacks,NVGs, etc. Add more fluid motion so the game seems more pleasing to people, make it really realistic so if you played this simulator, and serverd in the military: you can't tell the difference. Add the m16 A1 A2 A3 A4 ,M4 A1, M240B, M249, M60E4, SR-25, M40, any FN models or HK models: and any current issue weapon in 2012, modern gear, vehicles and multiplayer co-op missions to achieve a common goal, and Parachuting.

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I wish BI could update ArmA2 and put it in ArmA 3 so you can get ArmA 2 with ragdoll animation, increased physics, and everything else.

That would make for 2 games instead of 1.

american oriented gear

I am actually happy we'll be seeing less of that, and more variation in terms of gear, weapons and units.

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I have an idea. In a recent development blog Daniel Musil informed us that the scale of the Lemnos map truly cannot be comprehended from the screenshots, he said it's huge. This is really good news, but sometimes I prefer to play on smaller maps because they are more performance friendly. I think it would be convenient if we had the option to select a 'zone' of the Lemnos map, what I mean is that if BIS subdivided the map into 'zones' we could choose to either play on the whole map or just a particular 'zone'. This would probably be suitable for people with slower rigs too.

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I have an idea. In a recent development blog Daniel Musil informed us that the scale of the Lemnos map truly cannot be comprehended from the screenshots, he said it's huge. This is really good news, but sometimes I prefer to play on smaller maps because they are more performance friendly. I think it would be convenient if we had the option to select a 'zone' of the Lemnos map, what I mean is that if BIS subdivided the map into 'zones' we could choose to either play on the whole map or just a particular 'zone'. This would probably be suitable for people with slower rigs too.

The view distance configuration is the key here, isn't it?

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The view distance configuration is the key here, isn't it?

essentially, yes.

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The view distance configuration is the key here, isn't it?

Really? I was always under the impression that map size had an impact on gaming performance. I suddenly feel very foolish lol.

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That would make for 2 games instead of 1.

I am actually happy we'll be seeing less of that, and more variation in terms of gear, weapons and units.

Besides, isn't most of the gear (as in the vests, helmets, etc) American-oriented anyway from what we've seen? I want them to have a proper balance of gear. So some American stuff, but mostly European, and from the major NATO nations (so UK, Germany, France, maybe Canada, Greece since ArmA3's set on a Greek island). For the Iranians, I just hope that have an equal amount of stuff. Also, somewhere I saw the mention of camo. Was that supposed to be separate from uniforms? Either way, I also hope there's a balance of not just gear but uniforms, headgear, weapons, vehicles.

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The view distance configuration is the key here, isn't it?

Not really. Of course it matters, but I can have much higher VD on Utes compared to Chernarus, and I'm betting it's the amount of content. Not to mention Utes loads into the editor instantly - with the amount of crashes I get Chernarus as a "testing base" isn't very valid.

Still, although I would have liked it, I think it would be very hard to maintain/bugfix due to the way these areas are handled.

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The view distance configuration is the key here, isn't it?

Yeah I'd say It's pretty important, but I'd be lying if I said I didn't notice a difference between the performance of Chernarus compared to Hazar-Kot or Proving Ground. I think view distance is the most important part, but once you go past a certain point on smaller maps your pretty much at the edge of the map anyway where there aren't any extra objects to be loaded. On top of that smaller maps have less objects over all and I always find they run smoother. I'm no expert on the inner-workings of the RV engine, this is just what I've personally experienced.

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