Provac
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They got my money, I would suggest going with the P&C model (I simply dont want to see the community get flooded by kiddies complaining the game isnt working like a retail release).
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If people want over the top action I agree they should seek it elsewhere in games designed for that type of game play. If people want the ultimate in realism they should look elsewhere as well as this this franchise does not represent real life. This is a game like any other, it just has its own concepts. I think if you want to push more realism then even before being able to operate it you should go through proper training. If you want to fly a plane, operate heli's or tanks. Use a certain rifle, you need to be licensed. Then when you have gone through months of acquiring licenses to even operate on foot you get assigned realistic military tasks like watch a road for a week or so. Then huff to a new forward area and watch another road for a set amount of time. Do this for a year, and listen to some action down the road that by random chance. There are soldiers in wars that hasn't even been able to be in the shit, just doing mundane tasks. The argument against what I just said is that this is just a game, which proves my point exactly. This isn't realistic, its just a game. So saying you prefer realism over well planned stories doesn't really present your case well because this game isn't real. The concept of AA3 is already based on events and branches into a time we haven't experienced yet. Makes it unrealistic already even though they have their own predictions they aren't seeing the future. It doesn't hurt to have a well developed campaign to enjoy, of course it has to be well made and not just some action junkie killing machine title. But its not impossible to create engaging stories. This is just a silly opinion so don't take to much heed to the words above, I usually don't know what I am talking about 90% of the time :D Edit note! I just re read my post and I didn't really make much sense of it, teaches me to post when i'm sick. Should be a funny read though so I will let it stay haha :D
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Ive been posted on guard duty before specifically for bases and base like areas and you would be surprised about this. Each post is usually manned by one person so one being killed silently wouldn't alert the base for at least a little while. Normally you have roll calls so to say in certain intervals or there is a patrol going from section to section making sure everyone is where they should be. But time varies a lot. Usually guard spots only have 1 person and the patrols going their rounds to each spot has 2. Its about how many people you have available, because soldiers have to sleep too so you can't have everyone guard 24/7. That being said a breach would eventually always be discovered, but sometimes its just too late. If the enemy is proficient they are long gone by the time you find out, and good operators scout their targets for a long time before commencing their tasks to learn guard patterns etc.
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Yes I agree, I don't want the ability to run around knifing everyone. I'm talking more about the element of being able to go around undetected even in close proximity. I know its somewhat possible already but nowhere near as well implemented as it can be. When it comes to mods adding realism, yes they add more immersion to the game making it better for us that like more realism I agree again. But its far from making it real because its still limited somewhat by the foundation that the game is built upon. Buts its a big addition to the game making it better. The odd knife kill of a single lone soldier I wouldn't mind having, but taking out a base just sneaking around doing knife kills is unrealistic because someone would eventually notice that there is a lot less guards around. But taking out 1 or 2 to make an opening to plant a bomb or something unnoticed shouldn't be to unrealistic.
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@Metalcraze Of course, I would hope I am not a total retard. Considering human view angle is much wider than perceived in those games. But the way it is implemented is not stupid nor is it bad. Taking the example and tweaking it would create a more realistic awareness interface. If one wants to be picky about every single realistic or real life counter part then you would never have a viable game to present, there are too many individual factors like some are more aware than others, some have better sight and hearing etc. if you want to account for every single little thing it wont be a game anymore. You are not playing a war simulator, you are playing a game, using methods that works well tweaking them to your preferences is better than implementing systems that don't work well. Your objective is to create well functioning representations that comes close to realistic but keeping it fun, engaging and interesting. At least that is my personal opinion, and I don't necessarily drag 100% accuracy and reality into it every time because its just not viable. None of Bohemias games has never been a close to a perfect representation of reality even though its based on realism. As I also stated I do not know how the current system in arma works 100% as I have not yet seen any proper documentation on how it is implemented. I'm basing my comments on experiences with the engine and its AI. And sneaking around is not that difficult if you are properly trained to do so. Spec ops can be right under your nose and you wouldn't even know, and I am talking from experience not just grabbing that from thin air. Its amazing what they learn when it comes to hiding their presence, how do you think special surveillance teams manage to go deep behind enemy lines and come back and as far as the enemy knows they were never there. To put it into perspective, a special forces unit under training had a task for a certain period of time they had to stay within a certain meter radius of a house. The house contained soldiers that went out on patrols. The result was that the unit was never found, as if they were not there. But they had detailed reports about sleeping habits, what the officers ate and was even inside the house from time to time to report on various things. Battlefield ghosts is not unrealistic or Hollywood. And the reason you don't fight wars like that is because it takes several millions to train and develop one spec ops soldier. And they are designed to operate in small teams. Wars in themselves is a show of force, and you need big armies for that which makes use of special forces of today not very viable for these large scale operations. You can't occupy and take over a country with spec ops, that's not in their design. Although nowadays they have been put into more infantry based use.
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I have no clue how the vision for AI works as of A2 but I think the AI awareness needs to be tweaked a lot. By taking examples from other games with heavy stealth elements put into it like Splinter Cell and Metal Gear Solid guards have a set viewing angle and can react to noise etc. How about setting up proper viewing angles in A3. If you move silently around these viewing angles you are undetected. If you make to much sound you will be heard and the soldier will turn around to investigate the noise (how they do this should try to be original instead of just going to noise and look stupid, maybe make soldiers more suspicious when something actually happens around them that is not in their natural space.) This way you have basically inserted stealth elements into your game without needing to think about it anymore (at least too much). So in short add a better awareness system where soldiers have more realistic awareness. Make this awareness be affected by night, day, weather etc. I know the Arma series has some kind of range system for awareness because if you do missions at night you can sneak around somewhat. During they day it is possible to a certain extent too. It just seems that range is a factor and what stance you are in that affects if they spot you or not. And not so much direction of facing. I don't know though, but if I would implement a system for awareness I would go for tested methods that works in other games and just use that. No reason to try to reinvent the wheel when you have methods that already works really well in other franchises.
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Check out the way Dynamic AI in CQB areas work in Half Life and work from that. Basically mark obstacles and area of free movements and create a AI that can deal with the environment and there is no reason ArmA 3 cannot have efficient CQB game play.
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Usually soldiers tend to stay alive by doing their jobs correctly. Training, training and more training makes a soldier a reactive force. You are not trained with survival in mind, but your training will keep you alive. That's why drill sergeants (instructors) hassle their recruits to weed out people who cant perform their tasks because it gets people killed. Its not about brave heroics either, Hollywood style rush in and get killed. But a soldiers fears of death makes him more alert and this will also save his life. But a soldiers fear of death does not make him prone every second as if being pinned by constant machine gun fire. It slows the movements of the group in a unrealistic fashion I think. But in the end, would be nice if they open up the AI more for editing by the community.
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Armed Assault 3 Keeping it Real If there is one thing that Bohemia Interactive has done right, it's to break away from the norm and make something that they can truly call their own unique military experience. But that does not mean that their efforts are flawless, there are many good/great things to say about their Armed Assault franchise but there is that little something missing every time. This is a short post about my "personal opinions" directed towards the developers rather than the community, although community input to these thoughts would benefit the entirety of the post. The feelings of freedom The feeling of freedom in movement and animation, the lack of physics have been amongst the major issues that has not taken this game into the big times. And when I say big times I do not say that they need to be in the big times, or sell out to major publishers. But when you make something, you should at least aim big. Arma3 new features states new better animations and with added physics now. Not much to say beyond "bravo". Just make sure to make it fluid, responsive and attractive. A trained soldier is a quick, agile and responsive combat machine. This feeling has never been represented well in the armed assault series because of the animation system that has been in place, let's all hope that the animation system they are implementing now will be a significant improvement to the feeling of movement. Artificial Intelligence Bohemia Interactive has always prided themselves in their hard work on implementing realistic AI. But in all honesty if you really look at the system, the AI system is so complex that it becomes unrealistic. The AI behaves in ways that does not make sense, having soldiers go prone, crouch, stand every second because of someone shooting on the other side of the map gets relatively unrealistic and annoying. Bohemia should tear down their entire AI platform and rebuild it, make it simpler and more basic and make it more open source to edit and mod for your community to tailor to their own needs. Have a AI that is more responsive and faster, it does not need to reconsider everything around it. It should be constructed with a soldiers brave mentality and getting the job done. Not constantly look for small rocks to prone behind. A soldier is fast moving, shoots you without hesitation or having to do 1000 checks to see if he can shoot. Many people argue and say that Arma AI is the best out there and nothing can compete, but most of them are mistaking complexity with a strong well made foundation. In closing so this does not become something out of my head that I eventually don't even understand myself I would of course add that Armed Assault in my mind has always had the potential to be the best of its kind in the whole world beating any top tier arcade/semi realistic warfare shooters out there. It does not need too trade realism to achieve this either, it just needs to be more responsive to its audience. Good luck Bohemia! I really hope you guys do a homerun with your next release. It looks king so far, and the new features looks really appealing. This was my 2 cents, my mind is subject to change so don't go and get upset over it. I probably don't even know what the hell I am talking about anyways but felt like posting something as 2012 is a long way away.
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Useful radio communication, more human. Examples:
Provac replied to suma's topic in ARMA 2 & OA - GENERAL
"Contact armor, north, 300m." flip up compass, find north. Easy as pie :D -
If you want to pay someone for their work then that's your business, as long as you don't sell the game content you create its ok.
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Could do knife kills as like an addaction kind of deal with several pre animated knife takedowns randomed. In the case of having to get a new weapon you hide and leap out and knife someone. All you need is a good knife model, an animator and a scripter wanting to make it happen. Il provide the knife models if anyone wants to try make a knife takedown addon.
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A professional soldier who happens to have the expertise enough as to get equipped with a sidearm (its the military you serve in that decides what guns you carry (except for the real spec ops)) then that soldier has probably the knowledge and expertise to store his equipment correctly. This isnt about player reaction or run and gun super switch never run out of ammo kind of thing. Its just aimed towards more realism, im not talking about having someone drop his rifle and pull out his rocket launcher in record time. But the simple fact that when you're transitioning from a rifle to a sidearm you generally don't put your god damn rifle on your back like you're going to school with a packed lunch. Sidearm is your miniature backup, in a team scenario if your using good tactics you do check drills etc. Pulling your sidearm to keep a constant fire on your targets so that your team mate could reload. The sidearm at best is just buying your time, sometimes you do need it. And it isn't realistic when going from rifle to sidearm that the soldier you are controlling spends more time putting the rifle away than he does reloading his rifle rendering any sidearm useless in ARMA2. Might as well just not make sidearms if your not going to have realistic transitions. It has just baffled me that they already have the animation state of having the rifle slinged to the chest and not use it for the sidearms as well. As for times, that's based on experience and realistic averaged transition times should be different for every weapon as well as their reload times.
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The unOfficial ArmA 2 modding competition
Provac replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok so this is basically not a individual competition. Its for whole groups to enter? How many modelers now can do a complete package at a good competent level? Modeling, Unwrapping, Texturing, Coding and Sound? That was the sole purpose of suggesting to split it in parts. Other than that im definitely going to take part. -
WIP: Stuff you are working on 2!
Provac replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Definitely agreed, with a normal map and textures that is gonna look good. A finished mesh isn't even halfway in a complete model. Lots of work to be done but that's a solid mesh for sure, gonna be cool to see the end result we definitely need more civi cars. Im looking into making some civ cars as well. As for model comments (personal suggestions), you could remove the middle line on the wheel as well as the wheel cap. Normal mapping and good texturing will round that out. id try to work out the tris on the model, but that's just me. Its more important in organic models anyways to keep it quads but I always try to set that as a standard. But solid model for sure :D