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Arma 3: Community wishes & ideas- NO DISCUSSION

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So kinda like a game I once played called Planetside. Just in this case way more realistic. Player in the game could create platoons and spawn vehicles and would fight over bases in a never ending war for territory. Each base had special qualities like air support, heavy armor, etc. Although the game was considered an MMOFPS would be an awsome mode to see in this game. Also in that game the battles could be up to 1000s of players at a time.

Not where I clicked to post this dont know how that happend >.< don't get mad i'm new!

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another set of wishes would be clickable controls for vehicle and aircraft- the knobs and switches and dials

F/A-XX/NGADF- sixth generation US stealth figter concept

J-15 "flying shark"/Chinese Su-33

Edited by Nato-Sniper-Elite

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SU-X, SU-34(33), MIG-29c(B)

Snowmobiles

Waverunners (Jet Ski's)

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Ok guys :)

For the sake of a diverse list please:

- check it before you post a wish. That's why I keep it updated

- don't be vague. Explain your wish. Things like "improved A.I." won't go on the list :)

- try to think of the near-future setting when making the wish regarding to content

Cheers!

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I have coloured and numbered the practical suggestions in this post in an attempt to make it easier for you to skim read.

When I said "better CQB AI" I meant faster, more aggressive, they shoot on sight, not running around looking at you for 10 seconds while you aim at them. If they think you're in a building they will bombard it with grenades or grenade launchers and suppress the doorways and windows with machine gun fire whilst other units run to the building - no need for flanking if they know you're suppressed - and throw every grenade they have in there. And fast. Everything must be fast fast fast.

1 - It's got to be fluid, instinctive, deeply aggressive and viciously violent. In ARMA 2 you can run around the enemy AI in CQB. They'll look at you. I don't understand why it's like that. It's such a let down. They must HUNT US DOWN.

Basically I think that ARMA is excellent except for the CQB. 2 - I'd focus on making movement and actions more fluid. Take away the getting stuck in doorways. The chance of me getting stuck in a doorway when there's a guy shooting at me is minimal. I will be through that door like you won't believe. Make grenades and flashbangs and smoke grenades and grenade launchers all able to fire from one press of a key. Yes, weapon safety and ROE and all that, but when you're in combat there's no checking and double-checking.

3 - Make the lean and the stances more instinctive too so that when you crouch in front of a window your head isn't ever a bit too low or too high. If we're crouching in front of a window/fire-hole it means we either want to be looking through it, or are taking cover near it with the intent to look through it soon. I'd make it so that if you HOLD THE CROUCH BUTTON THE ENGINE WILL ASSUME YOU ARE FIRING/OBSERVING AND WILL ALIGN YOU PROPERLY, WEAPON OUT THE WINDOW, AND WHEN YOU RELEASE THE CROUCH BUTTON IT ASSUMES YOU ARE TAKING COVER AND DROPS YOU BELOW THE WINDOW SILL AND OUT OF SIGHT. I'd do pretty much the same thing with the lean button. This will allow us to do "pop out, spot, fire, and pop back to cover" firing maneuvers which will help make gameply more fluid. In reality the anatomy of the human body allows it to be extremely fast, instinctive, precise, and agile. This should be reflected in the game. You know what I mean? Realistically we would be able to throw 3 grenades accurately within 5 seconds whilst running, and then dive into an open window without flying into the wall next to it because we aimed a bit skew. Sorry for the capitals. I wrote that before I saw the colour settings.

I'll put a list of common parts and situations that may damage them up here and on armaholic soon. This would also open up the opportunity of specific vehicle sabotages by removing certain parts, which would mean a recon team could infiltrate an enemy camp and remove a couple CV joints from the vehicles, take them back with them, and then replace them after the main assault force had eliminated the enemy threat so that the vehicles can be used.

Allow us to climb trees and build hides in them for the height and camoflague advantage. Would be fun also to be able to blow these trees down with satchel charges. With this and the shovel for digging foxholes and the hatchet for hacking into deep brush I'm basically talking about finding ways for us to be able to use the environment to our advantage.

Wow all this thinking is exhausting me and I don't even have a beer to help me out haha

4 - Crossbows. Because they are awesome.

Edited by Max Power

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I read the updated ideas list on the first page of this thread and see I have repeated a few things. Apologies for that. Mainly I would like faster and more fluid movement and action that is more instinctive. I think that the pop up and shoot mechanism along with the 1-key-grenade-throws/launches will be a huge step towards making the game more realistic.

---------- Post added at 03:50 AM ---------- Previous post was at 03:10 AM ----------

- Eyes shining in NVG is excellent. Also, animals eyes shine different colors than humans because they have different rod/stem configurations which reflect different light frequencies.

- The ability to climb over walls that are 2 meters or less high by jumping up. If possible according to the weight of the equipment.

- Flashbangs and gas grenades. Gas masks. Visual and physical responses to flashbangs and gas grenades. Earplugs too. The possibility of taking damage to one hand/arm/leg/eye, and visual and physical responses to that.

- Weapon resting should be automatic as far as reasonably possible. If there is an easily available resting point it should be used without the user initiating. There should be an option to turn the automatic part of this feature off because I think some people might not like it.

- Regarding the peripheral vision idea - someone should push this through to the worlds combat forces. A sort of mirror-helmet system which would function somewhat like a cars side mirrors would give soldiers a wider angle of visual perception in CQB ie a soldier who had gotten accustomed to that system could see to his front and sides by moving only his eyes and without moving his head. This could possibly be implemented in the USA's new Future Combat System. If this happens contact me and I will send my banking details. This would be incredibly useful in room clearing procedures.

- Customizable soldier physical attributes like strength, agility, vision, reaction time. So that we can set up our soldier to have similar strengths and weaknesses to our real selves. I don't care so much about the aesthetic component of this. My suggestion is only regarding the functional aspects of the players characteristics. Maybe even asthma pumps for asthmatics and spectacles that can break for those who wear them.

- As far as I know, sound travels further in colder air.

- This is a big one for proper attacking of buildings. A "Suppress That Building" command which causes the selected team member(s) to take cover/lie down/take a stable firing position and take suppressive fire (an initial burst followed by a consistent 1 shot per second and even less if the enemy is not trying to return fire) at the open doorways, windows and firing-holes of the building. Then an "Assault That Building" command which would causes selected team member(s) to advance towards the building, firing/throwing grenades into it, and stack up, throw a frag or if they have a flashbang, and enter. The suppressing element would cease fire as the assault element enters/moves into the firing zone but only AT THE LATEST SAFE POINT POSSIBLE. Throughout this procedure any involved team member(s) would take immediate fire on any enemy that exposes himself or tries to leave the building and would stop firing/attack if the enemies in that building were dead or had escaped. Adding a similar "flank that building left" and "flank that building right" command would allow a huge number of possible attack strategies. The same logic can be applied to any area of land ie when you're looking at a bunch of rocks instead of a building the commands change to "Suppress that area" and "assault that area" etc and work the same way with the various elements working together throughout the procedure.

- A larger choice of ammunition and personal protective gear including hollowpoint, armor piercing, non-lethal, kevlar vests, head protection. Then the weight of the persons gear should be compared to his/her strength attributes and he/she should be made slower accordingly. Ammunition should act like its real life counterparts eg hollowpoints will not penetrate a kevlar vest but armour piercing rounds will cause much less fragmentation damage on impact. A multi-axis point system of rating an ammunitions fragmentation, flight stability and armour piercing capacity would help here.

- It's been said before but allies can tell other allies they have seen enemy and it happens automatically so if unit 1 is a sniper unit overwatching the area and unit 2 is the assault unit and the sniper unit sees enemy they will radio the enemy number, type, and grid location to the assault unit automatically.

- Enemy AI should always fire and relocate once they've been spotted. - Also AI should take immediate cover once being fired upon before trying to find the shooter.

- Realistic armor for vehicles

---------- Post added at 04:35 AM ---------- Previous post was at 03:50 AM ----------

totally agree on the fog of war thing where piles of tyres and rubbish can be set alight with gasoline whatever to lay smoke all through the area

Edited by mistermdg

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mistermdg

Please do not type in all caps, and in a non-black font. I see that you attempted to highlight your all caps lettering with yellow. I'm not sure how trying to burn peoples' eyes out facilitates easy reading, but I for one would appreciate it if you would stick to black. Thank you.

§12) Do not type in all capital letters, all bold, or in a non-black font

Typing in all caps equates (according to standard net etiquette) to yelling. It is also difficult and obnoxious to read such posts. This also applies to posting all in bold or all in a certain font colour just to try to make your words stand out, if your point is interesting enough or well written enough it will stand out. You're welcome of course to use different colours for parts of your post if it helps clarify certain areas, but typing complete messages in any colour other than black should be avoided.

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mistermdg makes some really good points, especially about crouching behind windows and short walls. There shouldn't have to be so much difficulty making sure you're not shooting the wall. One thing that would be helpful, if you're going to keep things the way they are, is if the weapon you're holding had an actual shadow of some sort which made contact with the tip when you touch it to a wall, like in real life. Also a sound of it hitting the wall, a "tink" noise or something, would at least give someone a clue.

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hello my name is Ben im a arma hardcore player and i cant wait for Arma 3. but i was thikin of if its going to become nuclear power plant's that you can enter but ofc its going to be opfor protectet. but you can go in and se the reactor and you can shut it down or it can blow and the city will go black. like its good for stealth but if you hack in to the control rom on the power plant and trund down the power can opfor go in and trun in on and if you blow it up radiactivit will get spred out in in a area. thats have been cool for mods and normal gamplay ;D Sry for very bad eng im from norway.

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Something that has not been implemented in the official list and that is an essential feature in a military simulation wargame :

Real Semi Active Laser Homing for rockets (DAGR, APKWS, CRV7-PG), missiles (Hellfire-K, Brimstone), and bombs (Paveway II & III) etc.

according to this video (RAH-66 Commanch), the current Arma 3 missile guidance is wrong :

The chopper is not equiped with the mini-longbow radar, meaning the Hellfire missile can only be the laser guided version (agm-114K).

laser guided Hellfire don't work with right click (tablock) style, the gunner must aim to the target until impact (ACE 2 mod for Arma 2 brings the Hellfire-K variant equiping Cobra and Apache.)

Edited by cychou

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- Also, when the player gets wounded, assuming BIS implements one of the nice and complex wounding systems, there should be visual clues as to where you are wounded as well as a graphic of a body showing wounded areas. This should come up a few seconds after being wounded because if you are wounded in real life you will know where. If there is a nice complex medical system too then this would allow wounded players to tell their team-mates exactly how they are wounded and what medical treatment/supplies the medic needs to have at hand. The medic could then resupply accordingly or 2 medics could "trade" items.

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Gameplay:

Able to shoot while sitting on the side of a helicopter, like sniping from a little bird.

loading ammo boxes into vehicles like trucks and helicopters/cargo planes.

weapon wear and tear, over a long time of course not like farcry 2 where you shoot 50 rounds and the gun blows up in your hands.

working shrapnel during explosions like if a car blows up you can be wounded or killed by flying parts.

Able to survive some heli or plane wrecks that aren't that bad.

Editing:

a script inserting program. so you can past a script in the folder of the program then pull it up in game to put it in the game.

3D editing.

Single weapon placement.

Weapons Vehicles:

Ak 47 and variants

Lots of civi cars

Large cargo boats and cargo planes

Uzi and mac-10

Multiple shotguns

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To the new posters.

Read the features list FIRST before posting.

Ehhh I just realized this is the no discussion thread mods don't fire apon me :butbut:

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In-game tool to create and edit script files (.sqf, .sqs, all the new java languages), alt+tabbing is annoying

Edited by ArmAriffic

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More loading screens

When playing loading singleplayer campaign (Chernarus) there is same loading screen every time. While this military base in Takistan with tanks and other vehicles looks great, I think there could be much more loading screens ("Commando approaching target uner moonlight", "F-35 air squadron towards sun", ... unlimited possibilites) and you could add more with each patch (wait, A3 will be bug free from beginning right? :-)). I know this is a super-duper life-changing feature but you can send my reward to charity.

1st person spectating in multiplayer

With server-controllabe parameters.

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Automatic or manually trigger refresh or reload of game resources, while game running / live.

i.e. if a Mod maker re-up's a new / modified PBO, the game doesn't have to be shut down and restarted to load the resource.

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Animations for any kind of interaction with a weapon. So, have the character actually switch firemodes. If there's a charging handle, have the character actually pull the charging handle. Things like that. MOH is the only game to have had this that I've seen (and where it looked authentic). ArmA 3 is a milsim. Be better than MOH in the little things. Most standard FPSs ignore the larger aspects of realism, such as realistic looking weapons, how things actually function and sound. Most even miss the little things. But ArmA so far focuses on functionality and the more visible aspects of realism (like vehicle functionality for example). But, focus on the minute details as well (for example, the dust cover for an M4. Closed before firing, open after firing. Firemode and charging handle. Stuff like that). I know this isn't game breaking stuff, but it will at least set ArmA 3 apart from ArmA 2. Plus it would really increase immersion.

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- Damage taken from shrapnel/fragmentation (what is the proper military term here i know there is one) from walls etc affecting vision and possibly cutting up hands and arms

---------- Post added at 12:11 AM ---------- Previous post was at 12:05 AM ----------

please fix the clipping where bodies end up in rocks/walls etc its so distracting

---------- Post added at 12:18 AM ---------- Previous post was at 12:11 AM ----------

- take away or reduce the "zoom in/focus" function to at most half of what it is right now. around a fifth of what it is in arma 2 would be okay but i think it should be taken away completely or at least severely reduced. so unrealistic for a guy with a red dot sight to be able to fire at point targets at like 400 meters. then people would actually be forced to study and use the terrain properly as well as take time to plan attacks around sight lines and vantage points and use area target fire for suppression whilst others advance and use other fire and movement tactics

- explosive breaching devices for breaching through walls and breach charges for explosive breaching of doors

- for cqb it would be nice if we could move tightly against walls by holding the movement button against them ie if you stand with a wall against your leftside and press "a" then you will get as close to the wall as possible for as long as you hold "a" etc

- windows should break when shot. give us the best destructive environment ever haha. explosions of breaking glass can cut the face and damage the eyes if no protective eyewear is worn. blood can drip into eyes even if they arent damaged themselves.

- modelling for proper bullet penetration

- when there is no/sporadic firing, friendly AI should say when they are firing so that you know it's not an enemy firing 5 meters from you

- no switching from prone to crouch when crawling over obstacles. instead when attempting to move "prone" over an obstacle, move over it with the lowest profile possible

- movement is more fluid to the point where you can run and jump halfway up a ladder and climb it from there. easily dive/scurry through windows and under cars

- things actually move/break when shot/damaged

Edited by mistermdg

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The only thing I'd like to see, if at all possible, in relation to .50 is new ammunition types with different variabilities and capabilities. For example, the MK211 RAUFOSS.

I should of just inserted a picture, pictures paint a thousand words:

Barret1.jpg

Or a video, videos paint a thousand pictures:

3r2pKKmVMb0

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CL-415

I really wish for the awesome CL-415 to be in Arma 3 :)

I guess anyone who has visited an greek island during summer knows why...

Not only would it be a very handy tool to do tons of fun stuff but I can also perfectly imagine e.g. the smugglers taking old inventories (search for greek AF "Proteus"), re-painting, and using them for transport.

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While browsing through the config files of ArmA II I noticed yet again one thing. Please, BIS ... hire a skilled translator boy who takes care of the localization. Don't let the brothers from Morphicon Ltd. use lame translation tools again.

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Women soldiers with all the same animations as male ones. I can't be the only Arma player whose girlfriend has protested that the game is "sexist" :mad:

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