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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)
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
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"
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:
Zodiac
Row Boat
Destroyer (Controllable?)
Small corvette
Shield Class Patrol boat
Jetsky
Proteus SDV UUV
Aircraft carriers with working cats and arresting wires
Shmel Class Patrol Boat
Ghost attack craft
Jetski/Military Jetski
Quadski
Equipment&misc:
Furniture like sofa's/table/lamps indoors
Spike strips
flash bangs
Enhanced NVG's
Cornershot
Taser
Flare gun
Blowtorch
Pliers
Tracer ammunition
EOD disposal RC robot
BALTSKIN system
HUD/NED eyewear
Sikorsky Cypher 2
Earplugs
IR paint
GPS bullets
Laser pointers
Diver detection sonar
Laser guided bullets
InGame Topography Map which isnt full coloured
"Ghost" camouflage
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
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.
Built in mod updating tool.
Better out-of-game server management tool
Placeable particle effects as you would an object without script (like smoke plumes)
Make the most core-features moddable/able to entirely disable via Configs (example: Stamina System -> Community can do much better
Sound-preview in Editor without having to set up demo-triggers to test them (e.g. Dropdown-list with a play button next to it)
Visitor 4
Support for editor-placed underground spaces.
Ability to define a units role in the editor with a drop down menu.
The ability to record sounds within the game editor and some simple tweak tools for the sound.
Map > Ability to "Sketch" on it.
Map > Ability to set text size.
2-dimensional and 3-dimensional triggers
Drawable trigger areas (2d is enough)
Bomb Disposal Module
Skinning method
Regional alphabets
The ability to imput parameters within a modules dialogue.
Multi user over net support for the mission editor.
Support for Blender plugins
In-Editor terrain generation and building
Improved SEC-OPS and ACM
Reduced file size for dedeicated servers
Ability to create and save loadouts.
A.I. awarneess
More easily-customizable native AI FSMs
Better-documented functions for native AI FSMs
Improved mod handling by the editor
Extend the setFriend command so that it works with individual factions
When you give a solider a rank, it should show on his icon and uniform
The option to set weapons, magazines ect. available to players during the briefing side specific
Allow airports / air strips and taxi-ways to be defined AFTER loading a terrain/map.
Unit skills to be configurable in editor
The ability to record missions via a built in tool
An undo/redo button in the editor
The ability to copy & paste waypoints with their preset parameters