badkarma 0 Posted March 21, 2002 Where do we post feature requests? Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted March 21, 2002 Here.... Dynamic gameplay in campaign (Missions can communicate to each other within a campaign) Share this post Link to post Share on other sites
Antichrist 0 Posted March 21, 2002 Full DirectX 8.1 support Share this post Link to post Share on other sites
R. Gerschwarzenge 0 Posted March 21, 2002 Kneeling AI. Share this post Link to post Share on other sites
Intruder 0 Posted March 21, 2002 AI use Laser designator. Share this post Link to post Share on other sites
jawk2 1 Posted March 21, 2002 Correction about the "action menu"... instead of auto-selecting when it's near (which cause some pb with menu that glitche ect ect). The player must be able to control hit, u hit the "action" key then the menu appear, if not no menu appear: it 's always boring in MP wanting get the LAW and u are in a menu that change every secs, if there s lag... it's a perf to take the LAW. Action system is good thought, but make an option like "menu action auto-show=0/1" somthg like that... it would not be difficult and it can really improve gameplay. Share this post Link to post Share on other sites
Mohamz 0 Posted March 21, 2002 Add this action to the orders menu: Take ALL ammo from... As it is now, you can only tell AI to take ONE clip and that takes too long! Share this post Link to post Share on other sites
Mohamz 0 Posted March 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Mar. 21 2002,09:32)</td></tr><tr><td id="QUOTE">Here.... Dynamic gameplay in campaign (Missions can communicate to each other within a campaign)<span id='postcolor'> I think this is already possible... You remember the mission "montignac must fall"? Depending on how you finished the mission you would go to a different mission. So they(BIS) saved the state of the first mission and checked it to deside which mission to load next... Share this post Link to post Share on other sites
Tex -USMC- 0 Posted March 21, 2002 yeah, but that was one time, and although it was two different missions, those missions are the same, every time. I just want to see less bugs, and a way to see who is mic-spamming in MP games Share this post Link to post Share on other sites
Major Fubar 0 Posted March 21, 2002 Drop weapon option (more comprehensive incentory control). Share this post Link to post Share on other sites
Shabadu 0 Posted March 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mohamz @ Mar. 21 2002,12:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Mar. 21 2002,09:32)</td></tr><tr><td id="QUOTE">Here.... Dynamic gameplay in campaign (Missions can communicate to each other within a campaign)<span id='postcolor'> I think this is already possible... You remember the mission "montignac must fall"? Depending on how you finished the mission you would go to a different mission. So they(BIS) saved the state of the first mission and checked it to deside which mission to load next...<span id='postcolor'> I think what he means is that if you finish a mission carrying an RPG launcher and the next mission is a continuation from the last one( like when you are in the woods and the US forces are pulling out and you have to get past half the russian military to get to the extraction point) then you should have the RPG in the follow-on mission. That sort of thing but explained in less words. Share this post Link to post Share on other sites
PitViper 0 Posted March 21, 2002 After assigning teams to their appropriate color, I'd like to be able to access that color team by a single hotkey, not keying a few times in the command menu. it's really annoying to have to do that each time. Share this post Link to post Share on other sites
PitViper 0 Posted March 21, 2002 BTW, coming up with a true tiered command system would solve this. imagine assigning a few guys as a group. Their individual icons disappear and a new single "group of soldiers" icon appears in the list (now with the appropriate F key). they are a squad with a leader. now, 2 of your other guys enter attack choppers. now you assign both choppers to their own group. their individual icons disappear and are replaced by a "group of helicopters icon" assigned a single F key (with its own leader). You should be able to "name" the groups as well (aliases in exchange for colors) In cooperative play, the leaders of the subgroup will have the appropriate members show, just the people in his group, but he will get messages from his "higher". If you wanted to get more complicated, messages down the chain of command could only come through radios which are in each vehicle and with a dedicated radio man (RTO) or whoever has a radio in their inventory. Man, the squad game would be incredible if BIS implemented that system. I would like commanding much better than the current system and we would be able to command virtually much more than 11 other guys. Share this post Link to post Share on other sites
advocatexxx 0 Posted March 21, 2002 Allowing people to chat while moving. I can hold the run button, but whenever i hit "/" to type, my guy stops moving. this is especially annoying when driving a vehicle, as you have to stop in order not to hit a tree. Share this post Link to post Share on other sites
jawk2 1 Posted March 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ Mar. 21 2002,17:17)</td></tr><tr><td id="QUOTE">Allowing people to chat while moving. I can hold the run button, but whenever i hit "/" to type, my guy stops moving. this is especially annoying when driving a vehicle, as you have to stop in order not to hit a tree.<span id='postcolor'> u can use joystick for that... With my Sidewinder i ve bind the X Y Z axis to be like the running mvt,called i guess in english "pre-programmated action" in the profils menu of sidewindercentral "(i use too an automate task progz that permit me larger combo): ex: button8 is binded "O"+"input delay=1/2sec+"Mouse1" so i ll lock on target and fire at the same time, useful when u are gunner or pilot alone in US side (the russian side AT4 didnt "lock on after firing" & it take 1.5 seconds delay to lock on again and u must view your target the entire time). So i can use the chat and with the right hand to control my VH and the other to talk passenger gunner/pilot (like say "go go go" to the paratrooper passenger). ====> I would like that OPF ll permit "text aliase"...so u ll bind some phrase/yell/laugh... (not the full console, i play CS since beta1, and aliase ruined a part of the game). Text aliase would be kind and quicker than radio/command sys (thought the command sys is most efficient if u are a team commander... ie i cannot confirm that a target is destroy, so i must write my mate that i shot down in the "Camp/side chat"==> time loosing). Share this post Link to post Share on other sites
IGFs TopGun 1 Posted March 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Mar. 21 2002,15:35)</td></tr><tr><td id="QUOTE">Drop weapon option (more comprehensive incentory control).<span id='postcolor'> being able to drop the LAW or Carl G when you no longer have anything to shoot... Share this post Link to post Share on other sites
miq 0 Posted March 21, 2002 -AI shooting suppressive fire and also reacting to it -a lot more equipment slots -less but more useful commands (assault, advance, outflank, retreat, scout) -chain of command and orders, now there is only squad-sized units operating as separate -artillery and mortars + forward observers -mission generator -BTRs, LAVs, light APCs -damage modelling instead of power-meters Share this post Link to post Share on other sites
Mohamz 0 Posted March 22, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think what he means is that if you finish a mission carrying an RPG launcher and the next mission is a continuation from the last one( like when you are in the woods and the US forces are pulling out and you have to get past half the russian military to get to the extraction point) then you should have the RPG in the follow-on mission. That sort of thing but explained in less words. <span id='postcolor'> I think that you didn't understand me...It was just an example. What I was saying that this example shows that you can(I think) save some variables across missions, so it could be possible to save which weapons you carry(as variables), and so on. Share this post Link to post Share on other sites
Satchel 0 Posted March 23, 2002 <ul> [*] The possibility to assign weapons and equipment for each soldier in the briefing and equipment screen in all games (single player/campaign/multiplayer), rather than having someone else (mission designer) to give you a preset to use that cant be changed. All good tactical FPS i know of allow to choose own equipment from a list. [*] Replacement of the arcade action radar display and health bars with more appropiate displays. [*] Better explosions/sky/water and general environmental effects. [*] More hitzones and better damage modeling for vehicles. For example currently we have way to big and exaggerated  explosions and impact effects for nearly all weapons, like for handgrenades, that in RL doesn´t burst in a napalm like explosion, instead you see no fire or flames at all. Medal of Honour, although total arcade, did get those grenade explosions pretty much right for a computer game. Also AP projectiles doesn´t explode at all, nor do they have an damage radius if they dont hit hardened material. For visible damage states, as currently a damaged part of a tank is just drawn completely in black; a T-72 that has been hit by 120mm APFSDS looks like this: And after a HEAT round: What looks like rust around the impact points is actually the paint burned away by intense heat. [*] Thermal/IR electro optics, especially for tanks. [*] Improved and additional animations for soldiers, like when being hit they should act like an injured, for example drag one leg falling behind the rest of the squad cause he can´t keep up the speed, so it´s clearly visible if someone has been hit. [*] Ability to drop any weapon anytime. There is certainly more..... Share this post Link to post Share on other sites
Architeuthis 9 Posted March 23, 2002 The ability to walk with your weapon in your hands (check the "New animation"post ) Â Â And all the thing which where mentioned before. Arch. Share this post Link to post Share on other sites
Black_Feather 0 Posted March 23, 2002 Smoke that works against the AI would be nice. Share this post Link to post Share on other sites
Sandman 0 Posted March 23, 2002 Ability to set viewdistance in singleplayer (in options) and the ability for the host to set the viewdistance for MP-games. 600 meters isnt enough! ...And all of the above ofcourse Share this post Link to post Share on other sites
slowyconection 0 Posted March 23, 2002 nuclear strikes and ion beacon a better MP would be nice 2 Share this post Link to post Share on other sites