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mr.g-c

Inventory improvements confirmed....

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In the recently appeared new czech video from BIS, they confirmed that there will be a "improved Inventory" for Soldiers in Arma2. Now my Question is: In what manner/kind did they improved it?

My ultimate, realistic wishes for the Inventory are:

- Add weight as a factor! So "more" and therefor "heavier" Equipment should have some disadvantage for the soldier than carrying just a small ammount of equipment.

- Removable/Reattachable body-armor/flagjacket and/or helmet at Inventory

-Something like a coloured "scale" from "red" over "yellow" to "green" to indicate how much ammo a specific magazin has left. Either showing permanently or when hovering the mouse over it.

- Customizable Weapons with silencers;scopes;grenadelaunchers at the Inventory

Regards, Christian

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Quote[/b] ]Something like a coloured "scale" from "red" over "yellow" to "green" to indicate how much ammo a specific magazin has left. Either showing permanently or when hovering the mouse over it.

This will turn "real combat simulation" into another (childish) console shooter. confused_o.gif

Other things would be good in gear menu at mission briefing. Only change scopes, silencers ingame.

Nice idea if BIS could make an rucksack addon (with weight factor)!

Please, betatest this with ArmA1 smile_o.gif

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The thing is no armed forces attach scopes onto a weapon mid-battle like they do in films AFAIK.

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Guest Ti0n3r

Yeah, why improve things in ArmA 2? We all want ArmA 1 with a new campaign, nothing more...

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Quote[/b] ]Something like a coloured "scale" from "red" over "yellow" to "green" to indicate how much ammo a specific magazin has left. Either showing permanently or when hovering the mouse over it.

This will turn "real combat simulation" into another (childish) console shooter.  confused_o.gif

I actually think its a good idea, it doesnt tell you the exact amount of bullets but it lets you estimate the amount of bullets still in the magazine by weighing them.

Currently we have no idea how much bullets are left in our used magazines which can lead to some problems sometimes. wink_o.gif

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We all want ArmA 1 with a new campaign, nothing more...

We or just you?

I also can't image what they mean with improved inventory.

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Quote[/b] ]Something like a coloured "scale" from "red" over "yellow" to "green" to indicate how much ammo a specific magazin has left. Either showing permanently or when hovering the mouse over it.

This will turn "real combat simulation" into another (childish) console shooter. confused_o.gif

I actually think its a good idea, it doesnt tell you the exact amount of bullets but it lets you estimate the amount of bullets still in the magazine by weighing them.

Currently we have no idea how much bullets are left in our used magazines which can lead to some problems sometimes. wink_o.gif

Exactly this is what i meant - indication/estimation "virtually" by weight.

Thank you for further explaination.

Quote[/b] ]The thing is no armed forces attach scopes onto a weapon mid-battle like they do in films AFAIK.

That may be right, but nothing in life follows "prconfigured" ways, nor does this in games be the case.

What i mean is, there should be, regarding to this point, more freedom to the players. When i want to use the ironsight on my scoped M16 i should be able to do so, by either be able to remove the scop or just to look over it. Simmilar just for silencers aswell.

There are very realistic OFP-mods out there (actually FFUR) which give you exactly this kind of freedom - i wont miss it anymore.

Regards, Christian

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We all want ArmA 1 with a new campaign, nothing more...

We or just you?

I also can't image what they mean with improved inventory.

I think he was being sarcastic.... I hope so anyway.

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- Removable/Reattachable body-armor/flagjacket and/or helmet at Inventory

I would certainly like to see how the devs can simulate body armour, atleast in RL its realistic. Maybe add in blunt trauma effects when you're hit and your plates manage to defeat the round.

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I like all the above ideas. The meter for magazines are really nice too, since any soldier can estimate the amount of rounds left in a magazine by weighing it, and even better - it could also replace our current ammo counter.

As for the scopes it would be nice with de/attachable scopes, but also give them a degree of inaccuracy when being attached in the field, since you can't "shoot in" the weapon and adjust the sights properly before hand.

Something like the GMJ Sights Adjustments would be a nice addition to that since you could reconfigure your sights manually to fix the inaccuracy in the field.

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Yeah, why improve things in ArmA 2? We all want ArmA 1 with a new campaign, nothing more...

Not me...

But I like the suggestions above smile_o.gif (first post)

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Guest Ti0n3r

Yupp, the things listed in the first post are all good suggestions. It is a must if we're ever going to break away from the 6-years-ago gameplay.

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Im hoping this includes visible objects of your inventory.

Its no good saying you have a spade, 3 medi packs and a few hundred pounds worth of comp B when all you have is a tiny burgan. Honestly though, it would be very fresh to see your Magazines in your pouch, Grenades on your vest etc etc, And they would deplete when you use them

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Im hoping this includes visible objects of your inventory.

Its no good saying you have a spade, 3 medi packs and a few hundred pounds worth of comp B when all you have is a tiny burgan. Honestly though, it would be very fresh to see your Magazines in your pouch, Grenades on your vest etc etc, And they would deplete when you use them

I'd like the option to aproach another player/unit, point my cursor at him and come up with the inventory so i could easily share ammo with other squad members.

In OPF and Arma something as basic as passing a magazine is overcomplicated, with the above inventory-share system and more realistic loadouts having assistant MG'ers or RPG'ers could work out better.

The tough part would be to make the a.i. take advantage of it..

I would also like to have modeled magazines in game (like Arma's RPG's) instead of satchel bags for pretty much everything.

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look CfgInventory in Arma bin.pbo wink_o.gif It give some info about what'll be in arma2 i think

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And i think its about time we get a few pickable objects to make missions with? Documents and stuff like that.. its not like it would be very hard to do.. because stealing the UAZ with the secret documents inside.. well.. i think retrieving the documents only would be a good option whistle.gif .

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The inventory system should be made more flexible. I don't think there should be any predefined slots for anything, like one Rifle slot, 1 AT slot, etc.

For example it should be possible to carry multiple pairs of NVG goggles if need be. Or a few rifles (albeit without much ammo).

Some kind of backpack system should be implemented. At it's simplest, units modelled with backpacks can simply carry more. A more complex method would count the backpack as its own dropable object. This would make things quite convenient and realistic.

Weight should definitely be taken into account. A character with only a pistol should run faster and for longer than a character covered with weapons, body armor and other gear.

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The inventory system should be made more flexible. I don't think there should be any predefined slots for anything, like one Rifle slot, 1 AT slot, etc.

For example it should be possible to carry multiple pairs of NVG goggles if need be. Or a few rifles (albeit without much ammo).

Some kind of backpack system should be implemented. At it's simplest, units modelled with backpacks can simply carry more. A more complex method would count the backpack as its own dropable object. This would make things quite convenient and realistic.

Weight should definitely be taken into account. A character with only a pistol should run faster and for longer than a character covered with weapons, body armor and other gear.

H&D2's inventory is perfect biggrin_o.gif .

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I agree with Sosna.

BIS should base the inventory system on weight not on slots. Giving each thing a weight value and for each soldier max capacity. For example a SF guy could carry more than a "basic grunt", who could himself carry more than a pilot etc...

About the interaction between players that'd be good as well but not make it an "automatic" thing like transforming the guy into a walking ammocrate you can check anytime. You'd have to get close and "ask" (maybe using the actions list at the lower right) with an "ask" action and the other guy having the choice to refuse or agree. Imagine an automatic thing in MP: lots of jackasses coming forcing you into inventory while you're engaging hostiles. That's be ugly.

The detachable components of weapons seems a great idea as well. Like taking a sound suppressor on and off. ArmA's too "static" regarding that. A mission needs versatility.

About the "zeroing thing" with the RIS it "keeps the zero" you've set. So you can switch sights without loosing it.

Also it's too bad the IR device doesn't work sad_o.gif . If you don't know what I'm talking about, that's the little thing attached on the rifle in ArmA. It is supposed to emit a beam (which can be tweaked in real life but I'm not asking for that much) that can be seen only with your NVGs. That'd allow "shooting from the hip".

So let's add: working stuffs, not only visual. Otherwise it's better to keep 'em off.

That's rude to put a cake in front of a kid but not allowing him to eat it! rofl.gif

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About the interaction between players that'd be good as well but not make it an "automatic" thing like transforming the guy into a walking ammocrate you can check anytime. You'd have to get close and "ask" (maybe using the actions list at the lower right) with an "ask" action and the other guy having the choice to refuse or agree. Imagine an automatic thing in MP: lots of jackasses coming forcing you into inventory while you're engaging hostiles. That's be ugly.

The action list is already crowded enough. I can't count how many times I accidently wasted time taking out my binoculars or switching to the wrong weapon when in a hurry.

I think it'd be much more effective if, when both players were near eachother, they had to open the gear box by pressing "G". Then there would be a tab listing the player's name and they could trade that way.

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The action list is already crowded enough. I can't count how many times I accidently wasted time taking out my binoculars or switching to the wrong weapon when in a hurry.

I think it'd be much more effective if, when both players were near eachother, they had to open the gear box by pressing "G". Then there would be a tab listing the player's name and they could trade that way.

The use of the "B" button to the the binoculars is much more convenient, no need to use the clumsy action menu for that.

But i agree to the point, that the action menu itself is often not really helpful. I don`t know how many times i have blown myself sky high, by accidentally igniting a placed charge instead of picking another action from the menu. mad_o.gif

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I don`t know how many times i have blown myself sky high, by accidentally igniting a placed charge instead of picking another action from the menu.

I had a suggested solution on the bug tracker for this annoyance of selecting dangerous action menu items (i.e. detonate charges & eject).

Solution:

Simply make the dangerous actions depend on a [shift key] to activate.

[shift key]+[click] (for mouse) or [shift key]+[Enter] (for keyboard) and mark the action menu item in another colour to differentiate how it is activated.

If it gets selected without the shift key, a hint appears saying 'Hold down [shift key] and select action menu item to activate.'

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The action list is already crowded enough. I can't count how many times I accidently wasted time taking out my binoculars or switching to the wrong weapon when in a hurry.

I think it'd be much more effective if, when both players were near eachother, they had to open the gear box by pressing "G". Then there would be a tab listing the player's name and they could trade that way.

Yes, but they could take some actions off the actions list and simply having to press B for Binoculars. What's the use of having both? In case the "B" key doesn't work you can rely on the mouse wheel? You can still reassign the key. It works great on other games, why not in ArmA?

Same with weapons there should be a key for each: "primary weapon", "secondary" (handgun or SMG if possible latter on smile_o.gif )and "explosives" (handgrenades, satchels, rocket launcher).

About the G key as I said, in MP there will be a lot of kids "G-ing" you anytime for fun. If there's no mean to agree or not about "sharing" BEFORE he blocks your sight with some kind of equipement screen while you're under fire, then there'll be a lot of trouble.

That'd be great with mature players but on MP most of the guys aren't.

But what do you mean by a "tab listing"? Because I'm against anything that is "automatic". I don't want in any possible way some kind of menu or listing popping up blocking my view and possibly immobilizing my character while I'm playing. And I think a lot of people wouldn't like it as well.

Please give more details about your idea.

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Here's a screenshot of what I mean:

armatabsio5.th.jpg

Of course the tabs could be on any side, but there wasn't enough room on the top and the left was the second best place in my opinion. Since it's there, though, I kind of like it.

About the tabs, they would show the names of every nearby player with their gear box currently open, so you can both select eachother and begin trading. There would be nothing automatic and nothing can get in your way because the other players would have no control over your gear box.

I was thinking how the actual trade would work, and I think it would be best if the "Available items" box was split vertically.

The box on the left would be yours, it's where you can drag your gear and the other player can select it.

The right box would show the weapon or gear your partner is trying to give you. To get it, just double click or simple drag to the appropriate spot.

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