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Arma 3: Community wishes & ideas- DISCUSSION

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Why would there be a debrief function except for replays? Note though that the VBS2 AAR works a lot, LOT differently.

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Improved targeting functionality. I Arma 2 a unit can be asked to target a particular vehicle or unit. It is not possible to tell a unit or group to target only enemies in various area. Also a list of priorities for various types of target would be useful to control the types they should attack. For example ["tracked","man ","helicopter"].

Part of the reason for this sort of functionality would be to prevent groups or units going off an attacking large enemy forces in areas where the player does not want to engage them yet. For example helicopters often go an attack forces all over the map uncontrollably.

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Would like it that for "clear this area" objectives, managing to drive enemies from the area should count, not just having to kill every opponent who spawned there.

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Where are all the features?

1st of all i know that BIS changed over to a new physix version and have to redo a lot of stuff.

Also i know that they are polishing all the animations, graphics, ragdolling, water, netcode, light eg.

This takes a lot (all?) of time.

But:

Since the E3 i didnt really see any new features build in?

We can see the same videos all over again and again, "just" more polished.

What i think, and i hope i am right, that first of all, the engine and physix gets finished totally and then they add new featuers day by day.

Would be a petty if only 1/10 of the featuers from wishlist thread would come in.

Just dont forget to include some easy to script features like:

- weapon rest, bipod system! (ACE or i44 shows how to do it well)

- usable co-pilot (pilot and copilot can switch controls as they like, and co-pilot can take over when pilot is injured/dead)

- Backblast of Rocket launchers

- configurable amount of shells visible on battlefield

- choose which side you hop out of a vehicle

- depending on injuries -> Blood trail and improved medical system (like ACE or Project Reality)

- manually configuer your NVG brightness

- Abort Animations during it (abort healing because u get under fire, abort weapon change, eg.)

- Ok this one is a bit bigger: enable / disable serverside if Chopper = simulation, close to take on helicopters (heck, just implement this feature for 2-3 easy to port choppers) or Arma2 Arcade style.

This are just a few of the VERY GAME CHANGING / IMPROVING features which would be pretty easy and fast to implement.

Please Bis, after all tweaking of the engine and awsome new water and physics. - Do not forget the simple HUGE gameplay improvements.

Ye ye i know, you can say, more important stuff to do, let this do the Addon Makers.

NO, - please include some of this aweseome stuff in vanilla.

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Hi,

totally agree with KrAziKilla's post there. I was quite disappointed that nothing really new was presented on the Gamescom Showcases. I know you guys are working hard on the engine and the integration of Physx but maybe a new showcase would have been not too much of an effort and still nice news for the community. As an example i could have imagined a water race with a boat or maybe pushing objects around with a car.

I really hope that most of the features from the wishlist get included, also i hope that the game itself is more complete than Arma2 or OA. E.g. there is police cars and ambulances in the game with modeled sirens and flashlights, but there are no flashing lights nor sirens. For a good game experience that would have made the game - in my oppinion - more complete.

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KrAziKilla, none of that is "VERY" game changing, and I wasn't that disappointed with the showcases, since besides the GC build being other people's first look and thus first impressions of ARMA 3 (the most important), it was to show off the adjustments that were made to stuff that people were called for on these forums in response to the E3 alpha build videos... even when some of what people were calling for were directly contradictory to each other.

Also, about this idea that they are "pretty easy and fast to implement" -- YOU DO NOT KNOW THIS, and Vespa has weighed in on the subject. I would not be surprised if the need to work on the engine is just THAT time-consuming and taking that much priority over "features"* that they wanted to just continue to show off the tweaks that were made to the core improvements already shown at E3... and to cater to those who didn't see the E3 version.

* He also cited this as to why the DayZ standalone is NOT branching off from RV4/using the ARMA 3 engine iteration.

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Also, about this idea that they are "pretty easy and fast to implement" -- YOU DO NOT KNOW THIS....

Ofcourse i do, i wrote some scripts on my own and know quite a lot about addons and programming.

For an easy example: Just take a look at some scripts from ACE for example. Extract them, read them.

So dont tell me what i am allowed to know, and what not. thank you :)

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Yeah, then take Crysis for example. Extract it, read over. Arma 3 Crysis DLC!

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Yeah, then take Crysis for example. Extract it, read over. Arma 3 Crysis DLC!

Great idea, lets start a flamewar, because i suggest that there are a few, very nice features, which are pretty easy to implement :)

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[[..]

Please keep the lack of knowledge to yourself, thank you. Here and in other threads.

Just because you know very little about RV engine, doesn't necessary mean everyone is just clueless.

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Come now, no need to be over defensive over a videogame with its own weaknesses and strenghts in gameplay and graphics.

You can always present critique or wishes, no matter if they are uninformed or not.

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Slightly touched on in the original thread.

Communications

Physical modelling of commonly used tactical / strategic radios including weights and form factors

Virtual modelling of radio ranges and compatibility

Suggested bearers (radios):

Thales PRC148

Harris PRC152

Harris PRC117

Personal Role Radio (PRR)

Range extension equipment

Tactical HF

EO Downlink radios

Electronic Warfare / Force Protection

Voice

Channel allocation

Method:

Combination of incorrect or no radio / channel results in inability to call relevant support (CAS / Artillary / Casevac).

HF to be included for OP phase / recce missions.

Voice is typical shout type bubble centred on the player / AI. Players outside this range will not hear voice commands unless they have the relevant radio / channel / crypto.

Inability to transmit / receive static imagery without relevant radio.

Inability to receive UAV feed without relevant EO Downlink radio.

Tactical level Electronic Warfare capability which could be used to a. Direction Find enemies and b. Combat Indicate enemy movements and ambushes.

All required to different degrees if you really want to simulate modern war.

While I'm at it, IED and counter IED capability.

As someone rightly pointed out, ACRE covers some of this but with the trend in warfare as it is, communications covers so much more. Capability normally comes with a weight penalty in equipment and batteries - a live UAV feed for example will require a radio, display unit and a set of batteries. A full set of Force Protection equipment comes at a significant weight cost but opens up a lot of potential (realistic) mission creation options.

Cheers.

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We're PROBABLY not going to see batteries be simulated in vanilla ARMA 3, at least if it continues in vanilla ARMA 2's vein (electronics having perpetual battery life).

Also, please define what you mean by IED/CEID capabilities here, and how this would differ from the "plantable"/disarming explosives options that were already demonstrated at Gamescom?

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Well I kind of base my post on the 'Wishes and Ideas' title and as such they are but I also understand that these things won't make it to the vanilla version. I like games that show realism within the context that it is a game just as I like films which lean towards realism. Batteries don't matter too much in terms of a couple of hours kinetic gaming session but if you were trying to simulate a week long recce task or something that is particulary power intensive then you'll probably find you carry as much tech kit including batteries as you do weapons and armour.

As far as planting and disarming explosives, I've a feeling the vanilla version won't cover in detail the sort of scenario going on in either of the two current theatres of conflict. Equipment wise I'm thinking along the lines of detection kit - including dogs - and counter IED equipment such as jammers and inhibitors. In the real world, this is a massive subject with billions of dollars / pounds been thrown at it to counter the threat - under the banner of 'wish list' a bit of time could be thrown into covering it in-game. There's certainly a lot more to it than a context sensitive scroll wheel with 'Disarm explosives' listed.

Maybe it could be possible through the Mission Editor to plant explosives in walls or floors without them being visible to the player - you have to find them to disarm them. If my mission is to kill / capture an enemy or just occupy a compound to use as a patrol base then sweeping for IEDs (if I'm carrying the right gear or have a specialist in my patrol) under pressure adds another dimension - not to mention treatment of a casualty if it does all go down.

I appreciate that brassing up the enemy is where the action is :D but this is a subject that could be given some more thought and incorporated without detracting to much from that action and even provide a variation to the challenge.

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Maybe it could be possible through the Mission Editor to plant explosives in walls or floors without them being visible to the player - you have to find them to disarm them. If my mission is to kill / capture an enemy or just occupy a compound to use as a patrol base then sweeping for IEDs (if I'm carrying the right gear or have a specialist in my patrol) under pressure adds another dimension - not to mention treatment of a casualty if it does all go down.
I vaguely believe that this aspect at least may be possible in vanilla ARMA 3 depending on the extent of the combat engineer (he seems to double as EOD)/mining simulation, seeing as the engineer can already "detect" explosives (a Showcase: Mines variant had the player be OPFOR, the scenario I recall involved disarming one that OPFOR didn't plant).

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Hi folks,

I am not sure if anybode has posted sth. like this, if so- sorry, i can't read everything :-)

I would like to see more realistic underwater effects. I am a diver and i think the visual range is too far, but ok- perhaps in the new map, the sea is nearly like glass ;-)

An option for the range would be nice, also colors depending on the depth. As you know, red yellow and signal colors can not be seen in the depth.

Another idea, Think about what happens if a diver comes to far to the ground underwater- then much dust is swirling...

This could be a nice feature to make it more difficult to aim to some groundcrawler. But it would be easier to notice some diver, if he is touching the ground.

Another idea, it would be nice if there would be different types of breathing-engings- some of them have bubbles underwater (open systems, can be seen on the sea-surface), some of them not (closed systems, better for military).

To make this even more realistic, radiocommunication (also gps) is not as easy as on land, but if you have a special radio system, than it should be allowed to speak via headset with your team-members, if you have just the "normal" equipment, than not. Hand signs would be cool ...

I know that arma is not a diving simulation, so don't kill me for my suggestions, it's just a game ;-)

Just my five cents ;-)

If you have any other cool ideas about diving, let's talk about it.

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(Quotes are from the no discussion thread)

I would like to see the option of performing a "tank desant." This is the (albeit, outdated) practice of infantry riding on top of armor to increase infantry mobility. It isn't used anymore as a typical tactic since the introduction of IFVs, APCs, etc. but war isn't typical!

This can be modded in a'la Invasion44 although I guess it would be nice to see this on tanks by default.

I would like AI operating on the High Command structure and Hierarchy. It should be optional, because it should also be possible to implement other AI in SQF or Java.

Does Warfare Benny Edition already have the AI using this ?

138 pages ain't no fun to go through unless someone already has this list, but I wonder if there could be a "already in Arma2" and "can be edited or modded in to Arma2" list at the top of the main thread ? I assume every functional possibility vis'a'vis the game engine and scripting in Arma2 carries straight through to Arma3 ?

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Would love web-based mission editor for Arma3.

You could save the files to cloud and then transfer them ingame at home.

What do you guys think?

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Would love web-based mission editor for Arma3.

You could save the files to cloud and then transfer them ingame at home.

What do you guys think?

Not bad Waltsu, not bad. Can't believe I never thought of this... If you save the files to cloud, would it be easier to share mission files with other people and more usefull stuff?

If so, Fudge yeah!

What I would like to see in ArmA 3, is more animations. Now that they have motion technology, adding small animations to stuff such as switchin between semi to auto would in my opinion, actually be really cool! Everything from turning on your radio to sitting in a helicopter could look so much more immersive and real, stuff that humans do... It feels more like you are there if you see what you are doing when you click on a button.

And for me, it doesn't really matter if its 20 or more gigs in the end.

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Not bad Waltsu, not bad. Can't believe I never thought of this... If you save the files to cloud, would it be easier to share mission files with other people and more usefull stuff?

If so, Fudge yeah!

What I would like to see in ArmA 3, is more animations. Now that they have motion technology, adding small animations to stuff such as switchin between semi to auto would in my opinion, actually be really cool! Everything from turning on your radio to sitting in a helicopter could look so much more immersive and real, stuff that humans do... It feels more like you are there if you see what you are doing when you click on a button.

And for me, it doesn't really matter if its 20 or more gigs in the end.

regarding ankms: they had mocap tech since vbs1. they do implemented IK since tkoh though...

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regarding ankms: they had mocap tech since vbs1. they do implemented IK since tkoh though...

I was under the impression that even in Arma2 the hand positions on a weapon were completely dynamic, allowing for things like vertical foregrips as seen on some rifles. Surely that is some form of IK?

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Would love web-based mission editor for Arma3.

You could save the files to cloud and then transfer them ingame at home.

What do you guys think?

I think "the cloud" is a fad. I'm real happy with my flash drive for transferring files if I need to. There's no reason to waste development time on an ingame cloud thing.

Web based editors would need hosting costs and an internet connection to work, two things that neither BIS nor editors should want. ArmA3 should be entirely standalone and not tied to any online service to use.

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I think "the cloud" is a fad. I'm real happy with my flash drive for transferring files if I need to. There's no reason to waste development time on an ingame cloud thing.

Web based editors would need hosting costs and an internet connection to work, two things that neither BIS nor editors should want. ArmA3 should be entirely standalone and not tied to any online service to use.

yea im not realy into that cloud stuff either(and im a web developer/system admin)

what id realy like to see myself are some proper working map tools, im pretty big into making terrain and environments

not sure what i like more then than that wich isnt already in

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