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Arma 3: Community wishes & ideas- NO DISCUSSION

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Use this thread to post your wishes and ideas regarding ArmA 3.

The list has 6 sections:

-Gameplay

-Game engine

-Content

-Modding&tools

-AI

-Scenarios



I have stopped updating the list. However feel free to keep posting, as the developers read the forums.

Please do not discuss in this thread. Use THIS thread to discuss them.

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GAMEPLAY

  • Weapon resting
  • Get-In / Get-out animations for vehicles
  • Manual gears in vehicles such as cars and bikes
  • Ability to sit on chairs and benches
  • Eye protection as an ingame item that can be equiped.
  • Auto Match-Making/Rating
  • Walkable vehicle interiors
  • Drag and drop, thow small objects
  • Helicopter sling loading
  • Grenades selectable outside the "F" menu
  • Advanced artillery fire mission requests. More then point and click.
  • Chemical warfare
  • Improved high command
  • Animations: roll forward, lie on your back for aiming and firing up while lying
  • Improved grenade throwing. The player should use one hand to aim.
  • 6 DOF inside vehicles
  • Leaning inside vehicles
  • Animated vehicle doors
  • WASD Turrets [separate turret controls and camera controls]
  • Traverse turret while turned out
  • Do not force turn in when firing weapons/being engaged.
  • Enter exit armor only when hatches/doors open
  • Choose specifically where to enter/exit vehicle (VBS2)
  •  

    Add a toggle key.
    I am commanding 8 men so there are a total of 9 of us on the map.
    There will be 9 soldier icons on my screen.
    “2†commands 3, 4 and 5. “6†commands 7, 8 and 9
    I press the toggle key and now I can only see “1’, “2†and “6†on my screen.
    I press the toggle key and I can see all 9 icons again.
    If I give an order to any man he carries out that order. If I give an order to “2†or “6†their teams carry out the order.

  • More varied sound effects for crawling through vegetation.
  • More varied ambient sounds for animals.
  • Beacon Lights
  • Co-pilot to be able to take over controls after pilot has been hit
  • Customizable tactical and ballistic vests
  • Muzzle Breaks and Compensators
  • Improved high command
  • 3D interiors for all vehicles.
  • Ability to merge into other squads if all your squad members have been killed or you're an ejected pilot or whatever.
  • The ability to climb on waist-high objects by using the standard vault key.
  • The ability to regulate the players speed through the mouse wheel.
  • The ability to hold weapons in your left hand.
  • Randomized decals, such as numbering and symbols. Similar to what RHS uses on their addons.
  • The compass and the watch should be physical in game objects.
  • MP game mode idea
  • Individual detonation of multiple explosives and increased range
  • Weapon customization system idea
  • Hydration
  • Shooting while running
  • Stealth&CO
  • Night sights for all in game weapons
  • Only tracer rounds for fast firing weapon in game (mini-guns, AA)
  • The ability ride on vehicles without the need to script it in
  • The ability to choose a units position in a vehicle via a WISIWAG interface in the editor
  • The ability to crawl in and out windows
  • Buddy weapon mounts
  • Down force effect on trees
  • Extended ingame waypoint functionality
  • Take on diving
  • Separate bindings for Flaps and VTOL turbines/tiltroters. Include support for analog for precise control, instead of only allowing pre-set angles. Additionally, remove "Auto Hover" as a pre-requisite for putting an aircraft into hover mode. Auto hover should keep all aircraft stable.
  • Low crawl stance
  • Audible raindrops on vehicles
  • Doors and gates closed by default
  • Implementation of thermobaric weapons
  • High energy laser weapon
  • Simulation and propagation of gases
  • Use of simple physical animations to simulate the movement of side skirts
  • Option to switch off fake backgrounds ( the mountains)
  • In game 3D Map.
  • Simulation of earth's curvature
  • Coriolis effect on projectiles
  • Reduced/removed weapon sway when aiming own the sites
  • Weapon handling based on weight
  • Eyes should shine when viewed through NVG's
  • Shallow water simulation
  • Any user made marks on the map shall bear the name of the player
  • CTI ideas
  • More divers loading screens with tips&tactics.
  • MP U.I. redesign
  • Backblast simulation
  • Targeting pods on aircraft for accurate GBU bombing and going crazy with mavericks
  • No more 'butt packs' on the ground when you drop a magazine or a grenade; accurate models for all the equipment on the inventory, GPS and Map included.
  • MP mission planning redesign
  • Ability to filter ammo box content via a search field
  • Car Radio
  • A map marker legend
  • Drag-able ammo crates
  • Walk should be the default movement, and double tap for run
  • In cars,by default, mouse should move head only, and keyboard move vehicle direction.
  • Ability to listen on enemy coms once the radio is picked up
  • Center mass body shots should count deadly.
  • Separate key for fire mod selection.
  • No dust clouds from ground vehicles on paved roads or on wet fields.
  • Dynamic view distance check box
  • Air view distance and Ground view distance sliders in game video settings.
  • 2D backdrop pictures should be higher resolution the one on Operation Arrowhead is pixelated
  • Satellite Imagery
  • Empty shells left behind after a firefight
  • The ability to add a primary weapon to the launcher/backpack slot.
  • Option to order the AI to turn lights On/Off.
  • Ability to respawn in single player similar to MP
  • A confirmation dialogue box should appear once respwan is clicked
  • Blood trails for wounded soldiers
  • Logistics management idea
  • Ability to filter servers based on difficulty
  • Different sizes of the soldiers
  • Rotative map
  • Peripheral vision simulation idea
  • Improved menus idea
  • Improved rotor blade simulation
  • Ability to lock the turret forward
  • Grass rendering
  • Ammo requirements info in the gear menu for lunchers
  • Animals should not be listed in the peripheral vision
  • Ability to turn on/off landing lights separately from the spotlight
  • The ability to carry wounded on a stretcher
  • High ready stance
  • 3D models should change when changing magazine types
  • Safe mode (fire mode) for weapons
  • Overheating weapons with the appropriate visual representation
  • Double tap "A" = fast sidestep left. double tap "D" = fast sidestep right. important for running under fire
  • Dust clouds from footsteps on dirt
  • Optical blicks for scopes (sniper scopes too), glass, goggles etc.
  • Separated weaponry control for helicopters
  • An animation for setting your NVG's with your hand
  • Rye's GL extravaganza

GAME ENGINE

  • Dynamic lights that cause shadows and are obstructed by objects and terrain
  • Deferred lighting/shading
  • Further improvements to the animation system besides the IK - splitting the animation even more than at the moment (lower and upper body).
  • Vertex damage on vehicles
  • More idle animations
  • Breakable doors, windows and walls.
  • Turned in / Turned out event handlers
  • 3D intractable cockpits and environment (from TKOH)
  • Flammability (Vehicle's, vehicle components, buildings, environment)
    More diverse human modelling (size/weight differences)
  • Better crash/hit survivability (no more exploding choppers when hitting a tree at slow speed)
  • Multi point tree damage (eg broken off tops)
  • Voice control of AI.
  • Weather effects on landscape
  • Optimazation suggestion
  • Bullet Hits and Parallax Mapping
  • Subsurface scattering - this can do a lot for the visuals
  • Underground structures and cave systems
  • Temperature
  • MP browsing based on addons
  • Distinguishable damage sources on the environment.
  • Improoved wrists :)
  • FireGeo LODs accurized to the View one
  • Crepuscular rays|Volumetric Lighting
  • Thrust control on axis on joystick
  • The ability for admins to type #savequit in multiplayer missions so that the mission is saved and can be resumed later.
  • Avatar face features
  • "Damage to model" system idea
  • Server side option for wind effect on bullets
  • Support of Colored specular map /not only the Green Channel ,but i liked to see to support all channels in specular map/ and Gloss map as separate texture not inside of SMDI
  • Support of simple Emissive maps /not need special rvmats to make something glow
  • Better Parallax mapping and ambient occlusion
  • Possibility of adding admin privileges by adding players UID into server side list
  • Numerical values for mouse sensitivity settings
  • Ability to Modify the IN-GAME VON variables.... direction/attenuation/noise/signal insertions
  • The "night" parameter used in simple expressions for ambient sound mods to go beyond 1
     

    Odd request, but I'd like the "night" parameter used in simple expressions for ambient sound mods to go beyond 1, to allow measuring "deeper nights", as current night reaches 1 long before dark sets in. Use night min 1 if we need to clamp it. Or some sort of sun angle measurement, negative for dawn and positive for dusk, flipping at midnight. Reason: I'd like to have intense birdsing in forests a couple of hours before dawn.
    Also, I'd like the parameter "forest" to be split up into different kinds of forests, like in Skyrim. If there are to be different forests in the game, or forests at all.

  • Add front/rear positional audio cues
  • Improved stereo audio support
  • FixedWingLib
  • Make use of euphoria
  • Enhanced server filters

A.I.

  • Xaitment path-finding from VBS2!
  • the ability to operate indoors (enter and navigate buildings on their own, like f.e. when they think an enemy is there or they think they can engage an enemy from a balcony or other position inside)
  • the ability to use ammo from backpacks the ability to deploy smoke when squad member is wounded
  • the ability for squad leaders to decide whether to dispatch a medic to heal a wounded soldier in a nearby squad (~30m) that has no medic
  • crouch instead of standing in the open ground (prone stance should have the same priority, just switch standing and crouching importance levels)
  • the ability for squads where squad leaders have radios to share info within certain distance (max effective distance is 500m if I'm not mistaken) - that includes would-be squad leaders, like soldiers becoming one after the current one dies - if they have radios then they should share info
  • better reactions to enemies within 50m
  • crawling through holes instead of walking through walls with holes!
  • Surrendering causes AI to stop shooting you depending on your actions.
  • AI being able to stack up and clear a building.
  • AI moving along walls and cover when in urban areas
  • Spotters that tell you wind and distance
  • Ability to command the AI to land a heli on a spot.
  • AI dynamic shouts
  • Allow animals to be given way points.
  • Loiter Waypoints
  • Ability for A.I. mortar teams to assemble their mortars on their own.
  • Ability for A.I. to shoot while running.
  • Improve AI path finding on bridges, for preparation of modded islands that may feature bridges
  • A.I. commands
  • AI ability to drag/carry wounded. Particularly dragging wounded behind cover.
  • Panic firing/blind firing for suppression
  • DIVING into cover
  • AI occupying buildings and using them for cover
  • Menu command to terminate AI bounding over watch/"danger" mode.
  • AI pilots able to land on helipads placed on rooftops.
  • "Suppress That Building command
  • The ability to assign AI members to rearguard
  • Ability to order squad mates to watch "3 o'clock"
     

    The ability to look at a certain relative angle to the formation was existed in OFP and replaced in the Arma series with the ability to look only at a certain physical point. We need both. When an object is pointed the "look at point" command shall be issued. When the skies are viewed the "look at angle" command shall be issued.

  •  
  •  
  •  

SCENARIOS

  • More focus on small scenarios next to the story, with some of them being designed for Co-Op

CONTENT

Factions&units

  • USMC
  • K-9 units
  • US Navy SEALS
  • US Army Rangers
  • SWCC
  • SFOD-D
  • USAF Pararesque
  • SOAR (Nightstalkers)
  • 24 STS
  • ISA (Intelligence Support Activity)
  • SAD (CIA's Special Activities Division)
  • Turkish armed forces
  • Australian armed forces
  •  

Map types:

  • Snowy archipelago
  • Easter African region
  • Asian island
  • Ukrainian or Kavkaz Mountains and Forests!
  • Cyprus
  •  
  •  

Rifles(all categories):

  • StG-44
  • Steyr Aug A2/A3
  • APS Underwater AR
  • Galil ACE
  • DSA SA58
  • M4A1
  • M-16A2/M-16A4
  • M-16A1
  • FAMAS
  • FN FAL
  • M-14
  • M-107
  • Dragunov SVD
  • AK-47,AKM,AKS,AK-74,AK-74U,AKS-74U,AK-103
  • FN SCAR (Mk. 16/Mk. 17)
  • XM-8
  • AN-94
  • Barrett MRAD Rifle system
  • SRSS BullDog762
  • AR-7
  • Keltec RFB
  • H&K G36 series
  • Remington ACR
  • H&K HK416 series
  • H&K HK417 series
  • SKS (normal and one with a modernized stock)
  • Remington 700 (.458)
  • H&K MSG-90A1
  • AS Val
  • OTs-14 Groza
  • VS-8
  • ORSIS T-5000
  • SV-338M1
  • MSBS Radon
  • Khaybar K-2002
  • XM2010 ESR
  • Ash-12
  • AMR-2
  • M99
  • SA Vz.58
  • XM29 OICW
  • Daewoo K11
  • vepr assault rifle
  • SVDK
  • rpk w/optic (marksman rifle)
  • SAM-R
  • H&K SL8 (marksman rifle)
  • lee enfield mk.3(Iron sights & optic)
  • AS50
  • L1A1
  • AK-12
  • Leader 50
  • Remington MSR
  •  
  •  
  •  

SMG's:

  • MP5 series
  • FN P90
  • H&K UMP 45, UMP 40, and/or UMP 9
  • H&K MP7A1
  • Beretta M12
  • Beretta MX4
  • PP-2000
  • AEK-919 K
  • Calico M960
  •  
  •  

Shotguns:

  • Ithaca 37
  • M40E1
  • M1014
  • Remington 870
  • SPAS-12
  • Armsel Protecta
  • Saiga-12 Bullpup
  • M26 MASS

Machineguns&LMGs:

  • M240B
  • M249 SAW and FN Minimi
  • MG-3
  • MK43 Mod 1
  • FN MK48 Mod 0 or Mod 1
  • Ultimax 100 Mark 3
  • M-60E4 and M-60E1
  • RPD
  • H&K HK21
  •  
  •  

Launchers:

  • M-72 LAW
  • AT-4
  • FIM-92 Stinger
  • M-47 Dragon
  • FGIM-42 Javelin
  • Carl-Gustaf m2,m3
  • rpg-7 w/optic
  • rpg 22,26,27
  • SMAW

Pistols:

  • Colt M1911 A1
  • Luger P08
  • M9
  • Glock 18C
  • Glock 17
  • .44 Magnum/.357 Magnum
  • CZ75 P-07
  • Browning Hi-Power
  • SIG P226R or SIG P229R
  • SIG P220
  • H&K USP 9, USP 40, USP 45
  • Steyr M9-A1, M40-A1
  • Glock 19
  • Glock 21
  • Glock 23
  • Colt Python (8", 6", and/or 4")
  • Colt Anaconda (8", 6", and/or 4")
  • IMI Desert Eagle (.357, .44, .50AE, maybe even the long barrel variants)
  • FN Five-Seven
  • S&W M500
  • HK 45
  • S&W MP
  •  
  •  

Static:

  • M119
  • M109
  • D-30
  • ZU-23
  • Igla Pod
  • Mk. 19
  • AGS-30
  • M2
  • KORD
  • DShK
  • Searchlight
  • NBS C-RAM
  •  
  •  
  •  

Tracked vehicles

  • M-113 (Browning M2, TOW, Mk. 19)
  • T-34
  • T-55
  • T-64
  • T-72
  • T-80
  • T-90
  • M1A2 TUSK
  • Leopard 2
  • M2A3 Bradley
  • M-48 Patton and M-60 Patton
  • PT-76
  • M-8 Greyhound
  • Challenger 2
  • CV90 9040 IFV
  • MGC-1
  • EFV
  • TH-495
  • WPB Anders
  • Isu-152
  • Koalition-SV
  • Altay Tank
  • Puma IFV
  • Panzerhaubitze 2000
  •  
  •  
  •  

Wheeled vehicles

  • Stryker ICV (M2, TOW, Cannons, No-Turret-Version) Also no caging on the sides
  • BRDM-2 (AT, AA, IFV Versions)
  • BTR-3 (Ukraine Version, IFV)
  • BTR-40 (non-turret version)
  • BTR-80a
  • BTR-90
  • Warrior
  • MTVR
  • HMMWV
  • Willys Jeep
  • Jackal
  • Big Rig (Fuel and Cargo variants)
  • Archer artillery platform
  • Monster truck
  • Land based Phalanx weapon system
  • Skorpion-2M
  • SVOZ VEGA
  • HIMARS
  • Desert Patrol Vehicle
  • Kamaz Typhoon MRAP
  • Ural MRAP
  • Oskosh Sand Cat
  • Otokar ARMA
  • BM-30 smerch
  • FNSS PARS
  • Otokar Cobra
  •  

Fixed wing:

  • AC-130H Spectre
  • MiG-29
  • MiG-34
  • SU-25
  • A-10
  • F-22 Raptor
  • B-2 Spirit
  • An-225 (Could be used for bombing)
  • F-5 (IRAN)
  • F-14 (IRAN)
  • F-16I
  • F-15E/I/Silent Eagle
  • T-6 Texan II
  • Cessna 172
  • Mirage F-1
  • MIG-17
  • MIG-19
  • B-52
  • LAVI
  • C-47
  • T-6 Texan/SNJ/Harvard (for OPFOR)
  • DHC-7
  • DHC-2
  • DHC-6
  • ATR-72
  • Boeing 707
  • IL-76
  • Boeing 747
  • SU-37
  • Mig 47
  • Lockheed F-117 Nighthawk
  • PAK FA
  • Eurofighter Typhoon tranche III
  • JAS 39 Gripen
  • F-4G
  • A-4E
  • A-1E
  • F-111
  • C-27J Spartan
  • A-400M

Rotor wing:

  • Autonomous Rotorcraft Sniper System
  • CH-53
  • AH-1G
  • Bell 206
  • Mi-8
  • Mi-17
  • Mi-24
  • Ka-52
  • AH-64D Apache
  • AH-1W SuperCobra
  • UH-60 Blackhawk
  • UH-72 Lakota
  • UH-1 Iroquois
  • Ch-47 Chinook
  • Super Puma
  • Eurocopter Tiger
  • Super heavy utility helicopter
  • Mi-35 Superhind
  • Mi-38
  • NH-90
  • Ka-92
  • Eurocopter X3
  • Sikorsky X2
  • Mi-35 SUper Hind
  • Ka-27
  • T129 ATAK
  •  
  •  

Naval:

Equipment&misc:

Animals:

  • Dolphins
  • Whales
  • Corals
  • Rays
  • Bigfoot's son
  • Monkeys
  • Rhinos
  • Girafes
  • lions
  • Wolves
  • Parrots
  • Snakes
  • Elephants
  • Cats!
  • Rats
  • Rabbits
  • Sparrows
  • Boars (wild)
  • Pigs (home farm)
  • Chickens
  • Dogs (little and big)
  • Octopus (some interesting and dangerous under water)
  • Alligators
  • Buffalos & Bisons
  • Small lizards and varans
  • Crows
  •  
  •  

MODDING&TOOLS

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Gameplay

  • Weapon resting
  • Get-In / Get-out animations for vehicles
  • Possibility to have manual gear in vehicles such as car or bike

Game engine

  • Dynamic lights that cause shadows and are obstructured by objects and terrain

Two new subjects could be handy

  • Artificial Intelligence
  • Mod Tools

_neo_

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MOD Tools:

* plug-ins for industry standard (max/maya) so that O2 is no longer mandatory for content creation or setting up animations

* shaders for industry standard (max/maya) that would allow easy export into rvmat format.

* improved tools or ability to import FBX files in O2 with the animation files.

Game Engine:

* Deffered lighting/shading

* Support for multiple light sources and shadows.

* Further improvements to the animation system besides the IK - splitting the animation even more than at the moment (lower and upper body).

Edited by PuFu

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AI:

- Xaitment pathfinding from VBS2! No more being unable to pass through a 2m wide opening for a single soldier. No more cars being unable to drive between 2 bushes 4 meters apart

- the ability to operate indoors (enter and navigate buildings on their own, like f.e. when they think an enemy is there or they think they can engage an enemy from a balcony or other position inside)

- the ability to use ammo from backpacks

- the ability to deploy smoke when squad member is wounded

- the ability for squad leaders to decide whether to dispatch a medic to heal a wounded soldier in a nearby squad (~30m) that has no medic

- crouch instead of standing in the open ground (prone stance should have the same priority, just switch standing and crouching importance levels)

- the ability for squads where squadleaders have radios to share info within certain distance (max effective distance is 500m if I'm not mistaken) - that includes would-be squadleaders, like soldiers becoming one after the current one dies - if they have radios then they should share info

- better reactions to enemies within 50m

- crawling through holes instead of walking through walls with holes! Use waypoint A on one side which makes soldier go prone and waypoint B on another side which makes the soldier go back to "AUTO" stance again. Simple?

Edited by metalcraze

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Mod tools:

* More streamlined updating / modding system to improve multiplayer compatibility.

It's currently a nightmare trying to figure which modfolders each server is or isn't using, and then find out that some are or aren't using the same versions of the mods, etc etc etc.

I shouldn't have to go back and forth between the main menu and the multiplayer browser to manually work out through trial and error what the problem with the mods is - if the mods are installed and the server has them on, the game should make them available. If the server doesn't have them, the game shouldn't assume they're active.

Gameplay:

* I want a game, not a mission-building toolkit.

Some engrossing and "complete" multiplayer game-modes that are fun out-of-the-box; for example streamlining and including Domi / Warfare so that they don't exceed the server's capacity to run them - thereby preventing warping / respotting tanks, or the server just plain crashing after building large bases.

AI:

* Make the bot's wallhacks and aimbotting less severe. I hate getting counter-sniped at distances of over 1km by an untrained militia grunt using an AK. A more complicated scripting process for "detecting" enemies can be employed, as the problem is precisely that they're TOO FAST. A more realistic response would go hand in hand with it being slower.

The way I see it working is, on hearing a contact, the bots are aware of the contact (not the player, but the location) and will "snap" their wide FOV onto the target; but won't engage until the FOV is 0 on the target (IE they have direct line of sight and are locked on). Their initial FOV (and its max range) will be determined by a number of factors (The stealth of the shooter, the perceptiveness of the AI unit in question, the loudness of the shooter, enhancing items such as binoculars, etc), and the bots will attempt to "narrow" the FOV by performing searching behaviours and moving around obstructions. The FOV will slowly "widen" if they don't have LOS or hear a contact - until they have "lost contact" and revert to their default behaviour. If they have LOS to the contact, the FOV will slowly "narrow" on that point until they have acquired the target and shoot.

If they hear a contact outside of the FOV, they *reset* their FOV to appropriate base amount for the new contact, and shift they their attention to the new source. Thus a distraction (a grenade set off behind them), or another unit engaging) can draw their attention elsewhere. The reset of the FOV simulates the effects of tunnel-vision.

A simple unit-based variable we can call "perceptiveness" would determine how narrow the FOV is, and how far the target has to be, before the unit in question "finds" the target and is positive of its location, and thus begins its engaging behaviours.

Those are, as I said, the deal-breakers; however for just "wishlist" requests:

A. The vehicle physics need to be worked out. Whether driving a bike, a humvee, or a LAV, I always feel like I'm driving a box being pushed around a table; I get no sense of traction, of suspension, or of forces acting realistically on a vehicle. Every single battlefield game since 1942 has managed to create a plausible and pleasurable driving experience, so it's about time ARMA catches up.

B. Better quality control; I've restarted the Red Harvest campaign half-a-dozen times (usually after each patch) - and every single time I've found a new scripting error or game-breaking bug. I haven't even bothered with the PMC / BAF campaigns I own because every time I get enthused, I remember the tooth-pulling pain of trying to do ANYTHING in the original campaign, and how futile it actually is to try and get anything out of this game without running into totally unnecessary frustrations.

C. Streamlined controls - there's way too many mutually exclusive keystrokes being tied up with individual functions. Completely segregate the keybinds into "common" "Infantry" "air" "land vehicles", so that duplicate keys can be used more easily.

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I'm not going to bother categorizing these to any specific faction because I have no idea who is going to be in it and all that, but here I go:

Weapons/Vehicles

(Armored)

- M-113 (Browning M2, TOW, Mk. 19)

- Stryker ICV (M2, TOW, Cannons, No-Turret-Version) Also no caging on the sides

- BRDM-2 (AT, AA, IFV Versions)

- BTR-3 (Ukraine Version, IFV)

- BTR-40 (Maybe a non-turret version) This was really fun in Arma 2

- BTR-90

- T-34

- T-55

- T-64

- T-72

- T-90

- M1A2 TUSK

- Merkava

- M2A3 Bradley

- M-48 Patton and M-60 Patton

- PT-76

- M-8 Greyhound

- Warrior

- Challenger 2

Unarmored Vehicles (Including Civilian Vehicles):

- MTVR

- hmmwv

- Willys Jeep

- Jackal

- Big Rig (Fuel and Cargo variants)

Ships/Boats:

-RHIB

-Zodiac

-Fishing Boat

-Row Boat

-Speedboat

-Destroyer (Controllable?)

Small Arms:

-StG-44 (Rebel gun)

-M4A1

-M-16A2/M-16A4

-M-16A1 (Rebels/Third World)

-M-60E4 and M-60E1 (E1 By Rebels/Third World)

-FN FAL

-M-14

-M-107

-Dragunov SVD

-AK-47,AKM,AKS,AK-74,AK-74U,AKS-74U,AK-103

-FN SCAR (Mk. 16/Mk. 17)

-M240B

-M249 SAW and FN Minimi

-MP5A5

-FN P90

-MG-3

-MG-42

-M-72 LAW

-AT-4

-FIM-92 Stinger

-M-47 Dragon

-FGIM-42 Javelin

-Colt M1911

-XM-8

-XM-25

-M9

-Glock 18C

-Glock 17

-.44 Magnum/.357 Magnum

-Ithaca 37

-M40E1

-M1014

-Remington 870

-Some Lever-Action-Rifle

-Luger P08

Fixed-Wing Aircraft:

-AC-130H Spectre

-MiG-29

-MiG-34

-SU-25

-A-10

-F-22 Raptor

-B-2 Spirit

-An-225 (Could be used for bombing)

Helicopters:

-Mi-8

-Mi-17

-Mi-24

-Ka-60

-Ka-52

-AH-64D Apache

-AH-1W SuperCobra

-UH-60 Blackhawk

-UH-72 Lakota

-UH-1 Iroquois

-Ch-47 Chinook

-MV-22

Static Artillery:

-M119

-M109

-D-30

-ZU-23

-Igla Pod

-FIM-92 Stinger

-Avenger

Static Guns:

-Mk. 19

-AGS-30

-M2

-KORD

-DShK

-Searchlight

Features:

-AI Shoot aircraft with static AA Launchers, M270's, BM-21s, Avengers on their own.

-ALIENZ

-AI aircraft WON'T turn when you spawn them without a waypoint

-Resting weapons WITHOUT having to climb a damn ladder

-Surrendering causes AI to stop shooting you depending on your actions (Like if you are an enemy but are not attacking they will not attack if you surrender, but if you have killed many of their allies then they will no matter what etc.)

-Customizing supplies in crates/ammo boxes/vehicles

-Simpler Editor Design

-Arma 2 mods/addon support

I'll think of more guys, don't worry.

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Adapting my post from old thread + new ideas:

Hey BIS Devs!

My wishes and ideas are:

Realistic weapons for the Fractions! (An Islamic Country like Iran will never use a weapon from Israel)

Features from ArmA 2 ACE into default ArmA3. (E.g. the ACE WOUND system [or even something more complex] or Kestrel [and the complex windsystem], DAGR)

Dont turn ArmA into a Arcade game like BF3 or "CoD Modern Warfare 43626XYZ Ramirez saves Burgertown". Even though i like the fact that its playing in the feature you should keep an eye own how "scifi" it goes.... (And there we are again with the israeli weapons)

Animations! Proper reload animations. In ArmA 2 there are for all weapons the standart M16 reload animations. Make proper M203 (or any grenade launcher) animations. Just costum reload/fixjam animations for the weapons.

Damage Models: More realistic damage models (More than 1-2 steps to total destruction of a building). And fix the "Anti-Building-Smoke bug". Sometimes I lie on a house in Takistan and throw a smoke or two and the building gets totally messed up.

Sounds and Effects: Please. Realisitic Sounds and Smoke Effects.

Maybe some neutral fraction like UN inside the combat area.

Checkpoints: Makes really fun if you can use a mirror to look under a vehicle, check with AN PSS-14 and search the vehicle for weapons, drugs and more.

Thats all for the moment, if i find more i just edit it or add it.

Keep the great work up Devs!

Knife! Not like in BF or CoD, BUT: A simple knife. Could be cool for stealth action! But you should make it so that you cant use it in CQB. Maybe Holster or hang around your current weapon, animation of opening a small pocket and take out the knife... would be cool for taking out guards or single man patrols quietly. And of course Dragging around people to hide it in bushes or behind rocks or buildings (when infiltrating a enemy base e.g.)

Abseiling! From houses, cliffs or mountains or more...

http://www.youtube.com/watch?v=2eKOXOqeQnk

EDIT: More complex Defusing System. Maybe you find an IED and click maybe on the self-interaction button (like in ace). Then you get a menu with "defuse IED" and a pic or something from the inside or a part of the IED/Bomb where several wires are and maybe the fuse. Then you have to decide wich wire to cut and if its not possible to cut you should make a controlled explosion.

Edited by Brain

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An extension on the idea of the FAL

Content:

DSA SA58 variants that include rail systems to be more compatible with weapon customization (Para and OSW)

Examples below:

http://www.landrysguns.com/Pages/Class3/sa58osw.gif

http://www.thepatriotexchange.com/sa58para.jpg

http://i186.photobucket.com/albums/x283/Oberfeld_photos/SA5800314.jpg

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Sea

howercrafts of different sizes.

smaller corvettes and patrol boats

helicopters

super puma

(ah6, mh6 I think) little bird versions

eurocopter Tiger attack helicopter

ground vehicles

cv90 9040 IFV

Archer artillery platform

Leopard 2 MBT

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CONTENT:

Vehicles:

Air:

*F-5 (IRAN)

*F-14 (IRAN)

*F-16I

*F-15E/I

*T-6 Texan II

*Cessna 172

*CH-53

*AH-1G

*Bell 206

*Mirage F-1

*MIG-17

*MIG-19

*B-52

*LAVI

*C-47

*T-6 Texan/SNJ/Harvard (for OPFOR)

*DHC-7

*DHC-2

*DHC-6

*ATR-72

*Boeing 707

*IL-76

*Boeing 747

Sea:

*Aircraft Carrier

*Ski boat

*Jetboat

*Wood boat

Land:

*T-80

*Merkava (real one from IDF)

*Jeep

*Monster Truck

*Skateboard

*Katyusha

*Patriot

Animals:

*Dolphins

*Whales

*Corals

*Rays

*Mermaids (as extra unit - not in ambient)

Edited by Cobra5000

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  • Game engine
  • Walk/stay inside all vehicles when this allow in real life (c-130, chinook, bus, in truck cargo etc.)
  • Vertrex damage on vehicles (how its realised in GTA4), cutout doors, wheels, other parts!
  • Better reloading animations!
  • Smooth animations (switch between animations too), more static animations (idle, crouch, run, walk, seet, playing with weapon if stay)
  • Allocate grenades as a separate weapon, and the ability to change the current type grenades (to switch between types of grenades)
  • !Brokeable doors, windows, walls in houses!

  • Gameplay
  • emergency ropes (vehicle can drag vehicle)
  • Drag and drop, thow small objects
  • Heli lift system (can drag soldiers on rope, any objects, cars, etc)

Edited by J-Guid

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-AI halo jumps

-Fastroping (AI aswell)

-AI spotters that tells you wind and distance

-Various medical equipment like bandages, morphine etc. (maybe splints...?)

-Bleeding while not being incapacitated

-No magical "you just got pierced by 10 mg rounds and now you will be restored to full health"...

-More advanced artillery fire mission requests then point and click

-AI moving along walls and cover when in urban areas

-AI not always following in exact formation but instead adapt to cover, buildings, walls etc (almost same thing as above)

-IR strobes easier to spot

-Chemical warfare (scuds, gasmasks, mopp-suits etc)

-Improved high command

-Order AI helicopter pilots to land

-Dividing units in your squad into fireteams (http://forums.bistudio.com/showthread.php?t=125836)

-AI being able to stack up and clear a building. (maybe using frags and flashbangs???)

-In the 3D editor (which i think you have confirmed...) when you create landing pads you should be able to set exactly how the helicopters approaches and land so that you can be inserted/extracted in for example tight wooden areas or on cliffs/mountainsides (, i've always dreamed about standing on a cliffedge with my fellow soldiers waiting for a chinook to pull up and put his rear landing gear down on the edge and then load a squad before taking of into the distance...... :D)

And this is my contribution to ArmA III...

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  • Gameplay
  • AI dynamic shouts, dialogs, talk sounds
  • Animations: roll forward, lie on your back for aiming and firing up while lying
  • better grenade throw animations (hands help aiming)

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Gameplay

- Shooting out of vehicles/helicopters

- 6 DOF inside vehicles

- Leaning inside vehicles

- Animated vehicle doors

- Vehicle detailed component driven damage modelling (Destructible tracks, optics, explosive reactive armor) [Get rid of hit points]

- WASD Turrets [separate turret controls and camera controls]

- Partial vehicle destruction.

- Traverse turret while turned out

- Do not force turn in when firing weapons/being engaged.

- Enter exit armor only when hatches/doors open

- Choose specifically where to enter/exit vehicle (VBS2)

Engine

- Turned in / Turned out event handlers

- Render To Texture shader (from TKOH and VBS2)

- 3D intractable cockpits and environment (from TKOH)

- Flammability (Vehicle's, vehicle components, buildings, environment)

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I would like, with one click of the mouse to give a series of orders:

Run to that spot

Go prone

Face that direction

Hold fire.

Or to rephrase: A long list of pre-defined groups of orders that can be given with one click of the mouse (or keyboard).

-

---------- Post added at 09:22 ---------- Previous post was at 09:17 ----------

Setting Rules of Engagement:

The team is patrolling/guarding/ relaxing /or whatever.

They spot enemy/they come under fire/or whatever.

They then carry out one of the Rules of Engagement that I selected at the start of the mission.

The rules of engagement can be allocated to teams or to individual soldiers.

Different teams can be allocated different rules of engagement.

-

---------- Post added at 09:52 ---------- Previous post was at 09:22 ----------

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

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

In the editor, allow animals to be given way points.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

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

Add a toggle key.

I am commanding 8 men so there are a total of 9 of us on the map.

There will be 9 soldier icons on my screen.

“2†commands 3, 4 and 5. “6†commands 7, 8 and 9

I press the toggle key and now I can only see “1’, “2†and “6†on my screen.

I press the toggle key and I can see all 9 icons again.

If I give an order to any man he carries out that order. If I give an order to “2†or “6†their teams carry out the order.

-

-

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Ah. May as well post here.

-Real-Time Editor (please?)

-Full Rotation of 3D Editor Placed objects (x,y,z axis)

-Loiter Waypoints

-Beacon Lights

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If I've got a mortar squad where half of the soldiers are carrying mortars and the other half are carrying bipods i should be able to get them to set up the mortars (in a specific direction) instead of having to run around and assemble each mortar by myself.

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Gameplay:

- Furniture like sofa's/table/lamps indoors

- More diverse human modelling (size/weight differences)

- More diverse idle animations

- Co-pilot able to take over controls after pilot has been hit

Better crash/hit survivability (no more exploding choppers when hitting a tree at slow speed)

- Multi point tree damage (eg broken off tops)

Game Engine:

- Voice control of AI (through radio communications perhaps)?

- Heat deformation (behind rockets)

AI:

- Ability to pick up weapons

- Ability to really stay in stealth mode (no more running to formation)

Other:

Better out-of-game server management tool.

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[Missing correct Category]:

- Get the scale right (distances realistic based on true island Limnos; Walking/jogging/sprinting speeds realistic; Rework Size of Humans vs. Vehicles)

Modding:

- Make the most core-features moddable/able to entirely disable via Configs (example: Stamina System -> Community can do much better)

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Gameplay:

- Customizable tactical and ballistic vests. This idea was explained in more detail in this post.

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