jefw123 1 Posted April 21, 2012 Post-mortem messages that can be written by the user when creating their avatar. Upon killing an enemy (in multiplayer ONLY) you can go up to their body, press G, and in their inventory there will be a note. You can then pick it up and read it. People can say what they want - such as telling a joke or simply congratulating the other player for killing them. This would be easy to implement and be quite realistic (as well as fun) at the same time! Share this post Link to post Share on other sites
MisTyK 12 Posted April 21, 2012 I have see the Stratis video, and helicopters have better lights, but ( maybe im wrong ) i didn't see strobe reflection on model or on ground. Any chance to get particle reflection from strobes like this ? http://4.bp.blogspot.com/_9NpftPVYY8I/SvOmqcnp4EI/AAAAAAAACP8/TNSBMabRvrU/s1600/AUAB-09-0220-OUTPUT-UNCLASS-16.jpg There is a good addon in arma2 already do that for helicopters lights http://www.armaholic.com/page.php?id=15565 Share this post Link to post Share on other sites
Panda_pl 0 Posted April 21, 2012 Having played Rainbow Six in 1997 I got spoiled with character customization... I suggest the following: Use the new animation system/IK to allow for change of height of NPC's models if possible. It would add yet another level of diversity between NPCs. Share this post Link to post Share on other sites
mr. bravo 17 Posted April 21, 2012 Gameplay An option in the menus to easily change your FOV, preferably ranging between 70-100. I think the current default settings are slightly too flat for a PC-game and to feel more natural, and it's been discussed a lot on forums. I've heard of some dirty fixes for this in ArmA2, but a proper and supported option would be much better :) Share this post Link to post Share on other sites
shephart 1 Posted April 21, 2012 Launchers : RPG-2 RPG-16 RPG-18 RPG-28 RPG-29 RPG-32 M79 Panzerfaust 2 Panzerfaust 3 Panzerbuchse 38 (PzB 38) Panzerbuchse 39 (PzB 39) Panzerfaust 30 Panzerfaust 60 PanzerSchreck Share this post Link to post Share on other sites
max power 21 Posted April 21, 2012 CyclonicTuna The rules state that you should not hotlink to videos depicting real killing. This includes people being torn apart by artillery fire from a distance. +1 warning for explicit videos. §19) Videos/MoviesNo Video/movies, either posted or linked to shall contain any of the following. Porn, real killing, mutilations, wounds, carnage, and other disgusting/explicit footage. If something offensive is being shown in cartoon form it shall be treated as if the imagery were real and not simply cartoon. This also includes team killing or anything glorifying deliberate and or anti-social behaviour on any Public or Private server. Share this post Link to post Share on other sites
gonk 0 Posted April 22, 2012 When this game is released I think it will be so popular we will need a couple of new MP joining features... the two that I would like to see are.. 1. The ability to queue joining players that cannot get into a game. 2. The ability to have reserve slots for paying members... it have 5 slots passworded and the rest open. thanks Share this post Link to post Share on other sites
nettrucker 142 Posted April 22, 2012 I wish BIS would implement an ingame VAC to enable the player to command AI units by voice. Share this post Link to post Share on other sites
JdB 151 Posted April 22, 2012 I looked through the opening post, sorry if some of my ideas are listed already ... - Weapon overheating when firing too many rounds in a short period of time, decreasing accuracy until the barrel has had a chance to cool down; - Degrading of weapons by various factors like overheating, exposure to water for weapons not suited for such use, hit by projectiles etc; - Having the ability to pick up parts from other rifles and using them to replace damaged parts of your own weapon (might seem useless when you can just pick up another weapon, but I think the weapon customization and zeroing could make it an important factor); - Being able to zero your weapon prior to a mission, and the game remembering your settings for the weapon, especially in the campaign; - Introduce a monetary system to influence the relationship with factions and individuals and buy things like weapons and intel; - Ability to take prisoners and interrogate them for intel (adding to the RPG element); - Replacing static weapons on hard mounts so you can for example replace a machine gun with a grenade launcher on a boat or car. Share this post Link to post Share on other sites
mistermdg 10 Posted April 23, 2012 i know this is a huge step, but if you could somehow implement a system where we could construct our own explosives that would be incredible i.e. from real parts of wrecked vehicles e.t.c. Share this post Link to post Share on other sites
batto 17 Posted April 23, 2012 (edited) Replays It would be nice if I could record game. ARMA3 should allow player to play & edit (just basic functionality like changing view) recorded replays. I suggest 3 types of recording: 1. Full: Everything is recorded (ie. events on the other side of map). 2. Custom distance: Everything in specified distance is recorded. 3. Current view: Only events observable from current view are recorded and the view will be fixed in replays. I suggest it because recording software for Windows fullscreen programs 1) requires additional money, 2) hurts performance. I assume that you can capture game more efficiently than frame-by-frame capture and encoding. ARMA 3 should alos contain tools to convert this internal representation to open video formats like Theora or WebM. Edited April 23, 2012 by batto Share this post Link to post Share on other sites
comarsky 0 Posted April 23, 2012 Now that "the road so far" led us here today, I think BIS should now reconsider the quality of the infantry firefights in general. We already all played with AI skill @1.0 or with server.armaprofile AI level @1.0, and we all know how much this influence on AI skills. From a guy point of view that likes infantry firefight, the result is that if you put them @0.5 AI are slow to react and may miss the target, @1.0 they are fast and shoot precisely and gives you a headshot burst. In the process, at low level they drive and do all they do, worse than they would do at high level. This also result in a dilemma when you edit. I need an excelent driving AI and a low level shooting infantryman, how I set it up? Since we saw a lot of AI improvements, first of all microAI has managed to make them move in a much more detailed way in the terrain, and I saw AI do some awesome stuff. But I still haven't saw an AI flee or surrender because of ending ammo or fire a smoke to cover (if not scripted). The community (awesome community by the way), in the time, created some interesting mods about this argument: -First I would remind the GroupLink in A1 (I do not know how far they got now), I remember that AI react to weapon rate of fire (scripted by list of weapons) and if AI were under suppress fire they may launch a smoke. But it was a heavy script at those times for the server and the engine. -In A2, another interesting mod is the Zeus AI Skill, they attacked the problem from another point of view, distance, they set AI to "see" at long distances, the result was that high level AI would miss shots because of distance. Was first time that I experienced to be under fire not dead. Great mod. But appliable only to some terrain, and the circumstances would make only long distance firefights, at short distance you would still experience the burst headshot. The clan test result was a whole clan, underfire, sitting ducks shooting at moving AI. Still interesting. -The last I would like to mention is the various AI dispersion mods, that get to the problem from another angle, that are weapons and it's very simple. Substitute AI weapon with high dispersion ones. This would eliminate the burst headshot problem at short this distance but at long distance it would be a disaster. Haven't tested those. My point is that AI should be reworked in order to have longer and better quality firefights. Or at least different ones, AI act and react in the same way since OFP (or at least that what it's seems from my point of view). I understand that the AI "way of life" is now a signature of BIS and it is a dangerous ground, because if you miss the point, you would get an awfull game. I also know that it might take some time to work and test but the result would be a better future? But this do not deserve at least a consideration? I allowed myself to make this post because I think AI are getting always a more important part of the game, since the game and the community (or at least the italian one) is going always more for an everyday simulation game and some execptional large PvP. It's my impression, it may be wrong obviously. My humble suggestions and "would-likes": -leave the general AI skill for general purpose and have AI do the lot of stuff that AI actually do (drive all sort of things, fly all sort of things) -add a command "AIshootingSkill", in editor too, with this you could set an infantry man or a gunner - add or re-write fsm for more AI reactions, smoke covers for medics, for suppression -forest low level vegetation soft blocks decrease AI precision, but here you have another chapter, as actually only hard covers are actually usefull in the engine. PS: Do not worry, you still are my favorite developpers :o Share this post Link to post Share on other sites
John1000 10 Posted April 24, 2012 I want to be able to use AutoDesk 2012 to be able to be used with Arma 3.I would prefer a Licenced Version with as many features you can get;It will definetly help the invention of new aspects to the game/gameplay. It would also be great if we can get a version of Poser 2012 Pro. That would definently help the game a lot. ---------- Post added at 12:30 AM ---------- Previous post was at 12:09 AM ---------- And Combat Boat 90 H (swedish) with working water-jet engine fully animated with Qvick-Stop (stopping from full-to offloading in less then 30 meters. Build in floating compartments and the ability to detach parts of boats from one another Easy to import objects into Viewer inside of Editor to be able to change Proxies Hard Points ,change colour,drag and drop any sights onto any weapon,onto any car/boat any weapon Be able to animate a PPI (radar indicator) or whatever onto anything in a.... /Library/Ships/Internal Compartments/Interior.( or whaterver.) Just for now ---------- Post added at 12:59 AM ---------- Previous post was at 12:30 AM ---------- If we get the 3d Editor, let us choose between 2-dimensional and 3-dimensional triggers (no need of the height-coding).Furthermore: drawable triggerareas (2d is enough). This way, you can exclude certain areas without having to place multiple triggers. Multible triggers=Left click + Drop-down list Share this post Link to post Share on other sites
ccbb37 10 Posted April 24, 2012 I was thinking there could be more dynamic civillians in towns so if you walked into a village there could be a farmer with a stall or someone going on a jog through the town Or if your Going in a town thats just been attacked or had a battle go through it there could be a help point with lines of people cueing to gain supplies or in a battle in a town you could run through the empty streets into a house for cover and see a family cowering in a corner or someone shouting you too get out i think it would give a better urban feel Share this post Link to post Share on other sites
J-Guid 10 Posted April 24, 2012 Config params: allow to control coeficent effects for vehicles (dust, water, exhaust) FOr example if you set a water effect in model Mem-LOD, in config you can configue amount of effects for this water_effect_value = X (1 - default, X - multyplier) and some like this for other default effects: vehicles and engines dust, exhausts, water engine exhausts! Share this post Link to post Share on other sites
CarlGustaffa 4 Posted April 24, 2012 Maybe it's too late for this, but for the campaign; if it's setup so that we do parts from multiple persons points of view, it would be nice if we could for a particular part of the campaign (if feasible and applicable) select which person we play as. It enhances replayability by not being able to do everything in a single playthrough. Example: A mission contains several objectives utilizing several branches. At the start of this mission you are given the choice on which branch you want to be represent, while the others happen automatically. Do you want to be in Alpha securing point A, Bravo taking bridge B, transport hauling reinforcements, or air patrol securing the area? Share this post Link to post Share on other sites
Vultar 0 Posted April 24, 2012 Magazines in your inventory: A way to distinguish full ones from others, like adding adnotations (Light) (Medium) (Empty) when seeing in inventory. Keep empty magazines instead of them disappearing in an odd fashion. Dispose of manually. Share this post Link to post Share on other sites
mistermdg 10 Posted April 24, 2012 (edited) - A quick way to "give" items to other soldiers e.g. say soldier A is operating a fixed HMG and soldier B has run back/forward to fetch ammunition for that gun. B should have an easy way to "hand" the ammunition to A as long as he is close enough i.e. A shouldn't have to stop firing or dismount the HMG. - Some sort of morale system which can lead to AI (opfor or blufor) routing in fear or losing operational effectiveness. No man will stand taking pot shots with an iron-sight FAL 400 meters from an enemy HMG emplacement which is firing on him. You couldn't get an animal to do that. My suggestion for implementing the morale system is to assign each type of ammunition a "Morale Value" and then you can have a ratio of "Sent Morale Attack" (which is the total value of the morale values of each round you have fired which landed within a certain range [5 - 15 meters depending on round type] of the enemy) to "Received Morale Attack" (which is the total value of the morale values of each round that has passed close to you - maybe within a 5 meter radius for small arms and larger for explosives). Once the ratio reaches a certain point you can have "Panic" set in or, if the player has a high courage rating, "Determined". A "Panic" state would negatively affect focus, breathing and vision (accuracy and situational awareness), and a "Determined" state would affect accuracy and situational awareness positively. This could be reflected by different color saturation levels and clarity of image at distance. I think the system load of this mechanism will be worth it. It's not much stress for the processor to keep a running count of "Moral Value" which would range from a negative number to an equal positive number. My suggestion; make the range large (-250 to +250), as I think this would be useful for modding. There could be "moral mods" which cause different effects at different ranges. I suggest comprehensive (low-level) optimization of this section of code as it should not cause a situation where large amounts of system resources are being used. Edited April 24, 2012 by mistermdg Share this post Link to post Share on other sites
cotton 1 Posted April 24, 2012 IMS - intelligent munitions system - with the ability to turn it on and off to allow safe passage of friendly units. Share this post Link to post Share on other sites
kimozabbi 1 Posted April 25, 2012 Audio surveillance equipment http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/426308_173400349445999_100003281046383_271468_1932312512_n.jpg Share this post Link to post Share on other sites
rye1 21 Posted April 25, 2012 Magazines in your inventory:A way to distinguish full ones from others, like adding adnotations (Light) (Medium) (Empty) when seeing in inventory. Keep empty magazines instead of them disappearing in an odd fashion. Dispose of manually. A way to pick up all of X magazines. I.e. tracer. When you click on the magazine there is an arrow pointing right, and you click that and it goes into your gear. There should be one with two arrows going right, you click that and it fills everything in your gear with that item selected. This would save time at the ammunition crate. So would a better way of categorising equipment or a search bar to look for them.... mods with their weapons, too many! Share this post Link to post Share on other sites
J-Guid 10 Posted April 25, 2012 Taser X3 https://dev-heaven.net/issues/30675 Here examples and explains Share this post Link to post Share on other sites
J-Guid 10 Posted April 25, 2012 What about realy perfect animations, mocap going in past now... important link! http://naturalmotion.com/ no mocap - more realistic, more smoothness animations and eazy to make it :) Automaticly generated animations based on real human body behaviour of threat and physcs! Do it BIS, please, DO IT :)! Share this post Link to post Share on other sites
Smurf 12 Posted April 26, 2012 Now that I saw it, I wanna a tacticool FG-42. Share this post Link to post Share on other sites
John1000 10 Posted April 26, 2012 Now that I saw it, I wanna a tacticool FG-42. What I want is ,if at all possible ,this game to be somewhat like Flightsimulator FS 9 .In that way that maybe I could download a plane from FS9 or Combat Flight Simulator 2 (or the next edition of Combat Flight Simulator) ,I have been playing 1000 h`s of flight time and in CFS 2 you can with ease add tons of all-ready pre-made aircraft with weapons and fully working Dashboard . It would besooo coool if we could add many planes/helicopters "off the shelf" so to speak. Everything to make things easy for players. And Anyone that can play a game from 2002 (CFS 3,FS 2004).It must be combatible with p3d files and .dds files. It will be interresting what SAM studio (Swedish Forces) might be able to do with a Viggen fighter jet with allready working systems and a Big island. Just my 2 cent .For now.....Keep up the good work! John ---------- Post added at 10:50 AM ---------- Previous post was at 10:21 AM ---------- And with the following Slots:1 modular rifle 1 Sniper rifle 1XM 25 GR Full ammo 1 Radio 1Everything else. I rather want to be able to decide how many slots that i like to have since we will have the benefit of the Mule.And add the "hidden class" in the editor and make the system might be able to find out when/what /if any addons is making it unstable and disable those features and a" Safemode Start" where it checks the mods one by one and disables anything that breaks the system + check for Fixes from e.g Armahollic. ---------- Post added at 10:57 AM ---------- Previous post was at 10:50 AM ---------- How about a tablet, or smart phone.edit; as long as its modable! hum.....On Youtube you can see a Quadrocopter fly by remote control and it`s great to see it spy right there in the Tablet view .Great for modding the map or issue orders on the fly. Share this post Link to post Share on other sites