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Arma 3: Community wishes & ideas- NO DISCUSSION

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I've been playing BIS games since OPF. In PAC (Polish Arma Community) we've gathered some major issues that should be fixed. Love Arma but :

- it needs to be more fluent in gameplay/movement over beautiful GFX

- less "fatal mistake-likely" action menu. Instead of the mouse scroll implement one similar to Arma Project Reality or Battlefield3. In dynamic situations it's too easy to pick "Eject" or "Disembark" instead of "Switch to manual fire" for example. It's often fatal when on a fast moving vehicle - chopper, hummer etc. Menu type might be selectable in game settings.

- ability to rotate player inside door-case/tight spaces. Currently it's not possible due to blocking the character by a weapon. If too near to wall/door/obstacle the weapon should be lowered automatically and risen when player moves away from it (if the stance was "weapon raised/ready").

- easier passing over/by smaller obstacles like benches, trash cans, low stone fences - right now a super-hiper pro spec ops soldier has to spent his life in passing those things and in many cases dies due to enemy fire

- ability to pass/slide over a objects like civilian car enginehood or bonnet like Arma's skoda, etc. It's bad you have to run around the car to pass it.

- maybe for both above issues we need a small jump animation - the one allowing passing small obstacles but preventing from bunny hopping like in some sh***y FPS games (Battlefield, Quake etc)

- better simulation of 2 ,4, 6 etc wheel drive vehicles. It must prevent for ex. causing a LAV not being able to pass a small fallen tree.

- ability do drag bodies - not only wounded soldiers but dead bodies also (like in Hitman game series). It's sometimes important do drag a body from a line of fire to heal or if it's dead - to use it's inventory

- line of fire/line of sight optimisations. Right now lying/crouching behind a small obstacle you fire at it even if you have a clear LOS/LOF not only from your POV but others also see you as clear for shot.

- ability to "coock"/prime a hand grenade before you throw it. It doesn't make sense to throw a grenade it it gives your enemy time to run away from it. See America's Army game - it's wonderful there.

- shockwave/blast propagation. Right now if you put some objects (example) in a barn and you fire 2-3 satchels the barn goes down after 1 or 2 but the object in it stays untouched.

As with all OPF/Arma/Arma2 releases I'm affraid that Arma3 it will need several patches to be fully playable... but we're going for it anyway. Best combat simulator around.

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I would like to see the ability to ubran prone, in one of the latest videos of gameplay you are able to urban prone but only lying prone on the back, if one could change to the sideways urban prone one would be able to efficiantly shoot underneath civilian vehicles and other obstacles. The way to enter this urban prone could be as easy as first leaning to left or right and when you hit prone you would enter the urban prone, from here if you start to move it would shift to a regular prone.

---------- Post added at 22:10 ---------- Previous post was at 22:09 ----------

I would like to see the ability to ubran prone, in one of the latest videos of gameplay you are able to urban prone but only lying prone on the back, if one could change to the sideways urban prone one would be able to efficiantly shoot underneath civilian vehicles and other obstacles. The way to enter this urban prone could be as easy as first leaning to left or right and when you hit prone you would enter the urban prone, from here if you start to move it would shift to a regular prone.

Illustration:

2ilnbxd.jpg

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it would be great to see surveillance equipment: cameras (different types), video feed, ravens (and other smaller uavs), Parabolic microphones....

these items would be useful for recon missions. the camera types would be small pocket camera for if you have to move in on an area and gather intel/evidence. on the other hand a slr camera with longrange lens would be available for recon, along with the ability to transmit images back to base (setup an antenna). Furthermore, these images/feeds can be transmitted to all players with a helmet that has HUD capabilities.

If the opposing team that is being listened to via parabolic microphones is using in-game voice chat, then you would be able to hear what they are saying. this could be fun to gather Intel before infiltrating an enemy base when doing PVP games.

Ravens and other smaller uav for squad/fireteam use would be great for obvious reasons.

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Iran to have a modernized version of the Fairey Rotordyne (but to an Iranian desgin) (the tech is within their grasp if they wanted it) as their equivilent to the Osprey.

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True 3D audio would be welcome - Rapture3D?

Oh yeah, environment dependent audio would rock.

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True 3D audio would be welcome - Rapture3D?

genius. i would love too see (hear) that in A3

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Guest

soft body physics and cars with transmision.... please

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Something like tcpw supression - great arma 2 mod gets ai to keep their heads down and actually react to overhead fire rather than just impacts.

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Insurgent/Resistance code graffiti/markers. I would imagine the greek resistance would have over time evolved some sort of graffiti code to communicate with their members, without actually ever meeting them. Sort of like a pictorial dead man´s drop.

An example from Afghanistan: http://i602.photobucket.com/albums/tt104/vor033/US - Army - 4/cbc77d3d.jpg <- These may not be actual Taliban markers, but you get the Idea.

basically, any means to communicate without actually having members meet would greatly benefit the resistance. Also adds a riddle level to the campaign: just put these spraypaintings out there marking weapons caches or good ambush positions or stuff like that, but DONT EXPLAIN IT TO THE PLAYER. Let them figure it out. At best, provide minimal help trough meeting actual resistance members.

These details would be rad to see. Just a little inspiration.

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^we need a thumbs up icon especially for this thread to see what everyone wants, this has my vote!

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Hi folks,

i am not sure if anybode has posted sth. like this, if so- sorry, i can't read everything :-)

I would like to see more realistic underwater effects. I am a diver and i think the visual range is too far, but ok- perhaps in the new map, the sea is nearly like glass ;-)

An option for the range would be nice, also colors depending on the depth. As you know, red yellow and signal colors can not be seen in the depth.

Another idea, Think about what happens if a diver comes to far to the ground underwater- then much dust is swirling...

This could be a nice feature to make it more difficult to aim to some groundcrawler. But it would be easier to notice some diver, if he is touching the ground.

Another idea, it would be nice if there would be different types of breathing-engings- some of them have bubbles underwater (open systems, can be seen on the sea-surface), some of them not (closed systems, better for military).

To make this even more realistic, radiocommunication (also gps) is not as easy as on land, but if you have a special radio system, than it should be allowed to speak via headset with your team-members, if you have just the "normal" equipment, than not. Hand signs would be cool ... :p

I know that arma is not a diving simulation, so don't kill me for my suggestions. ;-)

Just my five cents ;-)

Keep on working, a nice day and you are doing a great job !

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My suggestion is simple:

Allow for the reordering of units.

Over-dramatized example: If you have 30 units, and units 5-25 die, I want units 25-30 to have the ability to be my new 5-10. I'd also like to reorganize it in real time so that if units 2-4-6-8 are drivers, and 1-3-5-7 are gunners - I can make the drivers 1-4 and their gunners 5-8 without having to make every unit get out of the vehicle and manually get in this way from across the map. Yes, there is a team color management system, but its slow and takes forever. If I had the ability to simply press: F4 to select unit 4, then press F3 x2 - it would become unit 3 and unit 3 would become unit 4.

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instead of just placing units in the editor what about having another option to create a new world/map this will bring lots of unique creations/missions to life with the Arma 3 engine also it would be a bonus to our creativity keeping the intrest game going for a long time, anyway its just a suggestion

Edited by ra1n0fpa1n

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I want to suggest a better improved armor model for in-game tanks.

For example, all tanks should have separate armor values for the front, sides and rear. So that any modder who wants to change the armor protection of a tank, would have the ability to change

the armor for each side individually. Currently in the Arma 2 games, there is only a basic "Armor" value, but it affects all armored sides of the tank simultaneously.

For example, if I want to increase the frontal armor protectiopn of a tank, it will also increase the side and rear armor values, since there is only one "armor" value that affects all sides of the tank.

And that means, I can not make accurate armor protection because I can not increase the front value of the tank, without also increasing the values for the flanks and rear.

If I want to make a tank's front turret stronger, that would result in the flanks and rear becoming stronger as well....

And this is the problem. Because I don't want to increase the side armor, I only want to make the FRONT armor stronger, while still having the side armor vulnerable. but the game mechanics don't work that way.

The armor rating system just isn't accurate enough to do this. So my request is to have a better armor system in ArmA 3.

I know, ArmA is not supposed to be a tank simulator, but mabye the armor model on tanks could be a little more specific - by adding different armor types for the FRONT, SIDES, and REAR.

Also I wish the hull and turret armor would be separated. So that you could edit the armor values for the TURRET (front, side, rear) and additionally the armor for the HULL (front, side, rear) separately.

Edited by Chickenpie65

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I am much anticipating the release of Arma III next year, and do hope that the game improves by leaps and bounds.

I request that some animations be upgraded and proximity programmed in relation to the objects / models being interacted with.

Here are the a list of some of the animations that hopefully can be revamped:

- Medical Procedures such as bandaging, injections and dare I say it...slapping / shaking an unconscious squad member to wake him up.

- Gearing up, receiving and giving gear and inventory animations

- As stated elsewhere, context dependant entry / exit of vehicles and equipment.

- Mortar animations when shot out (covering head)

- The infamous ladder climbing animation, hope that is fixed now.

- Proximity dependant opening / closing of doors & windows in buildings and vehicles.

- Full range arm / hand signals as seen in previous installments. (hold fire, cease fire, suppressive fire, move forward and a new one....proximity dependant shoulder tap or hold)

- Varied non-combat relaxed states (hopefully what is seen in the night ops trailer accounts for this)

- This is just too much already, but working animations for sliding on NV goggles, nocs, and protective eye gear. (Glare and dust on eye gear)

- I think I better stop now

I am aware that making such minute changes is arduous for such a huge game...but if such things can be refined then the experience and immersion would be even more real. I am glad that you are taking extra time to work out the bugs and polish the franchise. Good luck and I will be waiting impatiently for release! ;)

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- gotta be a way to check the weapons fire selection lever position. this is a functional issue not an aesthetic.

thanks again for the great game

- if you don't code in a time frame for engines to cool down taking into consideration the engine block materials (aluminum cools faster than cast iron) and the ambient temperature you will have a very unrealistic response when monitoring enemy through thermal optics.

the average aluminum block engine will take around 30 minutes to cool to an ambient temperature of 20 degrees celcius whereas the same block in cast iron will take closer to 50 minutes.

- AI should not stop shooting when you go behind soft cover. in the ARMA 2 armory what will happen is AI will engage you in the open but once you go behind a bush they stop, even though they have 700+ rounds. this is unrealistic.

- proper spatial orientation of sounds

- i literally just spend 5 minutes trying to get my squad members to open their gear at an ammo dump which was next to a ural

there was no way for me to order them to go gear up at the ammo dump and not the ural. seriously?

- squad member commands like "stop that vehicle" where they will blockade a civilian vehicle and "shoot out that vehicles tyres"

2 things

1 - friendly AI infantry should call out the direction AND estimated distance AND nature AND threat level of enemy in that order. i.e. 1 oclock 150 meters 3 enemy riflemen targeting us.

2 - you should be able to ask AI squad members to come point out the enemy location to you e.g. press F2 to select unit 2, then press 6 to select action, then 0 or whatever to select "come show me location of" then 3 to select "enemy riflemen 1 oclock"

probably best that they show the direction by aiming that direction and don't fire whilst pointing unless threat is imminent

also, enemy threat levels should affect how friendly infantry AI responds i.e. if the enemy is obviously unaware or focussed elsewhere the friendly AI will not engage EVEN IF ROE IS SET TO FIRE AT WILL but will rather inform the squad leader of the enemys location, nature and threat level and then say "waiting for engagement orders". then the squad leader has better control of his squad and has a higher level of field data processing.

would be good to have an easy-access button which can be pressed to order a sort of "come show me last reported enemy position" so that as soon as a squad member reports enemy position you can press that button and know that squad member is coming to show you what they've just seen.

- in my opinion the single most important thing for functional realism especially in infantry combat situations is proper spatial positioning of sounds. 2 hours of set up and planning and then i can't hear properly where the enemy fire is coming from? drives me mad

- friendly infantry AI on foot escorting a vehicle will often walk in front of that vehicle. this is unrealistic. you know, if you programmed a general AI function which coded AI to avoid situations where they could be injured by moving vehicles, this would be a good things

Edited by Foxhound
spamming, double/tripple posting

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Mouse sensitivity value is usable only in first 1/10 of the full range. Anything above is way too fast and unusable for anyone (my mouse has resolution 450 dpi). I have to operate in range of few mili-meters to adjust mouse sensitivity.

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An Xbox 8 (or whatever the next Xbox will be called) version. Like what OFP:E was, but released at the beginning of the console's life, not the end. I know this may cause some hate, but consoles need a great MILSIM, and this is a wishlist...Thanks.

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A new anti-cheat protection. To be honest battleye sucks when it comes to preventing hackers. Bi studios should invest in making their own anti cheat system as they are the developers of the game and know the game better and therefor can create something more effective. If you have a anti cheat that is built into the game itself it'll be a stronger anti-cheat. Also bi studios should spend the extra time in making a program that Users can use to create missions and the list of functions and variables on the side that the user can look through and as well when the player type that function or variable down it should say after the bracket how it works or how it supposed to be. Plus the battleye creator or owner is to over-powered and to over-confident with his anti-cheat.

Also I want to wish for a really good 3d editor although 2d is great but it slows down the creator or a mission down more having to guess where the objects is going to be and how big it is or atleast make sure the 2d editor has accurate sizes of that object or thing so we can line up the fences more accurately without having to guess it. The game should have complete RPG capabilities. I also would love to see the chance of being able to create your own weapon configuration like you can pick any weapon out there that ArmA 3 is going to have and you buy upgrades or attachments for the gun itself and make it better as you progress through Story or Career mode you unlock more attachments and upgrades. In a way I want this to feel like Socom 3 how they had the abilities for the player to unlock new suits that they can use online and being able to customize their weapons with attachments that should surely bring in some more fun into the game and actually have the player work for their equipment and make it IMPOSSIBLE for anybody to unlock it through hacks or by a cheat code!

I would love to see all the houses and buildings that you have on ArmA 3 to be enterable and none of them are actually just models that you just see from the outside but I would want to see every building and house to be able to enter or walk through completely without any of the doors being locked or in accessible. I would like for the vehicles to be more realistic like the handling and the driving and feel of the vehicle, like I don't want the vehicle to be going like 10 mph on grass it should be able to move faster than that and when the driver goes onto grass it doesn't quickly slow the car down but slowly slow the car down it also depends on the height of the vehicle and how tall the grass or bushes are in the grass terrain. I mean all this above is a bit to ask for but its something I would want to see.

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add an option to change contrast/sensitivity of the FLIR cameras and make the Infrared signatures dynamically rendered.

in this video the FLIR view seems to be identical to Arma 2 rendering (at 1min57).

the FLIR should render this kind of contrast :

a better rendering (more detailed contrast) of the background and landscape is helfull to quickly recognize where you are shooting at.

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We definitely need the German Bundeswehr. :D

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I for one would love to see some decent Snow. seasons have been a little drab in the past and i think having a blizzard or even just some decent snow that builds up a bit would make a different environment and new tactical decisions. i.e. foot prints and tracks in general. possibly body temp too...

i think foot prints and tracks in snow could be done really well by BI i mean you look at something as basic as what Capcom did for lost planet. pretty glorious for it's time and i don't think it's unacheivable by this game. Infact tracks in sand could do with a little attention don't you think... perhaps even if it were a little BM to round out each print. Also the material changes relevant to the prints, coz i've never seen clean roads take defined foot prints..... only in arma hehe

so in summary...

volumetric weather effects to incorporate Snow.

An overhaul of the way foot prints and tracks are generated to first make a 'deep' looking snow and sand trail and less of a track or print on the roads.

I would also like to second every Physics and animation post because I think as much as arma delivers on the environment it is only as good as it's immersion which at times i ruined by a generic healing animation or random teleporting into positions.

Edited by zorilya

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I think it's about time Arma leaves the era of painted on red dots and makes CQB optics truly functional.

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