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Arma 3: Community wishes & ideas- NO DISCUSSION

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Future weapons

Russia:

AK-74M,AK-12, AK 200, AK 101, AK 102, AK103, AK 104, AK 105, AK 106, AK 107, AK 108, DM, device D, RMO-A, RPG 32, GM-94, BS-1, RSG-50, RG-6, ASH 12.7, A-91, AN-94, AEK-971, AK-9, VKS, RMB-93, VPR-12, PP-93, PP-91, AEK-919, SR-3, P-96, AEK-999, U-94, Ots-20, Ots-38, OSA, BERKUT SMERCH, mp-461, WASP-R, SVL, SVDK, T-5000, Saiga rifle, TOZ-194, KS-k

Germany:

G36, HK 417, HK 416, MP7, UMP, DSR, DSR-50, LRS2, SR-100, KS-V, SL-6, SL-8, HK-USC, CAWS,

China:

QLB-03, Chang Feng, QBZ-03, QBZ-95 series, type-05, type-99, m99b, AMR-2, JS-05, qbu-88, JS 7.62, HAWK shotguns, QLZ-87, LW-3, QBS-09, MAK-90, JW-105, HP9-1

U.S.A:

XM 25,M4, XM 8, SCAR L, SCAR H, FN 2000, ACR 6.8/6.2, LR-300, SIG 516, LW50, XM312, LSAT, Ares shrike, stoner 96, MP-9, calico, Kriss vector, IMP-221, M600, AR-50, XM-500, TAC-50, AR-10, CHEYTECH intervention, DT-SRS, RFB, RAI m300, Remington MSR, savage 10, VR1 spr, scar mod.0, XM2010, AR-7, HI-point, Sub-2000, SU-16, Remington model 7600, Remington model 7615, ruger PC-4, mini-14, SR-556, jackhammer, HS-10, XM-26, AA-12, USAS-12, KSG, SUPER-SHORTY, SRM-1216, mk-47, XM-307, Airtronic RPG7, Anzio 20mm, DT-HTI, P3AT, PLR-16, PMR-30

South Africa:

PAW-20, CR-21, BXP, truvelo .50, NWT-20, MAG-7, neostead, stryker, MGL

South Korea:

K-11, X12, K-7, K-2

Japan:

Slavic:

Vepr, APS-95, Agram 2000, MGV-176, RT20, M-93, Z-008

assorted:

M-82, MKR, MKS, BRG-15, AUG-hbar, AUG-66, AUG para, TMP, P90, jati-matic, MP-9, APC, CBJ-MS, 50HS, IWS 2000, WKW, OM-50, SSG-04, ssg-08, Steyr scout tac, TPG-1, FNAR, C14 timberwolf, TRG-1, APR, SSG 3000, SIG-550, MKA 1919, T-14s , UTS-15, GL-06, FA-03

Australia:

AICW, metal storm

France: PGM, PGM .338

South america

LAPA FA 03, MT-9, FAMAE, AIA M10

Isreal:

TAR-21, MTAR-21, negev, UZI pro, TCI M89SR,

Indonesia:

SS2

Iran:

KH2002

Spain:

CETMA LC

Italy:

ARX-160, AR-70, RX4, CX4, nova tactical, beretta 1201, SDASS, SAT-8, SPAS-12, SPAS-15, PM-5

Mexico:

FX-05, HM-3

Singapore:

SAR-21, CIS-50, Ultimax 100, CIS-50, CPW

Czech:

CZ-805, PM-06, Falcon, CZ-700, fort-500

Britain:

AW-50, AS-50, RPA, RPA rangemaster, L129A1, APC

India:

MSMC, JNG-90

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Minor but important detail - All holographic sights and red-dot sights should have the parallax effect. As demonstrated by ArmAI's 6th Weapon pack's Eotech sights. At the moment it looks like a luminescent red stick on the glass of the sights and it looks cheap.

Here's a vid of what I'm talking about...

H1tsVq2q_G4

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dust/dirt on vehicles. make a texture or series of textures which overlay onto the vehicle incrementally as it drives with the speed of overlay depending on the terrain it drives on. if rain would wash the texture away with streaks it could be very impactful visually.

---------- Post added at 04:55 AM ---------- Previous post was at 04:37 AM ----------

dust/dirt on vehicles. make a texture or series of textures which overlay onto the vehicle incrementally as it drives with the speed of overlay depending on the terrain it drives on. if rain would wash the texture away with streaks it could be very impactful visually.

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Panoramic nightvision!

Actually one of the best ideas so far, certainly is time-orientated to ARMA 3 and would fit in well.

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Minor but important detail - All holographic sights and red-dot sights should have the parallax effect. As demonstrated by ArmAI's 6th Weapon pack's Eotech sights. At the moment it looks like a luminescent red stick on the glass of the sights and it looks cheap.

Here's a vid of what I'm talking about...

Do not quote embedded videos

I'd love to see this. It's be about time they got that working.

Edited by Foxhound
removed quoted video

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Gameplay

-Camera on shoulder (like Gears of War or Fallout 3),or posibility to switch between shoulder or center camera

-Small campaign a'la Eagle Wing

Weapons

-P94l Wist

-WKW Wilk

-PM-89 Glauberyt

-Colt Dragoon (for guerrilla)

-AA-12

-Walther P22 with Barrel Extension

-MK 5 Machinegun

Edited by Watchtower

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Content : USMC and US army

usmc

AAV vs BTR-80

F-18 super-hornet vs SU-33

F-35A vs SU34

LAV-3 vs bmp-2

USMC CARRIER und LPDP

US ARMY

F-15eagle vs SU-27

миг-29 vs F-16

Bredly vs BMP-3

STRyker vs BTR-90

7 Islands

-China

-Middle East

-Greece

-Russia

-Europe

-Africa

-America

Edited by Berkuts2

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Enemy infrared searchlights actually work, and light up the enemy on the battlefield. To be used with intelligent coding, since early IR searchlights on M-60s and T-55s were known to be of little utility to its crew, and very sparingly used.

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Currently, to make legit MP scenarios, you have to either already know what your doing regarding locality and MP scripting or spend hours upon hours trying to learn how to do seemingly trivial things, via complex methods that don't seem worth the trouble. For example, making markers and tasks be synced correctly to JIP players. It's a nightmare just to sync markers with JIP players.

Sure, it's not a nightmare for some people. But for those who aren't leet skilled MP scripters, it's a headache to enjoy the editor and make MP scenarios. I'm not talking domination type missions, with complex scripts. I'm just talking about simple scenarios where you want a few markers to stay synced for JIP players. Why do trivial things have to be such a headace?

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A knife I can use in combat. I can either A: sneak up on unsuspecting guys and backstab/choke/something or B: engage in a weird combat thing with dynamic stabs and dodging, trying to get the other guy in CQB

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Hi,

UNA Clan currently run between 3-5 ARMA2 servers, these are split down into a PvP, Coop, Training and any other servers we need. The reason why we do this is to split the maps so the only ones available are the correct type (aka coop maps on the coop server). Something I would like to see in ARMA3 is the ability to set the map folder location as a command line option, this would allow for one installation of the server instead of the 3-5 we currently have! would make patching so much easier!

A second thing would be better Hyper threading support. We had to turn off HT to get better performance!

Originally Posted by JeffersPang

Minor but important detail - All holographic sights and red-dot sights should have the parallax effect. As demonstrated by ArmAI's 6th Weapon pack's Eotech sights. At the moment it looks like a luminescent red stick on the glass of the sights and it looks cheap.

BTW Holographic sights (eotech) were specifically designed not to have any parallax effect.

Vortex

Edited by VoRtReX-uk

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Sorry to be posting twice.

A better system for handling addons, taking away some of the current restraints. Instead of a closed pbo and bins and cpps that demand a proper procedure to even change, to go for a Flight Simulator-type deal: Everything is laid out in the open and can be altered at a whim.

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Anyway if BIS folks could give answer on all this posts/wishes it could be something like this

:)

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Better overall F35 animations, especially the bombing compartnemt (ATM, in ArmA2 the missile simply "spawns" under the plane)-

This video shows some of the testing that was made with the new F35, and you can see how the bombing compartment opens up, letting the AMRAAM missile drop down:

(A well made missile compartment is clearly shown on the Rah-66 in-game )

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-AI

*boarding vehicles

*pathfinding - bridges, water etc

*How they react in battle - instead of taking cover they stand there waiting to get shot

-Waypoints

*S&D - should include an infinite "cycle" within the waypoint. After a short time AI, just set there and do nothing.

*Moving ParaDrop - add this to the types of waypoints available.

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Full re-skin ability.

- Allow SETOBJECT-TEXTURES and SETOBJECT-MATERIAL for all 3d models

Custom ANIMATION Sources

- Allow a animation source to come from a script function and/or formula.

e.g. a whip aerial on a vehicle can be animated via a formula that uses speed and the roughness of the terrain

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What we need: Option to put on brakes on Non-VTOL-airplanes to be able to throttle up the engine and thus be able to take off from short runways.

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I agree about the S&D waypoint:

AI should keep looking for the enemy instead of stopping after a while.

that's really annoying, especially with choppers standing some feet off the ground and doing nothing...

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-Ability to slide into cover from a sprint (with the purpose of ducking behind low cover a half second sooner).

-Ability to rifle-butt or pistol whip enemies when at close range.

-Door charges or wall breaching charges which stun enemies inside for a short time after detonating + flashbangs

-More varied animations for enemy bots like ducking out of fear from unexpected incoming fire, stumbling, tripping and falling, pointing, gesturing, panicking, impetuousness etc.

-Modeling of suppression fire/fire superiority for both AI and player units. Maybe for player units this could be done with debris slightly obscuring vision or some kind adrenaline brightness/blur effect or something.

-Ability to avoid explosion by stopping immediately when you hear the 'ping' of a landmine- a friendly must disarm it for you.

-Ability to keep fighting from the ground when wounded until you are hit critically. A 'revive'/bleed-out feature I think should be automatically included in co-op. Its so reinforcing to teamwork.

-Maybe some kind of skill based mini game for medics to stop bleeding, remove shrapnel, apply epinephrene, etc.

-Surrendering enemies and the ability to restrain them. (especially helpful for creating missions where you are capturing a high value individual)

-Ability to throw mortars by hand to detonate them.

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