james mckenzie-smith 1 Posted May 30, 2010 I would like an AI battledrill editor. Think of this as the equivalent of an American football playbook, with the player able to create new formations, reactions to effective enemy fire, SOPs for various combat situations, new movement commands, etc. etc. This has the effect of enabling various world units to be simulated more accurately, as well as giving more scope for historically accurate game play (so that Heer and Red Army units deploy their LMGs differently, for instance), as well as letting the player experiment with completely new concepts. Share this post Link to post Share on other sites
Meek 10 Posted May 30, 2010 I would like the animation-bound movement to be improved, I don't mind about the physics though, ArmA has always been about quantity over quality, Share this post Link to post Share on other sites
roberthammer 582 Posted May 30, 2010 (edited) They can easy do nice animations + plus they got own motion capture studio , they only need time to capture and import them into game ;) Edited May 30, 2010 by RobertHammer Share this post Link to post Share on other sites
Flash Thunder 10 Posted May 30, 2010 They can easy do nice animations + plus they got own motion capture studio , they only need time to capture and import them into game ;) So you would think that there would be reload animations in Operation Arrowhead, I mean it makes sense that they left them out of A2 because of how much was in A2 and how little time they had then. They dont need reload animations for each and every weapon, but some reload animations according to the weapon class. Like bolt action sniper rifles, you would see the player actually put his hand on the bolt and pull it back etc. I mean if they got the time to have their animator work on something why not that, why leave it to look deliberately bad looking, people who dont own Arma 2 will use this as an excuse to stay away from BIS games its been a problem since OFP you think they would've put more effort into them by now. Share this post Link to post Share on other sites
Laqueesha 474 Posted May 30, 2010 (edited) Personally, I believe that there are three key areas for improvement. 1. Aesthetic issues. Improved animations and sounds. Right now, the soldiers in ArmA 2 look like stuttery children who've drunk too much coffee. Every animation is jittery it's not even funny. Don't get me started on the radio sounds and voice acting. "Enemy-Man-Dangerously-Close-To-Our-Front!" "I'm not leaving without some scalps I tell you." "You bet, Master Sergeant!" "This is Sparta!" 2. Physics. What physics you may ask? I asked the same thing after seeing an enemy tank flying through the air (almost hitting my helicopter, if I may add) and an M1A2 Abrams turn over on its back like a dumbfounded tortoise after running over a small boulder on the side of the road. 3. Multiplayer. A more user-friendly interface would help, along with better addon management. I can hardly play any game online because I do not have required addon for that mission. BIS usually out do themselves every game. You mean like Queen's Gambit? :p Which is why I love them. We all do. ;) They dont need reload animations for each and every weapon, but some reload animations according to the weapon class. There was a mod for ArmA 2 which did just that. It wasn't perfect, but it was an improvement over the default animations. Nothing is more cringe-worthy than seeing a soldier put a clip-styled magazine into a weapon which has no magazine well. e.g. M79 grenade launcher. Expanding on this, there was also a mod in ArmA 2 which required the player to press the "reload" key after every shot, to simulate the action of putting a round into the chamber. Small thing, but had a big immersive effect on gameplay. Edited May 30, 2010 by Laqueesha Share this post Link to post Share on other sites
zigzag 0 Posted May 30, 2010 You mean like Queen's Gambit? :p If Im not wrong, BIS did not make Queen´s Gambit Share this post Link to post Share on other sites
Laqueesha 474 Posted May 30, 2010 (edited) BIS did not make Queen´s Gambit Then who would've made it? :confused: Edited May 30, 2010 by Laqueesha Share this post Link to post Share on other sites
Takko 10 Posted May 31, 2010 The same guys who are making Carrier Command to the most. Share this post Link to post Share on other sites
james mckenzie-smith 1 Posted May 31, 2010 Expanding on this, there was also a mod in ArmA 2 which required the player to press the "reload" key after every shot, to simulate the action of putting a round into the chamber. Small thing, but had a big immersive effect on gameplay. I do rather hope that BIS does not succumb to switchology for its own sake. Share this post Link to post Share on other sites
Laqueesha 474 Posted May 31, 2010 The same guys who are making Carrier Command to the most. Oh yeah, Black Element Software, my bad. Share this post Link to post Share on other sites
Flash Thunder 10 Posted June 20, 2010 I guess a mod can close this thread now if they wish since we have a new DLC stickied thread. Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 20, 2010 Dont we already have moddable AI logic anyway? Well maybe we cant modify everything, but their behaviour is mostly moddable. Sure, noone ever did it because making something that always works even just half-decently is hard as fuck, but we could try... :p Share this post Link to post Share on other sites
Meek 10 Posted June 22, 2010 Animations are something I would really like to see improved, especially since the animations are completely tied to the controls, so affect gameplay significantly. I would really like to be able to walk with the gun raised and still be able to aim down the sights. Death animations sometimes seem very out-of-place, such as killing someone who is moving, they come to a full stop instantly, and than fall over. I don't want ragdoll physics, it's unreasonable to expect them in a game of this scale, and it doesn't automatically make death animations all that much better either (remember how they slid down hills in OFPDR?). Share this post Link to post Share on other sites
nubbin77 0 Posted June 22, 2010 I would really like to be able to walk with the gun raised and still be able to aim down the sights. . I am fairly certain you can do this currently... right? Share this post Link to post Share on other sites
SteveJA 12 Posted June 22, 2010 - +1000 for animation and physics improvements.. To me it's also a bit annoying how it feels the same when you hit something with 12.7 caliber or 9mm. . What you on about? if you hit a man with ACE's M109 (25mm i think) They react in a realistic mannar, you should try it. (lol) Share this post Link to post Share on other sites
Windexglow 10 Posted June 24, 2010 (edited) I still don't get the reasoning for deferred lighting in a game of this scale - deferred relies heavily on gbuffer which I doubt arma would work well in (we have enough zfighting as it is). Deferred adds a pretty big initial cost to rendering as well. Also OP, deferred is really only good for shading, not shadows. Shadows aren't a whole lot more effective with deferred than other kinds of shading. animation and or physics improvements (General) - This is an area I wish saw more daylight. Seeing a tank fly 200 meters into the air after being hit by a rocket kicks you out of the immersion. Ragdolls aren't as cpu-intensive as some people would like to think. if the ragdolls aren't in vision, than wait till they are and let their bodies go limp than freeze them when the total movement <= X. Deaths happen pretty rarely in arma2 (compared to other games) so it's not like you're making 5 ragdolls every second. Edited June 24, 2010 by Windexglow Share this post Link to post Share on other sites