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Arma 3: Community wishes & ideas- NO DISCUSSION

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Yes the dancing animation is fun and I wish there was even dedicated key to start a dance in full game without the need to script it first. Why? For the crack while waiting for pick up of course

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proper controller support would be nice too.

some people, like me, don't like to (or like me, simply can't) use kb&m to fly helo's, planes, etc.

the ability to fully configure to controller properly would be good

Edited by realKHz

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proper controller support would be nice too.

some people, like me, don't like to (or like me, simply can't) use kb&m to fly helo's, planes, etc.

the ability to fully configure to controller properly would be good

Came here to post this and the most recent post covers all the bases.

In ARMA2, I was mediocre at best when it came to flying with the Keyboard and Mouse. I don't really fancy the flight stick option as it costs money I don't have and it requires me to drag out a peripheral whenever I want to jump into some ARMA. The controller support for ARMA2 was just so that I could customize my controller to effectively fly helicopters with ease. The biggest benefit was the use of the two sticks to fully incorporate an easy maneuvering style into my gameplay. Keyboard and Mouse doesn't allow for that (at least for me).

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One more thing. It would be good if I could set to my AI soldiers in which order to eliminate the enemy. I mean click on one enemy somewhere and another one somewhere elese and then say "open fire" and he would shoot them one by one in the set order (for example first the one on watchtower and then another set one and so on).

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Proper mortar-men. You know, with all this focus on infantry, It sorta seems like you "guys" forgot mortar-men are infantry.

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Please add knife assassinations to the list. I personally would love to see this and other melee weapons implemented. The animation could be like the old socom games or mgs3. It would give the player satisfaction and it would encourage stealth gameplay.

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An iPhone/iPad app that ties in with the game (via WiFi, and using server information) that provides moving map displays for flying, a GPS for infantry, a replica PRC-117F radio for communications, and a Combat Swimmer Nav Board for diving navigation.

Just a thought, the technical aspect is probably a helluva lot more tricky to implement than I realise!!

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- Micro islands with big citys, airports or bases.

In that way you could make heavy scripted missions with alot of AIs and vehicles/objects without have a huge impact on the game's performance.

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MRH-90

http://www.defence.gov.au/media/download/2007/Dec/20071218b/20071217adf8161479_143.jpg

Indeed. I do personally believe the MRH-90 (or NH-90) is a helicopter that, if implemented, would be awesome for Arma 3. Mainly, it bridges the gap between heavy capacity, large vehicles like the V-22 Osprey, and smaller vehicles like the Sikorsky H-60. It does look a lot like a Merlin as well, which is nice. It also has a ramp, and the two side doors. This is great, because it allows you to exit from three sides, and take cover on three out of four sides. In my mind, it would be a lot similar to the venom: 1 M134 on each door, and FFAR launchers on the side. Mayhaps even a ramp mounted machine gun, extended when the ramp is opened. Who knows, we may have a BattleKopta on our hands. Or Deffkopta... Two hardpoints on each side door, with 3 on the ramp. Or less, if that's not realistic.

CH-47M

An upgraded variant of the chinook. Need I say more? I was one of those weirdos who actually liked flying it, because it was an awesome helicopter. PLEASE implement this, as it adds even more variety to your masterpiece.

A-10E Warthog

The A-10E would bring back old memories of dominating domination in an A-10, completely annihilating all who stand in your way. The GAU-8, so easy and yet so incredibly devastating, will utterly maul anything in it's path. But, it has a weakness. Relatively slow speed compared to the actual fighter jets, with a maximum 0f 607km/h. It's an easy target for AA guns and cannons, but it's armor will stop most fire in it's track. TL;DR, orgasmically amazing.

Fast-Roping

Just... Please, alright? You've seen the arguments for it.

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Can I get a refund? I am 100% sure BIS will do nothing about the scripting/hacking. Who should I contact?

thanks

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- Micro islands with big citys, airports or bases.

In that way you could make heavy scripted missions with alot of AIs and vehicles/objects without have a huge impact on the game's performance.

Yes I like this idea, smaller but much more detailed maps with good staging areas to the sides and corners, I always thought Aliabad was a nice size, but I can imagine smaller but much more populated, f.a.t.a is a nice direction.

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6 Degrees of Movement in vehicles:

This would be very handy - the ability to lean to the side when in a vehicle/aircraft would be awesome. When approaching a difficult LZ, or peeking over the top of your weapon whilst on top-cover in HMMWV, the ability to lean would be awesome, especially with TrackIR. Especially leaning out of helicopters - as a door gunner or "Crew Chief", you could lean out and talk the pilot into a difficult LZ. As the pilot of a Littlebird, you could lean out the side door as you set up an approach.

Tonnes of possibilities out there, why not?

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New Fluid Simulation Algorithm Allows Realistic Water Physics

PhysX’s Position Based Fluids (PBF) technique may provide a way to efficiently simulate realistic water physics.

http://www.tomshardware.com/news/PhysX-Water-Physics-PBF-PBD,22224.html

Hoopefully BIS will integrate this into the final version so we can see this with the scuba action.

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Larger Maritime Vessels:

It'd be nice to see some larger Maritime Vessels - I appreciate that these will appear pretty quickly with various Mods that always spring up, but a few pre-packed merchant vessels could provide some extra depth for scenarios, (especially with the added dimension of combat diving).

Take for example freeing a vessel from pirates; you could perhaps perform a rescue using Littlebirds, or combat divers, or RHIB boats, or all three in a coordinated rescue attempt. You could parachute onto a large tanker in the dead of night with the added advantage of NODs, which most pirates tend not to have.

The vessel could feature as part of the old "Attach a limpet mine" mission.

Further, the vessel shouldnt be a stationary object - they should be able to proceed at speed and manouevre, providing that extra challenge for any helicopter pilots trying to put troops onto the deck, or for RHIBs to come alongside.

Shooting from helicopters/vehicles:

I must be honest, I havent browsed through this entire thread, so I am 99% certain that this request is already here. That said, I wanted to add my vote for this.

It's been modded into ArmA2 by the boys at ShackTac, and having watched their videos, they did a cracking job of it, but it shouldnt stop at just Littlebirds.

http://www.armaholic.com/page.php?id=16497

That link should take you to the Armaholic page with their mod, which includes shooting from Littlebirds using the soldiers individual weapon.

Airborne sniping is now becoming more "mainstream" - by both Law Enforcement and Military. It is definately a useful aspect of any airborne heli-assault. An MH-6 doesnt have its own organic weapon system. Making a 'gun-run' using an AH-6 or anything heavier isnt exactly conducive to hostage-rescue operations - you cant really be that accurate with 4000rpm and 2.75" unguided rockets!

Once you have dropped off any troops, the ability to render accurate small-arms fire on to targets that present themselves in an environment where hostages may exist would be incredibly useful, and faithful to real-world ops. Its as simple as having a position for a guy sat, legs out the door/crossed, sat on the floor of the aircraft (exactly as you would sit on the ground with a weapon - practically the same animation!), with the ability to aim and fire his own weapon out the side of the aircraft. This guy covers the movement of the guys performing the assault/rescue, whilst the aircraft remains in orbit around the target. This provides opportunities for communication/teamwork to flourish - lets say the guys on the ground have a threat they cant engage, but the airborne cover can.

Alternatively, produce an aircraft with a set "Airborne sniper" position, just a modification of the current KA-60, where the door gunner is replaced with an airborne marksman. This is - again - as simple as an Mk14 EBR with a low-power optic (Thinking Eotech/Dual-Power here) on a karabiner and bungie cord suspended from the roof of the aircraft cabin, aiming out the side.

2 Passenger Slots on sides of Apache for 'downed aircrew rescue'

Easy enough idea - an Apache can carry 2 passengers on the side fairings next to the cockpit, in order to rescue downed aircrew from another Apache. In the past this has been used in anger. It was used in Iraq to rescue the crew of an OH-58 Kiowa Warrior who were bought down by gunfire, and in Afghanistan when British Royal Marine Commandos strapped themselves on to the sides of an Apache in order to try and rescue/recover a missing Marine. Unfortunately, the missing Commando hadnt survived, but it showed the capability that the Apache possessed. Its simply a case of adding two passenger slots labled "Crew Rescue Harness" to the sides.

Matt.

Edited by MattWales
Another (silly) idea...

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Capable female based assets or none at all.

It would be wonderful to see females capable of wielding weapons and driving cars in an arma game for once. In Arma 1 we had the news anchor who had no bones and understandably wasn't playable, then in Arma 2 we had females of all sorts, grans, escorts and so on, all fully clothed and in good taste. These assets had skeletons that allowed them to walk, talk and perform virtually every motion that other human based assets could...except two things, wielding weapons and driving vehicles.

Now I understand that the idea is you do not wish to see women harmed (although I question that motive based on the mission with the abuse victim) however your reason falls on its face when you are able to shoot these women just the same, there is nothing to stop me from putting a bullet between their eyes, worse then that I as a player can actually play as them but be left essentially useless because I am literally incapable of gameplay. Now comes Arma 3 and we've seen suggestions that there will be women ingame again, this time with hints to skirts and bathing suits which is...alright but the big question is wether or not they will be just as flawed in Arma 3 as they were in Arma 2.

I understand that creating assets takes time and money, time to rig, model low poly, texture and even bake from high poly models. So why go through all of that if you are going to create an element of the game that is essentially useless? Narrative and things of that nature are fine in most games wherein these things are NPC's, but when you as a player can take control of the units and are then rendered incapable of performing the same as a male asset then it creates a situation wherein this element has no purpose to be in the game.

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wet effect (soldiers are shiny in the rain) and new AK-12 (i think its the newest one) would be great in the game

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I have been playing some Arma 2 content these last days. It started with me playing the CWR2 Resistance campaign, and from there I replayed some missions from Arma 2 OA and BAF. With that experience fresh, I would make a wishlist about Arma 3

-better AI driving skills. They should be able to follow you on car better, they always always always are left behind because they don't know how to put the metal to the floor. It seems they never get all the speed the vehicle can do. And that's with a broad road with gentle turns and without other vehicles that can be considered obstacles. Another issue is they lack some kind of predictive behavior (i.e. see a truck crossing the road and know and initiate the avoidance maneuver before reaching the truck), but that's more complex, I imagine.

-better information about what the hell is the AI doing / better goal oriented AI. Sometimes in the missions where you a grunt and the leader is the AI, the group would go in mysterious directions god know why, at hundreds of meters of distance from the action, and they would go prone, refusing to advance, or doing it very slowly. Lots of people like the "grunt experience", so they should attend a bit more this side of Arma.

-Better control by the player of combat modes and redone combat modes:

Right now there are three modes: safe, aware and danger (well, four, with stealth). Safe is worthless except for mission makers, it only serves to put soldiers patrolling while walking as a stroll in the park, or putting soldiers at rest. That should be an option in the mission editor, no in the game. In the game safe mode (or just rename it to something else) should serve to allow soldiers to move without any hindrance, without need to stop to watch directions, stop for cover, and all that cool stuff that makes movement slow. Just allow them run at 100%.

Danger mode should be like it is right now, maximum security with bounding movement, using lots of cover, going prone, watching directions, etc.

Aware should be something in the middle of danger and safe, not as slow and secure as danger, but in exchange faster.

And last, if the player leader calls for aware mode, and there aren't any more enemies nearby, it should switch to aware, and not stay at danger as long as they want, like it works right now.

-Better enemy reporting. I was thinking the other day, the AI can use words like "tree", "bush", "car", "house" to report movements or contacts. They should increase that "vocabulary" with "big house", "small house", "church", "fence", "well", "group of rocks", etc and combine it with colors ("red house", "blue car", "grey fence"), and relative directions "in front of", "behind", "left, "right". So the AI could call "enemy group behind red house, 200 mts 1 o'clock". It would be so much more useful and less frustrating than try to guess where the hell your mates are seeing enemies you can't see (or resort to having to use "cheats" like the extended map info).

-"Heal everyone" order for the medic squad. Nuff said. And special AI code for the medic, it needs to cover and stop less and heal more.

-Overhaul of the action system with graphical interface/interaction. For some actions that present a "list" (like the vehicle menu (4) and the action menu (6)), there could be implemented a pip view of the vehicle or gear or whatever thing you are selecting for that menu.

-I know it's a pipe dream, but I would like a better target acquisition. It's so wonky. Some times they see stuff almost impossible to see for normal humans, some times they can't see enemies 10 meters ahead.

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* Armies should be balanced, unlike in A2 OA where US army was 10 times stronger than the Takistan army (weapons and vehicles)

* More armies (would be great to see something different, something never used in ArmA series like the PLA)

* More well known weapons, I have watched the ArmA 3 videos from Gamescom and E3 and saw some screenshots most of the weapons are so unpopular, I would like to see some G36 series, the HK416 and HK417, Ak 12, QBZ-95, more Iranian firearms...

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  • Pitted and undulated ground
    B.U.N.D lines (Built up natural defenses) about knee height, Trenches, Small rivers with steep sides
    stream idea = http://geoimages.berkeley.edu/GeoImages/Starrs/cowboys/IGDITCH.JPG
  • Irrigation ditches at the side of the road for cover
  • Thicker forests (In small quaniteties due to Game rigs)
  • Automaticly dip weapon when close to walls (needs to be quick for indoor target aquisition)
  • Less head movement from AI (it's not good to see A.I firing/hitting you but looking over his left shoulder)

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-better 3d audio positioning (should be easier to tell, where the sound source is coming from, left-right-bahind-infront of you)

-echo, reverberations in various areas, like cities, woods, open field, in a building. (similar was reproduced for arma 2mod J.S.R.S 1.5, works fine under A3 engine)

-distant sound filtering. (the further a sound source is, the more changes it)[this feature was already implemented in J.S.R.S 1.5 mod, works fine under A3 engine]

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-echo, reverberations in various areas, like cities, woods, open field, in a building. (similar was reproduced for arma 2mod J.S.R.S 1.5, works fine under A3 engine)

-distant sound filtering. (the further a sound source is, the more changes it)[this feature was already implemented in J.S.R.S 1.5 mod, works fine under A3 engine]

- Ammo cooking

- better sounding explosions

- ACRE in the vanilla build

- ACE in the vanilla build

- Mods installed on servers to be automatically downloaded by your client (could be hosted on server your connecting to, or custom URL for pointing to alternative server so not to use too much of the gameserver connection)

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Probably mentioned already, but I would really like the armed version of the V22 Osprey, also known as the MV22 Osprey if equipped with said weapons.

It features a minigun or heavy machinegun on the loading ramp, and a belly mounted minigun which is guide by a (thermal) camera, operated by the co-pilot.

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I'd like the KC-130J to be in-game, as both a tanker and cargo aircraft, depending on a loadout chosen by the server. In its tanker role, it would obviously be able to refuel other aircraft (with the probe and drogue system), as well as para-drop soldiers, although a reduced amount as compared to the cargo loadout. The cargo loadout would be able to paradrop a few more than the tanker, but the big advantage would be the ability to drop vehicles, and at night drop flares (visible and I.R. flares) for illumination.

The KC-130J would also have the ability to be outfitted with the Harvest HAWK system, giving it overwatch capabilities, CAS for ground troops, and the ability to designate targets for other aircraft. This added capability would give the KC-130 a valued position in ArmA 3.

Edited by Mirotic

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Ragdoll effects when dragging a wounded soldier instead of the clunky stiff drag animation. PLEASE!!!

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They should definitely add in that when you join a server, it downloads and installs the mods/addons you need. Like the source engine. Arma 2 has some great mods that would be great, but its complicated to install these just to join a server. Other things include a few more airplanes and air to air weapon load-out selections.

The editor should have some more basic things added into it, I.e the options to set re-spawn points and re-spawning vehicles. More modules and scripts, once again there are many incredible ones out there, but they are once again harder to install when they should be default features.

It would be great to see an easy mod installer built in to arma 2 and server keys made to be done by default if possible. Things like this would make A3 an increadibly popular game!

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