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Arma 3: Community wishes & ideas- NO DISCUSSION

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A scenario where you play as a small time warlord attempting to repel both Iranian and NATO forces.

You'd command your forces primarily using high command, but you'd start of with a small group of bodyguards in your personal group.

You'd gain militiamen by doing menial tasks for the citizens of Limnos such as taxi missions and repairing their vehicles, using your newly founded militia groups you could then attack Iranian/NATO convoys which would effect how many enemy troops would be roaming around searching for you.

Once you have confidence in your militia you can then assault enemy airfields, forts and towns, granting you a small selection of vehicles unique to that location (Airfields would give you maybe a transport littlebird, towns would grant you a technical or two and forts would give you tanks etc).

Eventually when enough convoys and towns are taken all remaining NATO and Iranian forces would retreat to respective home bases, allowing you kill all remaining enemies and win the scenario.

Perhaps also multiplayer variant where 2-6 players (all warlords) can align themselves in-game with either BLUFOR or REDFOR, or stay independent. That could create some cool diplomatic situations.

Sounds like a lot of work, so I'm doubtful it'll ever be made.. I can dream though.

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I think one thing that could really contribute to the Arma III experience is if the BIS developers would get rid of the single stage damage models and the ridiculous vunrability of some vehicles and somehow would manage to implement a more realistic and advanced damage model with more stages. Similiar like we se in games like DCS:

I just think its a bit unrealstic and at sometimes really frustrating when you fly your helicopter or jet a just a hair to close to a tree and it immediatly explodes, while a real vehicle with mass would probably get off a lot better.

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I tried to check if this was mentioned before, But to no avail. So I'll do so myself, I think the ArmA series needs to get rid of the side menu for interaction like getting into vehicles and climbing ladders etc. Why is it so hard not to have an automatic climb of the ladder just walk up to it and keep holding W and you're up like every other game out there. We've had this since OFP... And same thing with vehicles, And please don't argue that you'll have difficulty choosing a place to sit in the vehicle, The Battlefield series has done it right since 1942. I'm an all out ArmA fan but I think the ArmA series needs to take the good things from other games and not rely entirely on their own ideas. As I'm sure all of you would love to have an automatic interaction with ladder, And having the control to climb down or up using W & S and to jump off if necessary. The main thing is automatic interaction is needed. And for vehicles a single button would be fine if you sit in the wrong seat then just have the ability to press 1,2,3,4 etc to change seats just like Battlefield it would make things a LOT faster and less complicated.

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If the A-10 IS put in the game (please devs, please!), then please be sure to also have the ability to change the load-out (I think this is part of the modular vehicle thing they've mentiond?). Also, the GAU8 Avenger fires a mix of ammo IIRC...something like five HE rounds and the fifth being a DUAP round? Also, wasn't there a change in the configuration of the GAU8 at some point that switched between area saturation to a much tighter impact area? I'm a little fuzzy on that one. Also, the weapon is limited to a timed burst due to the accumulated recoil being able to out thrust the engines and slowing the plane to a stall point IIRC. So maybe have the vehicle slowing down under cannon recoil should be put in there too?

:)

---------- Post added at 18:22 ---------- Previous post was at 18:17 ----------

Oh, and the ability to "cook off" grenades would be welcome too! The old mod for the UT99 engine, Infiltration did a great job of this as well as grenade aiming. They didn't use the off hand ala WWII style, so it took time to learn to be accurate with them but once learned it was VERY well done IMO. But, you'd get the grenade out, you could then simply hit fire and throw it or, hit altfire/rmb and release the spoon, THEN hit fire to throw. Air bursting was an art in that game and I killed myself a lot trying to learn proper aiming and cook times, but I also became pretty darned good with frags!! Nothing better than going around the base of a three story building and hearing a rifle report above you....look up to see a sniper's muzzle flash exiting a window. Take out grenade, cook, toss up. All he sees is a grenade appear in his rifle sight right before it goes off hehe :P

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Being that ArmA 3 is set in the not-so-distant future, I feel that electronic warfare would fit in perfectly. Anything from radio frequency jammers (assuming something similar to ACRE is implemented), and radar blockers.

What I mainly had in mind was the implementation of the E/A-18 Growler. This is arguably my favorite aircraft, and I feel that it could be useful in battle scenarios.

If you are unsure of what the Growler is, you can refer the Boeing Website, by simply typing in E/A-18 Grower into your search bar.

To paraphrase, the Growler is a modified F/A-18, built specifically for electronic warfare. It carries only 2 HAARM missiles, but also packs equipment used to screw with the enemy.

The jet is fairly modern, and I feel that it would be realistic to use it in ArmA 3.

The Growlers were successfully employed during America's conflict with Libya, and were key in maintaining the "no fly zone".

I believe if Nato were to ever be involved in a conflict, such as the one in A3, the Growlers would see extensive use.

The E/A-18 would be capable of jamming enemy surface-to-air missiles, communications and radar abilities within a certain radius; while also enabling the use of friendly radios, and using its own enhanced radar to provide additional situational awareness to the rest of the squadron.

This sort of tactical advantage would be key in fighting a force such as Iran.

I am unsure of how this could be implemented, as the Growler requires a crew of 2; and it is quite a bit more complicated than simply scrolling up in the action menu and turning on the "ALQ-218 Wideband Receiver". I think it would require more thought, like detecting the enemy radio frequencies and having to input the configuration yourself.

The Growler would encourage team play, as it is a very valuable asset and would require escort protection. It carries little to no armament, so it's capabilities would only be fully utilized if the team were cooperating.

I hope that this sort of electronic warfare makes its way into ArmA 3, because it definitely fits into the futuristic setting of the game.

Thank you for reading my contribution to the ideas list, and I hope that it is taken into consideration.

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for Tanks, I propose to use the same control that steel beasts

The canon follow the mouse reticle

<iframe width="640" height="360" src="http://www.youtube.com/embed/SaAAryiAw-s?rel=0" frameborder="0" allowfullscreen></iframe>

Edited by gonza

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Would love to see an armed Bell 222 (not airwolf but similar) added to the wishlist.

It's an awesome looking helicopter.

Greetz, Milan.

Edited by Milan1974

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possibility of placing explosives on the doors and walls to simulate SFAUC

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Possibility to access (at least official) addon resources directly, by mission and by other addon. I.e. the game comes with tons of sounds, but I cannot (afaik) use these directly without including them in mission/addon which then defines the new classes as needed. If I want to use a builtin alarm sound, I cannot create a new class (I may need it as an cfgSfx instead of cfgSound, or tweak volume/ranges to suit the mission i.e.) in description.ext or addon config, without resupplying the same sound. The idea here is to be able to reduce mission and/or addon size where possible.

If I missed something obvious, and this is already possible, please let me know.

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Being that ArmA 3 is set in the not-so-distant future, I feel that electronic warfare would fit in perfectly. Anything from radio frequency jammers (assuming something similar to ACRE is implemented), and radar blockers.

This would be awesome.

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Vehicle damage system like in men of war. When a vehicle is hit, it continious to burn untill it goes out and is repairable. Or untill it explodes, because fuel or ammo supply has been reached.

Engineer tool to repair lightly damaged vehicles.

Larger repair/refuel area/zone around concerning vehicles; certainly planes.

Get rid of the grass issue: rediculous to have grass around yourself in map, while other players don't see the same grass... And can shoot you like a rabbit. All grass/vegitation should be visible from everywhere. Even if that means less graphic quality.

More AAS style MP missions.

More large scale MP engagements, standard in the game.

More and better MP server browser, with more info of the mission played, etc...

Every feature that helps make the game experience more fluent, is welcome.

BTW: Thank you for creating this special game series.

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I've seen how the night vision/headgear works via the gear UI in 'slots'. Using these 'slots' A useful tool may be the addition of a Headlamp/head-mounted-torch instead of just having a weapon mounted torch - possibly activated with the night vision keybind?

This allows you to see where your head is pointing rather than where your rifle is aimed. So simple yet so effective.

Edited by longlostblake

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multiplayer game mode idea 1:

for lack of better reference, i will reference COD4 and bf3. it would be a mix between "search and destroy", "headquarters", and "rush"

-the defending team will spawn on the location they are to defend. It can be a supply truck, com station, or whatever. The attacking team will spawn at their main base and be locked at the base for around 1-3 minutes to give the defenders time to set up. the location will be reviled on the map at then end of the prep period and then the attackers can do the assault. once the target is destroyed, the defending team will be forced to respawn on the next location to defend. the attacking team will be locked down on the current target for short prep time (30-60 sec). in the meantime defenders that are killed will respawn on their next defend point. these defense points would need to be randomized across the map.

this would be a fun engaging game utilizing the scale of the map while focusing the operation and randomizing the events to keep from becoming stale.

Gamemode 2: Extraction

extracting team is to find a location to set up for extraction. a player with a com station has to place the transmitter or whatever; once it is, it will be marked on the map, or the area will be marked on the map (a 100-300m radius), the attacking team will have to stop them before their extraction comes.... the extraction could be an AI hellicopter or player controlled. it would be locked for a time period (5-10 min), a dead extracting player can spawn in the helicopter to control the extraction .

this is a simple game that leaves endless possibility since its player controlled. it can easily be part of a faceted game

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Gameplay:

manually able to load and airdrop pellets/vehicles

Domination mode

Game Engine:

Dust being raised from firing weapons

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ability to make custom channels. currently you can go to command, private, or whatever and mark the map/talk over coms for that channel. being able to make a new custom - fireteam or squad channel. this would be useful for mission planning. example could be, command channel to mark where each fireteam/squad should go. each squad can work out their details on their private channel not cluttering the command channel.

beyond that, the ability to show multiple channels map info. maybe a check list to show/hide map overlays. example, you want to see the plan from fireteams 1 and 2 for coordination.

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Integrated Voice Command for A.I. squads/troops. This really should be a standard for ArmA at this point without the need for mods and/or software.

Edited by MysteriousStranger

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They need an optional game play mode that will make it less "simulation" style of gameplay. The only differences would be you get a health bar similar to BF2 and there is no bleeding, also when you're dead a medic can revive you within 8 seconds if you are lying there for more then 8 seconds then you are dead and can't be revived.

Vehicles should also be stronger and beable to take 3-4 hits in Tank vs Tank combat. Really hope the developers can implement these features, it won't take long.

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I would like a better chase cam view for planes so camera doesn't flip around when turning more than 90 degrees.

Think of a camera being dragged on a string behind the plane.

Would be good to have this 'chase' view on all vehicles perhaps.

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I've seen a few posts about how to integrate new players into the Arma experience. Many of the suggestions involve creating a CoD or Battlefield similar experience that allows users to understand and right away enter the game. Personally, that's the opposite of what I want. Don't get me wrong, I loved CoD4, I still have nostalgia about Modern Warfare 2, Black Ops was fun, I enjoyed MW3, and I plan to buy Black Ops II. I play BF3 frequently, and the people who try to compare Call of Duty to Battlefield just because they are major titles, are to me very ignorant and unaware that they are entirely different games. Call of Duty is arcade, Battlefield is strategic. And I feel the same way about Arma and I love what I've seen so far about Arma III and all we are getting. Arma to me isn't a game like any other. And I want Arma 3 to be Arma, not CoD or Battlefield. I want Arma 3 to be what Arma 2 was at an all new level. Arma to me isn't a game to be played, its a game to be lived. It's the most accurate combat simulation game there is. I know many people will say that its just a game and if I can call Arma simulation I can call CoD simulation too, but Arma has always been different and I think we all want it to remain that way. Arma's dedication to a massive world spanning miles, realistic ballistics that Battlefield has tried to imitate, and of user generated scenarios is amazing to me. What I want from Arma 3 and what I think the majority of the community wants is more. We want bigger, prettier, more dynamic, and more realistic. We want to create maps and play in the armory, two of my favorite things. We want the hundreds of weapons and attachments. We want the mass of vehicles and we want everything we got with Arma 2 and then some. We don't want Arma to sacrifice its own niche to satisfy the CoD fan boys who just wanted a different feel of the same old game. We want Arma, to be Arma.

Now that I've put aside all the praise talk, I do have some constructive critiques as a player coming off of Arma 2 and Operation Arrowhead, and I hope the comments will add to my own list of ideas.

Weapons:

I loved the armory, filled with absolutely massive amounts of guns. However, I did feel a little out of control with the load outs. I did say I wanted Arma to remain Arma, but I do think Arma can learn from other games. Practically every shooter out there allows personalization of your attachments. The best example I can think of is GR: Future Soldier's Gun Smith. Now, I don't mean I'd want something so in depth for the personal choice exactly, but I would like to be able to choose how my weapon functions. In Arma 2, all the guns were listed in strict setups with specific attachments predetermined on the gun. I want to be able to choose my optic, my underbarrel, my weapon stock, my barrel length, my ammunition, etc, before I go into combat. I think Arma 2 got part of the way there by allowing you to change the kind of magazine you were loading into the gun, but it wasn't quite there. I want more dynamic and hands on control of exactly the gun I'm using. If I'm going to risk my "life" on a gun, I want to know that in combat it's set up exactly how I expect it to perform and have all the functions that follow my attack strategy or play style.

Character Personalization:

I know that the past Arma games really didn't address this issue but I would love the ability to not only alter the gun my character uses, but perhaps the attire he is wearing as well. I want to ability to pick what kind of body armor he has, the helmet, if he takes a backpack or not, and I want this to affect my performance on the battlefield. Maybe I'm going into a stealth role where I need to be quick and silent. I choose a light vest and no backpack. My character moves faster and nimbler, but I don't have many spare magazines on me because of the lack of storage space on my gear, and I lack the proper armor for certain rounds. Maybe I'm going all out into a war zone. I choose a heavy pack, some thick armor with extra pouches. My character is more armored and harder to take down with lighter rounds, and I have plenty of ammunition to spare, but I'm slow moving, I tire from running very quickly. I think the ability to customize such things will help benefit player choice even more. And just a personal idea that I know might be harder to do, but would be interesting to see I think... choice of gillie suit materials for snipers. Perhaps in the AI there could be a percentage chance of an enemy spotting you depending on if you're moving or not in the gillie suit, and on how well your materials blend with the current surroundings. If you pick to use brush and twigs when going into a snowy area, the chances of getting spotted are almost 100%, but if you go with the same suit to a field your chances are only perhaps 5% or 10%. I think it would be good to do such things in addition to weapon choice to help show that combat takes alot of forethought and promote tactical planning before battle.

Movement:

I've seen the ability to change through a multitude of new stances and I love this so very much. Arma 3 allowing levels of ducking and the laid back shooting position, and the leaning even while prone, not only makes the game more realistic, but it allows more tactical use of your surroundings. I would however, like to see abilities to dodge better. I know that is a fairly open ended statement, but I want not only to be able to change stance, but to toss myself from the danger better. If a grenade is thrown at my feet, perhaps I don't want to have to stand up and sprint exposing my body to the line of fire. I'd like the ability to be able to dive. The best comparison I can think of is the Black Ops "dolphin dive". In Arma 2 I found myself shot down running from a grenade or blown away because I couldn't dive away from an incoming rocket while crouched. In a real firefight, no matter what gear I'm wearing, if an explosive is coming at me, I'm going to throw myself away from the danger. If it will create balance issues, perhaps such dives will cost a player with a slow recovery making it a last chance option that would only work well if there was cover close. But I would still like to be able to throw my body away from danger is certain scenarios.

Map Creation:

One of my all time favorite features of Arma 2 was the Editor. It was so dynamic with so many options and tools that it could create almost literally any situation, especially with its ability to create scripted events. However, because the tools seemed a bit, raw, it made it hard to create good missions without tutorials or months of learning. It was a steep learning curve that I shamefully admit I really didn't manage to overcome and satisfied myself with just creating large squads near each other to duel it out. The Arma 2 Editor tools were unrefined for those unused to scripting and game engine logic. I'm hoping that the Editor in Arma 3 will be more polished allowing easier creation of the amazing storyline scripted levels I've seen played and created online.

Those are my thoughts so far on Arma 3. Just to sum up, I think Arma should be Arma, its a niche game with a niche audience but it excels in what it does and what it is, but I do hope to see new features that borrow from the good concepts of other titles on the market. Thank you for reading and I hope the comments will respectfully add to my list of constructive ideas.

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- a way that integrates the players heart rate into the game i.e. user wears a usb heartrate monitor and in-game avitar has faster/slower responses, clarity of vision, saturation of color depending on users heart rate. this is a realistic phenomenon.

- i have played many hours this week without using the "zoom in/focus" function i.e. holding the right mouse button and i can say the game is much, much better without it. noone can see a tan colored human form on a tan colored background at 500 meters with the naked eye. i found i used tactical positioning more, vantage points, binoculars and just generally was a much better and more immersive experience. yes players may take time to get used to it, but it's better long term

- choice of where to position items on person i.e. each position has a "speed of access" rating, a "safe stowage" rating (affects the chance of the item dropping) and a "maximum weight" rating. being able to position carried items for quicker/slower access translates directly into dynamic player-controlled immersion.

- single push button for "sneak" which toggles whatever posture you're moving in (prone, crouch etc) into a "sneak" version of that posture which is slower and quieter. same button toggles back. possibly "tab + w" which is ergonomically the opposite of "tab + shift" which is currently used for fast movement.

- no more auto-crouch when pronerolling into rocks/whatever. most of the time youre pinned by an mg and trying to get as deep into that rock as you can, the last thing you want is to stand up

- definitely a "patch wounds" system with bleedout effects etc. all soldiers carry basic medicals.

- maximum game speed multiplier of 8 instead of 4 and minimum game speed multiplier of 0.25 instead of 1

let us really see the beauty

ARMA 4 is going to need to have realistically modelled weapon assemblies with realistic component failure rates so you guys better start watching the AGI (American Gunsmithing Institute) armourers courses and get nice and close with Autocad Engineer ;)

- engines take longer to start in lower temperatures

- damage to vehicle battery means vehicle can only be push/jumpstarted with jumper cables

- fix the clipping issues. very distracting.

Edited by Foxhound
spamming, double/tripple posting

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Equipment:

- A photo camera (for recon missions)

- Visual medpack application (medpack/bandages in hand, instead of magical hands)

- Useable sidearm holster (menu option/key holster weapon)

Gameplay:

- Usable chairs, benches, couches

- Order silence (not only in stealth mode)

A.I.

- Chit chat/simple conversations between A.I. when in safe mode (like weather, surroundings, etc.), calling to each other when under fire.

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+ flawless working video feed from aircrafts (UAS/UAV) and surveillance cameras/optics (recon) to ground operators and pilots/gunners // + feature to jam or disturb such data streams (no need to make the gameplay too easy with such "all-seeing-eyes")

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I've seen a few posts about how to integrate new players into the Arma experience. Many of the suggestions involve creating a CoD or Battlefield similar experience that allows users to understand and right away enter the game. Personally, that's the opposite of what I want. Don't get me wrong, I loved CoD4, I still have nostalgia about Modern Warfare 2, Black Ops was fun, I enjoyed MW3, and I plan to buy Black Ops II. I play BF3 frequently, and the people who try to compare Call of Duty to Battlefield just because they are major titles, are to me very ignorant and unaware that they are entirely different games. Call of Duty is arcade, Battlefield is strategic. And I feel the same way about Arma and I love what I've seen so far about Arma III and all we are getting. Arma to me isn't a game like any other. And I want Arma 3 to be Arma, not CoD or Battlefield. I want Arma 3 to be what Arma 2 was at an all new level. Arma to me isn't a game to be played, its a game to be lived. It's the most accurate combat simulation game there is. I know many people will say that its just a game and if I can call Arma simulation I can call CoD simulation too, but Arma has always been different and I think we all want it to remain that way. Arma's dedication to a massive world spanning miles, realistic ballistics that Battlefield has tried to imitate, and of user generated scenarios is amazing to me. What I want from Arma 3 and what I think the majority of the community wants is more. We want bigger, prettier, more dynamic, and more realistic. We want to create maps and play in the armory, two of my favorite things. We want the hundreds of weapons and attachments. We want the mass of vehicles and we want everything we got with Arma 2 and then some. We don't want Arma to sacrifice its own niche to satisfy the CoD fan boys who just wanted a different feel of the same old game. We want Arma, to be Arma.

I want ARMA to be ARMA too. But I want it to have extended modi and capabilities to adjust gameplay ranging from 'realistic' towards 'more complexless fun', and everything in between.

So that all can play fantastic games like this, to their own desires.

To me ARMA, just needs to expand itself to that, to enable it to have more players.

THE major factors in this process are the server abilities, and the level of adjustement these allow.

As well as a far more extended, easier and more intuitive MP browser system. Which has stuff like 'six updater' and such incorporated.

In that regard, the MP game browser of the latest patched version of BF2 comes close to perfect.

To give you an example: ARMA AO can hardly be called the ARMA as intended by BI nowadays. Since the introduction of the DAYZ MOD one can hardly find a 'normal' server, for so to speak.

And that's fine. Players should be able to play as they want.

But players with an alike taste, should be able to find each other easier. One could add features to filter on, like hardcore, realistic, easy mode, mixed gameplay, ... Whatever helps.

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