nugetaa 0 Posted July 17 Hello Reforgers and Bohemians (Bolek Bolek, as I wrote it, I immediately remembered beer), So after some time (about 500+ hours in-game) I decided to contribute on the forum with my own topic. On which I will try to expand it and not place it to the suggestions of other users where it will surely be lost. HQ and building system The freedom to build bases adds a twist to the game. But first there should be a command vehicle in the game to build the base. This vehicle should be able to move if the base position has been exposed or destroyed. It would also be nice to come up with a system to approve the transfer of the base. For example, a quick vote to move the main base would have to be called at the command post board, with the 3 highest ranks of the party voting for the new location where the base will be moved. Also, the game needs a new design of the base building with the levels (we don't need separate light and heavy vehicle depots, because it would be accessible through the building level). This building should be completed regularly to look like a construction site. that is, not 20 percent for one shovelful of sand (that's probably a joke in that game). Anyway, it's a simulator, so make it look like a simulator. Iconic (and favourite) vehicles What should be in that game from the beginning is not in it (M113 and BMPs as opposed to brdm and LAV(?!) is the basic) and above all of its iconic vehicle of the OFP series. and immediately remove the LAV-25, no one wants that sh*t in the game. Commanders and squads We need commanders to have a gps locator. But that locator should show the coordinates as in the original OFP. Also for the case of the gps locator, it should not show the exact location of squad commander on the map, but should show the circle in which the commander is located, so that the player must find the way to his squad. The player should play with his squad, so it would be nice if the player had to follow his squad and stay close to him, say at least 300 meters. If he does not do so, his accumulated XP will gradually be deducted, and thus even from the rank of major, he may return to the rank of private after some time. And no, it is not a disadvantage, it is an advantage to force players to play the way they are supposed to play. With their squad. Better visibility of allies Player name tags should be better visible even from a longer distance. Some of the helmet designs look awfully like ruSSian ones and are hard to visible. Better visibility on the map And of course don't forget the map. Sometimes it is very difficult to find your own squad on the map when everywhere you see only Atlas White, Red, Purple, Pink, Magenta, Smaragd (and other ridiculous names of squads) and as a bonus a number to make it even more difficult to find. There is still room for improvement in both Arma Reforger and possible ideas for Arma 4. I have no doubt that Arma 4 will be great, but it can be even better. I'll add more suggestions soon (I have some, but I'll leave them out for now) and I'd love it if you could post your ideas here too. Perhaps some discussion regarding the proposals will also please. Anyway, these are basic suggestions that could have been integrated from the start to really punish players who don't play as a team in a team game. Share this post Link to post Share on other sites
doshskia 1 Posted July 18 10 hours ago, nugetaa said: Iconic (and favourite) vehicles What should be in that game from the beginning is not in it (M113 and BMPs as opposed to brdm and LAV(?!) is the basic) and above all of its iconic vehicle of the OFP series. and immediately remove the LAV-25, no one wants that sh*t in the game. lav 25 is not even in the game yet 10 hours ago, nugetaa said: Better visibility of allies Player name tags should be better visible even from a longer distance. Some of the helmet designs look awfully like ruSSian ones and are hard to visible. this is a very enjoyable disadvantage and i would it rather stay as is Share this post Link to post Share on other sites