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Arma 3: Community wishes & ideas- NO DISCUSSION

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I was looking around in gamestore the other day and I came across some stategy guides. There was one for Skyrim of about 400 pages thick. I don't really use them but it struck me with an idea. Would it be a nice idea to make a guide for Arma 3? I mean Arma 3 certainly has as much depth and content to explore as Skyrim?

I mean think about it, every real soldier gets a guide to survival and battle strategies and navigational skills at some point. I'd like to see a big guide which fully disects every aspect of the game. From detailled map of Limnos, to the all ins and outs of the vehicles. It could be a very usefull tool for newcomers to the series and a fun collectors item for hardcore fans. Besides it adds another level of authenticity to the game and certainly more value and quality.

Then again maybe Arma has a bit of a too small following for something like this to be worth the effort and money, but I believe that a lot of people would be interested ;).

---------- Post added at 08:20 AM ---------- Previous post was at 08:11 AM ----------

[/color]- ability to crawl with RPG-type systems equipped and no force-to-crouch when planting satchel charges e.t.c.

- if you switch weapons whilst reloading you drop the mag/grenade e.g. if you are reloading an M203 and then switch to the AK it is attached to you drop the M203 round and the chamber stays open

Edited by mistermdg

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---------- Post added at 08:20 AM ---------- Previous post was at 08:11 AM ----------

...no force-to-crouch when planting satchel charges e.t.c.

Instead (or, in addition), I'd like an easy scripted ability to remove default actions on a per user basis, for whatever timeframe/eventframe we want. It shouldn't be that hard to create our own placing actions that overrides the animations, or prevent "Get Out" action to show unless we determine the required conditions are met.

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Game Engine:

I know this engine utilizes Physx now so I think it would benefit the sim very much if the team could implement various physics features into the world such as cloth physics on characters, imagine cloth physics on a ghillie suit! Equipment that moves with the characters like grenades on your vest, magazines, pouches, even a dangling shoelace would be incredible! Both underwater and on land plants that sway when you bump into them it would be a huge step into making it more realistic. Breakable particle glass, bullet hit impact physx etc. The little things like this could make the world come alive so much more:)

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Ability for airport towing tractor to actually attach to aircraft front landing gear to move planes around.

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Fast-roping

Ability to add ropes to maps (buildings, bridges, ...) and do fast-roping.

Ability to fast-rope from heli (already in A2?).

Should require gloves.

Nice to have

Equipment (rope belt?) for tacticool controls while on rope (like turn upside down and peek inside window with pistol). Load-out should limit capabilities.

Nice physics (even in multiplayer).

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Immersive combat shouts, ex. When ai go in danger (maybe even extend to players in SP) they will shout things like "Keep Firing!", "Can you see anything?", "Im hit!", "Get to cover!", "Suppress that position!". NOT in the radio, as they do now, but being said from the AI's position, so you can hear many different units yelling at the same time when in an engagement. ACE did this pretty OK, but it should be more frequent, and maybe even some small conversations, like AI 1 statement, AI 2 reply. Very simple things like that.

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This being the most optimized, polished, reliable and STABLE release of an ARMA so far would take priority over any of the following as my top ARMA 3 wish that would get me to preorder... :p But since this is also the ideas thread...

Since the weapon accessory system is going to be more like the industry standard finally (base weapon plus accessories), I would like to suggest that attachments not be exclusive to a particular weapon category.

Obviously a pistol suppressor won't fit onto a rifle suppressor (unless it's somehow a pistol-caliber carbine or an AR pistol lol), and a pistol-length slide or "underbarrel rail-attached over-the-slide" optic rail may not be isn't long enough to mount a magnified scope meant for rifles... but I'd like for the assault rifles and submachine guns to allow attaching magnified scopes above 4x (it seems that the scope in the E3 videos is basically an ACOG analogue), while both marksman rifles and pistols would be able to mount collimator/reflex sights (or at least marksman rifles allowing the dual-mode 4x/collimator), and any of the above could be suppressed.

Before you accuse me of facilitating trickshooting (in the case of marksman rifles with red dot sights) or being too Battlefield 3-like, let me point out that it wouldn't make them any more handling-wise suited for close quarters! :) I view it more as a case of "if we allow dual-mode optics* and for modular attachments, why should that not extend to the logical extreme?"

LATE EDIT: To give credence to this wish of mine for ARMA 3... the pistol on an above-the-slide rail is a real thing (the third pic is for a Glock-specific model), but so are pistol reflex

. Likewise,
. Edited by Chortles
Added the links as demonstration that pistol optic rails/sights and bolt-action rifle reflex sights DO exist

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This being the most optimized, polished, reliable and STABLE release of an ARMA so far would take priority over any of the following as my top ARMA 3 wish that would get me to preorder... :p But since this is also the ideas thread...

Since the weapon accessory system is going to be more like the industry standard finally (base weapon plus accessories), I would like to suggest that attachments not be exclusive to a particular weapon category.

Obviously a pistol suppressor won't fit onto a rifle suppressor (unless it's somehow a pistol-caliber carbine or an AR pistol lol), and a pistol-length slide or "underbarrel rail-attached over-the-slide" optic rail may not be isn't long enough to mount a magnified scope meant for rifles... but I'd like for the assault rifles and submachine guns to allow attaching magnified scopes above 4x (it seems that the scope in the E3 videos is basically an ACOG analogue), while both marksman rifles and pistols would be able to mount collimator/reflex sights (or at least marksman rifles allowing the dual-mode 4x/collimator), and any of the above could be suppressed.

Before you accuse me of facilitating trickshooting (in the case of marksman rifles with red dot sights) or being too Battlefield 3-like, let me point out that it wouldn't make them any more handling-wise suited for close quarters! :) I view it more as a case of "if we allow dual-mode optics* and for modular attachments, why should that not extend to the logical extreme?"

I agree, the in game weapon rail system should become true to it's real life self.

Probably a bit late in development now but the gun customisation choice should effect the gun's weight and ease of use accordingly.

If I want to fit a rail based British AWS sight or TWS on a rail fitted CZ75 pistol I can, how in the hell I hope to use it effectively god knows, but I still can.

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1. For startup parameters that makes sense, like -showscripterrors, allow us to simply set it up in the game options instead. That way we don't have to restart the game once they become too annoying in missions that actually works even if they produce errors, or addons sitting in the background producing errors that doesn't really matter.

2. Ability for a mission to define an area of interrest, where outside nothing except "default land" is rendered. The idea is to be able to produce own "mission cutouts" (similar to new "addon cutouts" in ACR) in order to reduce strain when playing and previewing a mission. I.e. if mission is "cross to other side of town" there is no need for the whole island. Probably impossible, but thought I should mention it regardless :p

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we all know shrapnel, its verry dangerous.

shrapnel makes a pretty good impact on gameplay and adds more epicness:o, its more realistic too

it makes taking cover a must do or die situation,

i am pretty sick of that i can stand pretty close to an explosion and not be killed or incapasitated

please support this idea because its realistic and a good 1 too atleast i think :cool:

o yeah also sorry for grammar and if someone can add something just do it tnx for reading see u all on the battlefield

greetings from the netherlands (APEX)

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New "water tiles" on the Limnos map with new environment sound parameters "LAKE" and "POND" adding to the only existing "SEA". Lakes typically have very different wave characteristics from the sea (wrt sound, check out Takistan), where ponds might not have much waves at all during wind, even if they might have wildlife cfgSFX associated with it. So like, sea could have seagulls cfgSFX, whereas lakes and ponds could have ducks, without sharing wave characteristics.

Edit: Another one, after reading in the high altitudes thread.

If we now get a new cloud system, how about using the current one as a mid level cloud layer (alto), but also visible from above - I believe last time I was "up there" they weren't rendered while above them. Also, a new simple 2D layer at extreme altitudes for cirrus clouds of varying shapes (see any flight sim). I'd like these not to be controlled with the simple overcast slider, but via more direct means. I'm kind of a weather guy (into aviation) and it would be nice to tighten up the upper and mid layers as a prewarning of an upcoming warmfront.

Speaking of the weather, what's the deal with clouds always moving from the west to the east? I'd like control over that :)

Edited by CarlGustaffa

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Just getting into ArmA 2 and hate that I just found out about the game but enjoying my time until ArmA 3 releases. My current issue is the AI is so Defensive but it doesn't do a good job at the defense part. It's as if they are sitting their waiting to be slowly killed off by the much smarter human players. While ArmA 2 opposition look only like a well supplied gang, I'm hoping the next group will be more of a threat with more power/resources. There needs to be "Capital cities" so to speak where enemy presence is heavy, snipers are planted, better enemy artillery protection, and good heavy armor presence. Reinforcements should also drop in a lot of soldiers and an occasional Light/Heavy armored vehicle, while also using better air support to try and shoot down our aircraft. What I also found to be an issue is the lack of enemies actually using the inside of buildings as cover, while shooting outside. A battle should make a soldier cautious of taller buildings and higher up windows. There should be more of a reason to actually search the buildings for opposition. These Main territories should aim to be a battle that can last for hours where you might start at day but find it turning night before the battle is even over. Smaller territories shouldn't be as long of a battle though. However, The AI shouldn't sit back and allow you to steam roll over their smaller territories without a reaction of course. As you take over the AI should try and take back their land or take over yours(even muster up an attack against your main base if pressured enough). The smaller territories should also be civilian heavy and killing them recklessly would allow the AI to be able to take over that land back easier with regular civilians rising up and joining their cause also making it harder to reclaim such land. This would check the reckless behavior one could have by bombing/shooting everything in sight. It keeps the players more on their toes as they will have to watch who they shoot and not be so trigger/bomb happy.

ArmA 2 is a great simulation, but I think Arma 3 should do better at showing how serious/mental a war can be against a solid opponent, as shown when you look back through history. A soldier is trained to pre-plan an attack but adapt that plan as the variables change, which in war is bound to happen. Currently a solid tactic can be established and not much forces a change in thought. It's like a good plan is established then zerg it until we inevitably capture the area and slowly take over the map.

Edited by Akumu

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- scope/optic shrouds. these are like material masks for optics that prevent them giving off glare.

Who says there's going to be glare from optics in the first place?

My suggestion:

Probably already brought up but for extra justice.

More realistic helicopter dynamics? damage? i don't know the correct term, for aircraft that allow wheel's to act like wheels rather than stationary points and allow the aircraft to land on the move (i can't find a video example) rather than going into a hover or slowing to - 30kph and landing and more realistic damage models for example landing at high speed with skids evenly not causing engine damage or if blade clip objects it causes damage/failure of the blade rather than spontaneous combustion of the current A2 helo's that seem to have blades made out of Dynamite...

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I want a vehicle damaging system, Like I want to be able to crush a car with a tank like I want to see the car get nearly flattened by the tank. With this I want to be able to damage the car like if I run into a building at 25 mph it will damage the front end like cripple the hood, bumper, bust out the lights and all that. I also really want the handling of the vehicles to feel more right and actually slide and hear the tires lose traction and I want to hear all the car environment like rocks hitting the car, When you travel behind a player and your in a dust cloud I want to see the car get dusty and dustier. Maybe add in a feature that is optional for people to add in workable car washes in case if they want to make a city life Role play. I really want this game to be able to go Role Play and also keep it to the military simulator as it is but have the role play capabilities and the extra extra realism.

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- switching postures should be faster and more fluid i.e. if you are prone and move to stand and whilst standing up you double tap "W" to sprint the avatar should be leaning/moving into a sprint as he/she stands not rigidly standing, pausing a halfsecond and then moving into a sprint

the whole process should also be faster. the avatar in ARMA 2 seems like he has arthritis or osteoperosis or something.

- things like stopping running in order to bring up an AK from a stand down position. why?

- having animals with proper AI would make hunting in mods like DAYZ a more interesting endeavour. i think when DAYZ for ARMA3 comes out i will just quit real life and become a zombienation king.

- instead of getting stuck in doorways etc the avatar should automatically lower/raise the weapon to fit through this would maintain realism better than rigidly getting stuck. focus should be given to making movement more intuitive i.e. a balance between being intuitive but not feeling automatic

possible idea would be a quick-press key to grab onto the edge of something if you fall off the side of a building e.t.c. that you must tap quick enough to grab the edge/rail

- able to throw grenades from prone

- less/no pause when changing direction when running/sprinting

- when crawling through grass/shrubs the foliage should be crushed only where the ragdoll bodyparts touch it and you could use that point of touch to trigger sounds too. in arma 2 you can be static in a bush and there will still be loud sounds as if you were moving through the bush.

- defecation and food/water/sleep for longer missions.

- ability to hold your hand up to block the sun for glare reduction and proper implementation of polarizing lenses (which cut glare only without darkening the image as much as traditional lenses)

- shrouds for optics which prevent them reflecting but do not affect vision much

---------- Post added at 01:23 AM ---------- Previous post was at 12:39 AM ----------

- if you wrote ragdoll bodies as objects and had realistic bullet impacts i.e. the bullets would exert a moving force on the body in their direction of flight that would be something.

- ability to place your weapon sideways on the ground when prone to reduce visual signature. same goes for head and upper body.

- proper spatial placement of sounds. you need a specialist for this.

---------- Post added at 09:45 AM ---------- Previous post was at 09:30 AM ----------

- easier action-taking aiming system

- a system which prevents the abuse of 3rd person view for seeing over/round objects. in ARMA 2 you can see what's on top of a hill without actually cresting the hill. this is not humanly achievable without equipment.

a proper "peek" system would be better. the 3 main issues which affect small arms combat in arma 2 negatively are;

1 - incorrect sound mechanics - you need a good sound engineering team to deal with the placement of sounds and the resonant/sound-absorbent properties of the materials as well as reverberation and a number of other things i don't know about. a properly designed system such as this would also be very marketable elsewhere in other programs.

2 - 3rd person view skews the combat. snipers on rooftops can lie safely behind walls and scan all round them. this is unrealistic. i have been in contact with a major weapons manufacturer regarding the design of a system which would make this feasible but to my knowledge nothing which provides this kind of advantage in this manner is currently available. any such system would likely be very vulnerable to anti-materiel fire, which should be reflected. in summary a totally invisible eye 3 feet above the avatar is not realistic in any manner.

3 - bad clipping and/or movement that is less than fluid. as i stated above the avatar should automatically raise, lower or draw in the weapon so that fluid movement can be maintained. it is the players responsibility to ensure they enter a room or round a corner correctly. the avatar should also automatically mould its body to the gameworld in an intuitive way e.g. would bring a limb in so as to be able to move closer into cover e.t.c.

- the ability to properly move into vegetation should be included. lasting visible damage to the vegetation should also be included.

- when running in obstructed areas such as forests there should be a small probability of tripping and a similar probability of dodging an object or being injured by running into it. there is currently no mechanism which requires players/users to focus on their pathtaking in obstructed areas.

- proper blood pooling and flowing as well as persistent blood trails from injured so they can be tracked

- animal AI

- flashlight aimed at the face should essentially blind the player with glare

- arma 2 flashlight does not reflect off surfaces i.e. is sterile

- avatar should lean over the edge of whatever it's standing on before falling. it's currently impossible in ARMA 2 to aim at an object directly below you.

Edited by Foxhound
spamming, double/tripple posting

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Please guys do not misunderstant DayZ with ARMA. As you probably know DAYZ is mod so when you wish there for more food you are in wrong forum. This discussion is about arma 3 features and gameplay improvements not about how many guns spawn in dayz. Also note that this game uses different engine from all the others and have limitations so don´t wish for things like tank flaten car because even if it is/would be possible it would be enormous amount of work with models and probably extreme load to your gaming rigs.

Now my contribution back to the topic. I don´t know whether it was mentioned before but armored vehicles should be acting like armor not health bars. Another thing is tanks should be changed in the way helicopters are and same goes for jets. When tank engine is damaged it blows up which is pretty weird and also for some reason most of missiles hit engine first and turn it red. It shouldo nly disable turret and moving not kill the tank.

Next one is for jets. I somehow miss possibility that you might hit engine of jet and disable it if you hir right or hit a wing so it would be harder to maneuver like helicopter back rotor.

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improve the vehicle control

i mean keep the 3 speed system but give the player to modify each speed individual

this means while holding W you can scroll up to increase your acceleration

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- being able to disable/enable MODs in server-browser. when i see a server i want to join but i have to restart the game with the correct addons, thats pretty annoying

- grass shouldn't pop-up 10m before you when you're running. thats probably my biggest critic on arma2 graphics... and i see the same thing in arma3 videos. maybe fade-in the grass textures, so it's less "annoying"

- maybe seperate 3rd person view from 1st person view, to make it more like other popular games (bf3, planetside2...). hard to explain but i think the controls would be less glitchy if the 1st person view would be seperate and not just a "zoomed in 3rdp view"

- copy smoke/particles from warfx-blastcore, also for smoke grenades. the vanilla system looks too boring. and copy some sounds from jsrs. ;)

- rework the action menu. maybe place it in the center for some situations (entering vehicles...) or make a round ui for it etc

- on lower difficulties it would be nice to have a little radar/minimap like in project reality where you can see your squad members

- more gore realism. limb loss after heavy explosion or something like that.

- offer high-quality islands as DLC.

- shooting while running... dont "hide" the weapon while running/moving outside of the screen, make it like in bf3. sprinting=no shooting, running=weapon visible and shooting possible

- auto-run bindable button (mouse5 for example)

(- heavier focus on multiplayer/netcode. to boost sales and longetivity of the game)

(- punkbuster instead of battleeye? i'm not very familiar with anti-cheat mechanics though)

(- if possible release arma3 with dayz included to boost sales... that way there will be more players on public arma3 server, which i would like very much)

(- collectors edition with soundtrack and first dlc(s) for free. i would buy it!)

Edited by DonneRR

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