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.:50Ca_}{_Fe(A)R:.

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Posts posted by .:50Ca_}{_Fe(A)R:.


  1. First off, I'de like to be able to xuatomzia them with different attachments : silencers, underbarrel grenade launcher, and different types of optics.

    Second off, I'de like to be able to melee with our guns.

    Now, onto the weapons that I'de like to see

    P90

    FN SCAR

    FN 2000

    Sig Sauer 226

    HK USP

    FAMAS

    Chinese type 95

    MP7

    MP5K

    MP9

    IMI Tavor

    STYER TMP

    STYER AUG

    Desrt Eagle

    FN Five Seven

    HK UMP45

    Barrett M82

    PSG 1

    MAC 10

    AKS 74U

    OICW


  2. How about,  in next gen game, we introduce a whole new class of vehicles?

    In General, i'de like to see more vehicles with multiple weapons.

    Land

    MRLS (we should have the option of firing all 12 rockets all the time.  We should also be able to lock onto targets, choosing how many rockets we want to allocate to each target.)  The rockets should not automatically track targets, we should have to lock on first.

    Sea!!!

    First off, here's something to think off.  The engine can render huge maps.  Surely, with a little modification, it can also render sizable vehicles.

    Okay, here are the naval vehicles I would like to see added :

    Inflatable boat (perhaps with a machine gun attached)

    istockphoto_1074670_navy_rescue.jpg

    Destroyer

    Destroyer-adams.jpg

    Missile boat (anti air and anti ground capability

    10411.jpg

    Huge trasnport boat

    1-navy-vessel.jpg

    More ships

    Aircraft-Carrier-0004.jpg

    Can anyone here begin to imagne how awesome this could be? smile_o.gif

    There would be huge battles on land, frentic dogfights in the air, and how EPIC SEABATTLES. smile_o.gif

    The big levels would be perfectly suited to it. smile_o.gif


  3. Just make the UI look better.  Making it animated would be one approach. smile_o.gif This includes the menus and the in-game HUD.

    A diagram that conveys how many seats in the vehicle are vacant and how many are full.

    Include

    -A Map rotation

    -When you move your mouse over an entry in the server browser some basic info should pop up (an icon of the current map and how many players are playing on the map)


  4. -Self shadowing

    -Soft shadowing

    -High dyanic range lighting

    -Support for 2048*2048 textures

    -More sophisticated material system, incorperating more material attributes, including fresnels

    -Frame buffer effects

    -Post processing effects, like motion blur

    -Support for colored light sources

    -More fluid animations

    -Virtual displacement mapping

    -Frame buffer effects

    -Radiance trasnfer

    -Subsurface scattering

    -Light attentuation

    -Light refraction

    -Volumetric flames

    -***Better explosions***

    beat that smile_o.gif


  5. Quote[/b] ]Why? If you and your team accomplish the mission does it matter if you or bob had more kills? The game is supposed to be a team effort, and if there is a tally for kills it will eventually degrade into Kill-Fests. See what I'm saying? I understand you may want this in order to gauge your individual ability, but try using other less-tangible methods of doing so, such as mission success, or helping your team in crucial moments.

    Well, it's nice to know how you match up against all other players.

    Stats provide a meaningful measurment of your skills and accomplishments.

    Sheeyit, maybe this thread should be called "why did they leave out so many basics in the demo?""

    The demo does't even let you sort. What is this, 1992?


  6. Instead of creating a new thread with all my ideas, I'll just combine them into one thread.

    Gameplay

    -Customizable weaponry with attachments (scopes, underbarrel grenade lanchers, and various kinds of optics.)

    -Boats, some of which are large and can arry many people, in addition to being armed with multiple weapons.

    -Various rocket tracking schemes

    -More diverse weaponry

    Graphics

    -Self shadowing

    -Soft shadowing

    -High dyanic range lighting

    -Support for 2048*2048 textures

    -More sophisticated material system, incorperating more material attributes

    -Frame buffer effects

    -Post processing effects, like motion blur

    -Support for colored light sources

    -More fluid animations

    -Virtual displacement mapping

    Other

    -A good looking interface


  7. Thanks for the reponces guys.  That is, those that didn't take my first post so personally. wink_o.gif

    I fully understand that ArmA is not CSS or BF2.  That's why it it is realistic (unlike BF2 or CSS) and  has good sized maps (unlike CSS tiny maps.)

    I also realize that the demo isn't entirely an accurate representation of the full game, as it lacks some other things.

    However, these are basics, and they belong in any game.  They will not contaminate or negatively impact Armed Assault. They are nesseary in order to for players to not beocome confused, among other things.

    A note about the radio commands.  The comnander can't possibly issue such specific orders without a minimap.  Thus, the radio commands become useful.

    As far as I can tell, these are the kinds of things that soldiers say to each other in real life.  They really lend themselves to a tactical style of gameplay, which, as far as what I know, is what Armed Assault is aiming for.

    Just becasue you have a commander, who creates the strategy in a general sense, does not mean that soldiers will not need to communicate.  The commander can't possibly now exactly what is going on with every sinle person : what they see, their priorities, their decisons, etc.  These are the sort of things that only team mates working with them can be aware off and take it into consideration.

    Oh yeah, Armed Assault is an FPS game, make no mistake (even if it is a very good one smile_o.gif ).  It pocesses no aspects of an RPG game (see any inventory management element?)  You shoot enemies from a first person perspective.

    As for stats, I didn't mean you're own characteristics (as in an RPG_ but rather your accomplishements relative to everone elses.  How many total kills have you made?  How many vehicular frags have you made?

    Oh, and I did play the orifinal Flash Point, but never got into it very muc because of how ambiguous the singleplayer objectives were and how far it had fallen behind the technology curve.

    See you all online. xmas_o.gif

    Edit : Anyway to sort servers?


  8. Wow, a warm welcome. icon_rolleyes.gif

    Why does everyone have to start getting defensive?

    Quote[/b] ]As previously said, this isn't Battlefield 2, CSS, MoH, or any of the other fairly lame games that pale in comparison to OFP/ArmA. For God's sakes don't try to make it such. One of the main reasons I continue to play OFP to this day are the lack of people such as yourself in the community.

    What, by adding in the basics of an FPS game I'm going to turnit into CSS?

    Talk about getting a clue.

    These things are in every FPS game.

    Quote[/b] ]People dont need a chart to know the keys.... they know the keys better than their wifes.

    They dont need no indication for which weapons killed whom, they know the sounds better than anything else.

    Just so you know, not everyone is a vetran.

    Does Armed Assault aim to increase it's fan base?

    If so, it should be user friendly.

    Quote[/b] ]Server favourite list can be created

    But it hasn't been implemented yet, hence this thread.

    Quote[/b] ]You, my friend, are an idiot.

    I think you need to play more games than just OFP.

    Quote[/b] ]Dont feed the troll!

    Anyone who brings any aspect of ArmA into question qualitatively is a troll?

    Right...

    Quote[/b] ]Um... no offense, but have you even played the game?

    Yes, I played the demo for a full 40 minutes.

    No offense.. but have you played any other game?

    Quote[/b] ]- Ah, too bad. It was good in OFP. Well, you can't have it all

    How could your standards be that low?

    That's like saying "ah well, the car doesn't have a speedometer.

    This is a BASIC neccesity.

    Quote[/b] ]- This is a combat-simulator, not an FPS

    If expanded your scope a bit more, you'de know that that combat simulator is a sub-genre (in this case) of FPS, a niche catagory.

    Quote[/b] ]- Write it on a post-it and put it on your screen

    ..And block half your screen in the process?

    My god.. this is so obvious.

    Don't you see how my suggestions would make players life's easier.

    Quote[/b] ]- Again: Combatsim, you don't have minimaps, with zoom, and you cant see all friends and foes just like that. Even if it's fun to

    How can you coordinate you're efforts as a team if you don't even know where they are?

    Quote[/b] ]- Say what?

    Wow, why do I feel like I'm in the stone age here?

    Ok...Um.. You know how in a lot of games you can like.. set a password for the server, set the max # of players, and other properties?

    Quote[/b] ]- We had that in OFP. Too bad if it's really gone.

    Again low standards. Please, go and play something else.

    There's a whole world of other games out there. wink_o.gif

    Quote[/b] ]- Sidechat anyone?

    Sorry, I must have missed this.

    You can't blame me. I'm a n00b.

    Quote[/b] ]- Say what? We lost that too? Not a demoissue then?

    Yup, according to the demo. No server filters.

    You can't even sort[/i[ them.

    Quote[/b] ]- Write server IPs on a post-it?

    BAHAHAHAHA?

    Do you realize how abusrd that souds?

    That's just like saying "I don't have a real car so I built one myself."

    It just doesn't work nearly as good.

    Quote[/b] ]- Use it in what way? Drive it forward or what?

    Enter the vehicle.

    Quote[/b] ]- Uhm? Wierd if they deleted it, sure it's not a demoissue?

    It might have not been included in the demo.

    Quote[/b] ]- Care to ellaborate?

    Like

    "Cover me!"

    "Need a ride!"

    "Medic!"

    This is crucial to coordinating your efforts effectively.


  9. Don't get me wrong.  The actual game is fantastic. smile_o.gif  Just a few quibles with the UI. Soo..

    In general, I found the interface to be very confusing and aesthetically deficient.

    I couldn't help but notice that the scores that Armed Assault recieved are less than steller. These suggestions could help fix that. smile_o.gif

    It's missing quite a few basics, as the topic indicates.  Here are some suggestions :

    <ul>

    [*]Notifications for when people join thegame.

    [*]Notifications for when player A kills player B, which specify what the weapon used was.

    [*]Armed Assault has a lot of keys for you to remember.  That said, one thing that I think that would be enormously helpful is the ability to easily pop up a chart (in-game) which reminds you of the current keymapping.

    [*]The ability to pop up a map, which shows the location of team mates (on foot and in vehicles) which, somehow, indicates the location of current conflicts, so you don't have to wander around forever looking for battles to particpate in.

    [*]**********Server options!!!!!!!********

    [*]A comprehensive scoreboard.  Should include kills, ping, etc.

    [*]Uhm, I might have missed soemthing, but is there any way to communicate with your team mates (so that you can coordinate your efforts in order to encourag team work)?

    [*]Server filter!

    [*]The ability to create a list of server favorites.

    [*]When you get close enought o e a vehicle to enter it, a little ntoification should pop up which tells you what currently mapped key to use it is.

    [*]Voting options.

    [*]Radio messages.

    Now for some other stuff that, while it isn't absoluetley essential, would be nice to see in a post-release patch :

    -Map editor

    -Mod support

    BTW, I like how us Americans get the improved version. smile_o.gif

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