hoot 0 Posted December 12, 2005 Quote[/b] ]For example weapons could have "holding spots" where soldier's hands automatically attach to and you can include your own gun holding stance animation and reloading animation in your add-on. Ofcourse this requires a lot of work from BIS to make soldiers' hands seperate from the the other body so the different parts could have different animations. aaah k you mean you want a full scalable 'skeleton' like a template for different models. well, this could truly be a neat feature for ingame player customization i didnt want to kick aa down completely, but you know, ofp - the holy bible, king of the genre Share this post Link to post Share on other sites
snoops_213 75 Posted December 14, 2005 Re-reading some old interviews and stuff the other day and somewhere it said BIS's ultimate goal for a game will take 10+ years! Ofp was a step in that direction, so i beleive that with ArmA and Game2 they will be taking the engine to a new level. To what degree is yet to be seen but why would they make a less "real" world for ArmA than what was in ofp. What you are suggesting is all well a good and lifelike to a point, but would their time not be better spent getting the world physics right first? Modelling wind, gravity, currents(in oceans/rivers), thermal activity etc would be more useful and real than adding say a animation of me lifting my rifle to select burst/semi/safe(I have to look under fire to make sure? no thanks, to many ways to die already). If they did that then atleast realism would increase all round as everything would be affected, flight models could start to be made accuratly, bullet disperssion would be almost natural and not need modding, Fire Control Systems in tanks/APCs/helos/planes could then be modelled properly. But thats almost to much to ask for yet, but where do you stop? Even improving the sound engine would increase the realism factor. Its a case of where to start and where to draw the line and work on ther other things that the game needs, as someone already said, crays arent home PCs yet, so realism can only go so far atm, so if its a case of less (pointless) animations/eyecandy and more physics detail i choose b. my 2 cents. have a good day Share this post Link to post Share on other sites
morteni55 0 Posted December 17, 2005 I must say, to this date, no game have passed OFP in realism. The only downsides Ive seen in OFP is that it could be a little better graphics and some other solution to the MP, Ive been playing this game since the SP Demo and Ive tried other games, but I keep coming back to OFP, mainly because of the realism, the addons and the mission editor which makes this game unique! PS: I cant wait for Armed Assault! Share this post Link to post Share on other sites
metallicAL 0 Posted December 17, 2005 I dont think Americas army can be used as a training tool. VBS1 (OFP engine) can and is. Share this post Link to post Share on other sites
Mr_Tea 0 Posted December 17, 2005 The best of Americas Army is it`s training. After the Special Forces training i played AA online, and i was not satisfied. Everyone on the servers is fighting for its own. There are also many things i miss in AA. Back on topic, i`m sure that realism will be a big factor in Armed Assault. Share this post Link to post Share on other sites
Hekezu 0 Posted December 17, 2005 I dont think Americas army can be used as a training tool. VBS1 (OFP engine) can and is. US Army has a version for their own use which is used to train soldiers. There are trainings for convoy protecting/disabling and HMMWV with a mounted MG training as far as I know. So they already have drivable vehicles with the "game" but they haven't been added to the public version. Remember, US Army licensed Unreal Engine 2.5 and later on 3 not only to do a public game but to do their own "secret" projects. VBS can be used for larger and more complex scenarios that's for sure. Share this post Link to post Share on other sites
Hutson 0 Posted December 22, 2005 Gents, I currently play Americas Army at the moment, to me it is the most realistic infantry based game out there. There are drawbacks, as have been pointed out. Too small maps, lack of cohesion between public players, etc. However, these small pieces are overcome with a bit of teamwork and tactics practiced over and over. The team I'm in practices teamwork tactics to better our game enjoyment - tactics that are designed to work in all FPS type games. I am looking forward to Armed Assault (ArA) due to the huge areas that play can take place in. Things I am feeling a little wary of are the huge number of vehicles (ala the BattleField series) because of the unrealistic game play that they tend to generate. My team and I will be playing ArA with permadeath on - and will take things slowly as a real unit would. Overall, the 16AA and I are very much awaiting ArAs release with baited breath, I hope it lives up to our (and everyone elses) expectations! Regards, Paul Hutson www.16AA.com Share this post Link to post Share on other sites
robert(uk) 0 Posted December 22, 2005 My team and I will be playing ArA with permadeath on - and will take things slowly as a real unit would. Now that is how a game should be played, in certain modes of course. Trust me mate, if you guys are playing like that, I will be playing alongside you... PS - The above method is also the correct method for playing COOP mode in H&D2... Share this post Link to post Share on other sites
Hutson 0 Posted December 22, 2005 It's the way we used to play Joint Ops CO-OP - it makes things a lot lot more tense as you're moving along. Share this post Link to post Share on other sites