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janh

Suggestions for Patch106 and Arrowhead

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First off, congratulations BIS!

With the optimizations in the last patch, I can even fluently play Arma2 on my 2.5 year old gaming notebook (2.2 GHz Intel Core2, 8600M GT, 2GB). I admit to have skipped Arma1 for lack of new features except mainly graphics, which was never quite important for me. OFP was good enough in that regard for a sim.

But now with the grass cover, wind effects, bullet reflection and level of detail the feel and atmosphere is great. The new AI is amazing, particularly when going for cover. It still annoys me at times when it counterattacks or leaves protective positions it is assigned to HOLD, but than can be scripted. The new weapon loadout system on planes (a loadout screen for planes would be great...) works fine and the more realistic flight models,too, as do so the new wounded modules, the high command and so many other small things. BRAVO!

And yet, I of course would see some things added, hopefully in patches to Arma2, but at least in Arrowhead. All with the goal of making it even more realistic and less of an action blabla.

The two things I'd mostly like to see implemented are

(1) a class based sensor system, the we could modify and enhance ourselves. Not just "IR means it all". But IR, active Radar, passive Radar, UV, and of course there is also now the waterfront with sonar... Values like Ranges, simple "detectibility" (0-1; since calculating true Radar cross-sections is still a major feat for even a single object on huge clusters takes days) etc. as well as countermeasures could be implemented.

If we then could modify our "Radar screen" accordingly (say show only forward angle 60° wide, active contacts, no passive, no IR) to allow showing only certain types of contacts, that would be awesome! Surely have a simulation like cockpit with all the instruments and sensors shown on switchable MFD's would be the golden goal -- and make it almost an F-16 Falcon or Jane's Longbow...

(2) better damage model: Could you implement the VBS2 eventhandlers ammohit and ammoexplode? Those would give us the impact vector of the ammo, and the surface normal of the part hit, which then could be used to do at least a crude penetration calculation. If we then could also have an attribute like damage_if_penetrated[]={"ammostorage","CITV","Gunner","Commander"}; for each defined hitpart of a model (here example could be turret), we could do a still rather crude, but much improved damage model using impact angle, surface normal and hitpart-armor values.

Oh, and one more thing: Please fix the taxi-route on the main airport on Chenaurus: C130's get stuck with the left wing in the fuel station just aside the taxiway since it is simply too close...

Well, I hope we will see some of these ideas implemented soon. That would be awesome!

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