Pyronick
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Everything posted by Pyronick
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In the beta video by others, I find some traffic issues
Pyronick replied to msy's topic in TAKE ON HELICOPTERS - PRE ORDER BETA
Ambient road traffic would be nice to see in ArmA 3 aswell. -
Word. If anything, this is only a positive development.
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With that Greek sovereign debt still being an issue, iBIS could just buy Limnos and save the Euro! WIN-WIN :D
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Since when does exposing terrain in high-definition of an island present a security threat? Haven't the Greeks heard of spy satellites like Göktürk? I would love to see on what judicial ground they think this game is harmful.
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For the highly developed and economically powerful countries like the United States, Australia, New Zealand, most of the European Union and South-Asian countries like Taiwan, Japan and South-Korea consoles will remain the safest bet for developers. But upcoming economies like Russia, most of South-American, China, Africa, India and the rest of South-East Asia PC sales are booming. Don't forget these markets are way bigger than the list above. Also, TV's are getting smarter and I think that when TV start to run apps and games, consoles might loose ground there aswell. Don't forget that a very big share of consoles are bought just for simple games and are collecting dust after a few months. The PC - because of it's versatility, well established user base and acceptancy - will remain and possibly grow more popular.
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TKOH videos, pictures from Beta version
Pyronick replied to bobocz's topic in TAKE ON HELICOPTERS - GENERAL
If you want to have realistic land traffic, you'll need a very powerful CPU to process all those bots. -
ArmA 3 and TAKOH. Oh wait. If ArmA 4 would have the smooth infantry and tank gameplay mechanics of Red Orchestra 2, the in-depth features and tank warfare from Steel Beasts Pro, the aerial warfae from the DCS series combined with a bit of iRacing/Richard Burns Rally (or any race sim with tyre, steering rack and suspension simulation) inspired road vehicle simulation and a distinct Bohemia Interactive homemade naval warfare module that would be near my ultimate game. Would be great if the AI around you would be amongst the better real-time strategy games around that time. So that it feels even more like you participate in a real simulation. First step should be buyout of eSim Games for their Steel Beasts experience and then expanding in other simulation gaming branches like race sims, in the way BIS has expanded their business with TAKOH.
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What I find annoying about Warfare is that the interface is awkward to use. I like the APP-6 symbols for military units though, but it is hard to steer both a normal team and then a few groups seperately. Also, when static defenses are placed and their AI gunners are KIA it seems as if the gun is rendered useless. There should be an option that repairs the static defenses and occupies the gun with personnel. And what I have noticed is that if I change an AI team from infantry to mechanized infantry and give them an APC/IFV that the infantry does not load up the APC/IFV. I still think it has potential but it currently feels as if it just came with the game and did not get any attention afterwards.
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Will the fast SSD boost a holy big island out?
Pyronick replied to lao fei mao's topic in ARMA 3 - GENERAL
This of tenchars. -
Take on Helicopters: Social Media pictures
Pyronick replied to purepassion's topic in TAKE ON HELICOPTERS - GENERAL
Here's hoping... But only if it's properly animated. -
Lumberjack simulator ftw.A steerable truck crane would be nice to have, but I think that falls way out of the scope of doable things. I don't think you need object physics for this. VBS2 - even though it uses PhysX - has shown it could have players carrying traffic cones, traffic signs, concertina wire, tactical ladders, etc. Animating everything would take way too much time. On top of that animating interaction with objects is really hard to do properly, it will either look ridiculous or it would have taken a gazillion hours just to make it work and look acceptable. I don't think this is actually possible with the object scale Real Virtuality uses. It has to be either native terrain deformation, which is undoable performance-wise, multiple fake-ground blocks combined which sucks like the three-part aircraft carriers and buildings or they'd have to redo the object rendering system which is likely to degrade performance to playable in 2017 or sth.
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Independance of the Federal Reserve... Isn't that just the thing that makes the entire monetary system revolve around them? It seems that the federal monetary system is the glue that sticks the United States of America together. Even the fringes of the red states and blue states are seamed together. As a European I am deeply concerned between the almost symbiotic intertwinement of the American funds and reserves with European banks and economies. Without consent we are forced to live with the fractional reserve system.
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Amen! I love the weapon resting and weapon deployment system, I wish those were in ArmA 2.Other than that obviously the telescope view which allows you to scan the environment whilst looking through the scope. And - although controversial - I love the blind firing system.
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The thing is that this single feature opens the possibility for a whole ranges of other new features. Which would probably fall way out of the current scope of the game.What you describe could be handled by perhaps a more simple solution. Using the current awareness state of the AI based on the return value of the "behavior" scripting command and/or waypoint types like GUARD or SENTRY. That means you don't necessarily have zones, but you can mimick the effect of zones. The problem is, will there be enough time and resources to research, develop and implement such a thing?
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Usually disguises and equipment get smuggled in, with correct sizes and patches and stuff to get you where you must be. This is practical if you want to move past patrols and stuff.
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This. Also, stolen vehicles and two-way radio's should be given the ability to intercept enemy radio traffic.I think this would require a huge haulover. But it would certainly improve on "stealth" mission creation and gameplay.
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I'd love to see proper behavior like AI heads directed at what they are actually looking at when in vehicles/turned-out.
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As long as it is kept politically correct there is no problem. There should also be two campaigns, one for BLUFOR and one for OPFOR.
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I'm hoping for an authentic storyline. It is obvious that the NATO is involved, but I'd like to see as little US and West-European Forces as possible. By 2015 there should be an operational Balkan Battlegroup, by that time the West-Balkan is either part of the EU or in accession to the EU. Turkey should play a big role aswell. The Romanian Army isn't a bad idea actually. Considering that the storyline involves "battered NATO forces" anything Albanian, Bulgarian, Croatian, Greek, Romanian, Slovenian and if not withdrawn also the Turkish should be involved. Not to mention countries currently acceding to the NATO (Bosnian, Georgia, Macedonia, Montenegro) and allies. Somehow I'd love to see a bit of all, especially the Greek and the Turks. I'd love to see the opponents of the NATO aswell, but I think it is better to be surprised when everybody starts up the game.
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eW97pcUFwCs 'Nuff said.
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ARMA 3 Engine and Fighting Positions, Trenches and Prepared Positions
Pyronick replied to falcon_565's topic in ARMA 3 - GENERAL
Something which has been overlooked in many if not most shooters. Prepared positions are still vital in modern warfare. Most games seem to focus mainly on UO (MOUT/OBUA, we Dutch call it OptredenVerstedelijktGebied), whereas the ArmA 3 storyline will probably still be fought in forests, plains or urban-rural fringes. -
Inter-unit comms, rank, hierarchical commanding...
Pyronick replied to dmarkwick's topic in ARMA 3 - GENERAL
I've read a few suggestions concerning an HQ commanded by AI. I think this actually is a very good idea. It will certainly make the game more dynamic, complementing or replacing the SecOps module. For instance when a recon group is in trouble the HQ could decide, based on support/evac request, whether a SAR or logistics or combat unit needs to be sent. It sounds very difficult to program and test such a module considering you need to use a lot of deciding factors (distance, availability, vicinity to enemy territory/conflict, combat readiness), but I can see a lot of potential in such a system. This is exactly the out-of-the-box mentality that makes BIS and it's community what it is. -
I know that there already are too many buttons/keys in use. But the firemode selector really ought to have it's own dedicated key. Other than that I suggest a split radio dialogue and action menu. The action menu could be either placed in the center of the screen or on the right. Where as the radio dialogue menu can keep it's current position. I think that these adjustments would change the game for the better without making radical design changes. And I think most will agree with me.
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I have a G25 steering wheel, but I never use it in ArmA 2 because it simply doesn't work as it should.At the moment the angle of rotation simply increases/decrease the turning speed of the steering wheel in the game or it is exponentially mapped. What I hope to see is lineair (1:1) mapping just like in games such as the original Mafia or any race game.
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Isn't the dialogue interaction present in ArmA 2 already some sort of HUMINT acquisition?