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10 GoodAbout Kalikorz
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Teacher in Seoul
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Arma 3: Community wishes & ideas- NO DISCUSSION
Kalikorz replied to Maio's topic in ARMA 3 - GENERAL
A Bohemia developed Domination style multiplayer. Domination is probably the multiplayer option most people played. After a while, Insurgency became a lot of folks favorite. I always wish it was a default game-play option that was developed by Bohemia so there wouldn't be so many bugs and it would run smoother. That being the basis I will now toss in what I believe would be universally better changes to the Domination/Insurgency Mod. The ability to spawn your own defense forces and arrangements in newly captured towns and the home base. Radio alerts when one of these have made contact. The ability for a commander to suggest squad assignments and points for following assigned commands. An insurgency type resistance on the map (scale-able) The option to have the insurgency assault and attempt to retake points. In general someone or an AI should manage defense if the players are all attacking the next point. However that defense should not be perfect nor predictable. The base command center should make it possible to turn AI defense building on or off or to supplement it with player chosen options that would not then be immediately undone by the AI once re-enabled. I would love to see a Natural Selection (old half-life mod) type command system with a war map that someone sits down at and then is able to just assign objectives and structures to be destroyed or built. (the tower on the airfield would look great with a war map in it). The command structure should be AI optional, but simple not too complex. Each town has a command and the base has a high command. If high command is a player and assigns a town command to build some TOW's for defense. High command does not dictate where, just that they be built. the town commander might be an AI or Player but would then automatically use it's, His, or Her judgement on the actual placement. Some form of points or resupply system should be used to generate these constructions. At minimum some time delay before they are constructed. Once a commander orders a structure to be built a unit must actually go build it. A player engineer or AI engineer company might be the tool for completing this task. The idea would overall be that you can scale the difficulty of domination down to make it fun for casual gamers where they just run and take objectives and respond to AI commands to retake or support towns as necessary. Or to scale it up for a CLAN who wants to have folks in each command position managing defense and support while others are taking objectives and being the flying force, filling gaps in defenses and responding to side missions. Speaking of which keep side missions. -
A.C.E. Advanced Combat Environment - Public Beta!
Kalikorz replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Letting the updater go overnight to get all the acex stuff downloaded I got no web UI but I was ready for that (xp 64 bit users only???) dl'ed the 7z packs ran the updater once and then unpacked them into directory. Ran option 2 and have been watching it download stuff for about 4 hours since then. I am going to bed now I hope I didn't screw something up. Here's hoping I am playing by morning. Thanks ACE, Mirrors, troubleshooters. -
Nice_Boat Tank Damage System
Kalikorz replied to Nice_Boat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Missing Direct vs glance. The afore mention challenger kill was a direct shot where the kinetic energy is is being applied from an angle perpendicular to the armor. The same round fired from an angle of more than 45% off from perpendicular will have a marked decrease in penetration for two reasons. A the energy is not applied directly and B there is more armor to go through since it is at an angle. Shooting at say the right front corner of a tank from the right and front of the tank is a sure fire way to NOT kill that tank you must be in front, behind, or beside a tank to get a direct fire kill. The top is the most vulnerable area hence the javelin's design. It's a one hit kill because it is a top hit weapon with a LOT of punch. Technically the most common kill of a tank is it's crew going down. A high penetration round puts a quarter sized hole in the tank but the round itself pings around the inside killing the crew. The other thing is that a high energy round can superheat the interior and suck the oxygen out of that lil hole hence the emerging burning crew we see so often. Usually though the tanks mobility and or engine is hit by an armor penetrating roung. For example the "Barry" 50 caliber rifle with specialized AP rounds is able to stop 2nd gen tanks by penetrating the engine block. the 3rd generation of tanks M1A1 and so on were a bit tougher to crack. Mind you this is from my father the high school physics teacher. I have not verified all of what he has said. -
1: The buy menu needs to be scrapped it doesn't work instead just have weapon crates at captured towns that restock when the supply truck shows up. On average I spend 15 minutes setting up my loadout in warfare. 1 minute in Domination. I CANNOT play warfare like that I almost killed my office. {patrol purchasing????} 2: Please put access to everything into the editor I cannot place an LHD to save my life right now. 3. I understand the driving when you think of it like a wheel that you must turn back the correct amount it makes more sense and I am getting used to it. THE AI IS NOT! I see too many traffic jams you need a go around script big time. If vehicle A is blocking for 10 seconds go around. If you are vehicle A back up and try again. 4. Have the Helo's do an obstacle check before landing and maybe an option to set AI into a close air support mode where they circle an area instead of landing and vice versa. 5. In real life I can slowly poke my head up out of the grass to fire. Can I do this in ARMA ..... not really. also I think up and run at the same time should produce run first and up second.
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System Idle Process Uses 90% of the CPU in ArmA II
Kalikorz replied to jdmt's topic in ARMA 2 & OA - TROUBLESHOOTING
When you start the game switch to task manager and find the process then put it at above average or higher priority via a right click on the Arma process. -
Devastation: mission pack. Team vs Team.
Kalikorz replied to dr_eyeball's topic in ARMA 2 & OA - USER MISSIONS
I would love to see the Teamwork scoring supplemented with a points/deaths ratio to indicate level of skill [read reputation of effectiveness] this ratio could change the AI levels of your recruits to higher possible levels e.g. a .95 max range high AI rating at 200 percent points over deaths. Then overall points attained could narrow the range of your AI [you can pick em better]. e.g. slowly the range goes from .2-.6 to .4-.5 the idea being you would get better and more elite squads the farther you moved along (if your a good player) but unless your good the good AI doesn't always want to be on your team. I hate it when sucky players get high benfits for perserverance. In RL dumbo stays dumbo he doesn't become captain dumbo and at no point is it that suddenly everyone wants to do what he says. EDIT: It also leaves a way for grunts to stay grunts just by going off and doing our own thing and getting killed too many times. -
Does anyone have a script to just make superpowers put weapon crates at captured city centers with all the weapons in it my superpowers/warfare games are all unplayable after a short amount of time even with the MM trick.
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I would really love the ability to have AI squads playing when other players are not available in MP. I am in korea and there are few players here. Also I would like to play with the ranks but I am very new to script editing. I wanted to make it so that the AI range of recruited guys changed with your rank so you get .04-1 at low ranks and closer to .09-1 at the highest ranks. Will there be a way to purchase/assign other squads (not my guys) to defend a captured area or restock them if they die? LOVE this mission if I get good enough I will use it as a basis for a mod of mine. -Z
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Kalikorz replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I'm trying to optimize my gaming right now I get a lot of slow loading textures and choppy game play especially in multiplayer even If I am the host. what should I set my settings too. Pentium D (it is dual core) 3.11 ghz (slightly overclocked) GtX 260 55nm Black label Rex 3 striped SATA2 Hdrives 7200 rpm each (though the doc files are on the unstriped drive because it wants my docs) 8 gb ddr2 6400 ram Win XP Pro 64 bit (yes it can handle up to 128 gigs of ram!) 1080P projected screen Zalman 800w power supply Zalman brand high performance cpu cooling unit. 120mm external fans. Scorpion Northbridge cooler C-19A SLI 1.0a Motherboard ( I think it's 1066 FSB) Have tried both FAT32 16gb paging file [though it likes to set it to 4gb automatically] on dedicated drive partition(disk interior) and No paging file as I have 8gb of RAM. From everything I have read I should be rocking the performance but I'm not very happy with it at all. I read a thread about a wierd problem with 8gigs of ram but it seems limited to Vista. I think I am just clueless on the best performance options. Anyone got any tips. I did can you run it which told me t cpu speed was fine but the actual cpu was below recommended. so how can I reduce the strain on the cpu? my GPU can handle fo sho. -
In the military, time is not always required if your good. My good friend went from E-2 right out of training to an e-4 petty officer in less than a year and would have gone much higher had he not slept with another sailors wife. Primarily because he had more shipboard qualifications than his CO. It's the later ranks that are hard to get. If you have completed NCO training you can bet your going to be a sargeant pretty fast and the limits on entering training schools aren't that serious. I think rank should be based on skill your average player should be stopped around the e-6 rank. or -0-2 of the officer side.
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Amen to that, campaign medals are a great idea. Obviously the simulation is that your character has the skills necessary to actually perform all the functions he is supposed to hence the idea of qualifying you must actually be able to land/fly/use the aircraft correctly Imagine the VTOL course from the training being used as a test for the ability to fly. If you had to hit all the rings exactly to fly. That would cut down on the number of pilots in the air right away. especially if it was once for each map! and your pilots would be...good.
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Arma 2 Addon request thread
Kalikorz replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Skill based server-specific client-server agreed upon carry-over ranks Everyone is seeing only a BF-esque bullshit ranks and medals system or a rank-less speech only tactical heirarchy based on whoever sounds the most authoritative through a microphone. We need an Aristotelean golden mean. I believe I might be able to help if you all can help me. My friend and I, both ex-military, sat down and figured out a realistic rank structure in based on the USMC standard ranks then we thought about how to define class and scores and make it work like real life where no one ever let the medic E-4 anywhere near the E-3's diesel mechanic work and so on. We thought about how you never gave your good equipment to the clutzy guy and how someone who was low ranking but good got to do more shiza than someone who is higher ranking but sucky just by law of operational success chances. Obviously this would be impossible to accurately re-create. Then he talked about Planetside where these guys running the server would promote and demote on the fly based on what they physically saw in gameplay. Then I ashamedly mention how BF2 pissed me off but BF2142 had some fun medals the ranks were kinda annoying but the halo-land-on-a-guy-and-kill-him medal was a fun one to see pop up. So the idea became: [skip to GAMEPLAY TRANSLATION if you don't care why] HAVE REAL RANKS! No one promotes an idiot i don't care how many people he has killed or how long he has been there. ranks should be Kept only by the server played on but saved from iteration to iteration. the server keeps a copy and the client keeps a copy if they don't match you have a cheater etc. Were talking about a semi-persistent world where a single "mission" which I will call an "engagement" can last for a REALLY long time several days to a week. This means an AI capable of running it's own independent conflict on both sides with no players involved. Then the players would arrive in conflict with the next wave of reinforcements while AI players are rotated home on leave. Because a company goes not just one guy. One squad one mission I understand. This stands to be realistic if you think of leave as not being available until replacements are available. The idea of more lives is represented by the members of your company effectively 4 platoons about 140 guys only 8 of which can command more than one squad and 16-20 of which are squad leaders and each platoon having its best and worst guys. Also you have what you do! the mechanic fixes stuff and gets better at fixing stuff, the engineer builds and blows and gets better at that, the snipers get better at sniping, the career offices and NCO's get better at commanding in the field and have increased intel and familiarity based on how long they have been there. as such their troops are better than green soldiers right off the boat. The idea would also be that training makes you better and qualifying (not ranking up) is the primary method of obtaining new weaponry. Your CO has the weapons he is assigned and you can bet he would rather leave that Javelin in a box than waste it on the blue falcon. Ranked access would primarily depend on the price of the weapon [you must have proven yourself responsible enough to warrant an investment] NO ONE is going to give that PFC anything more expensive than an AT-4 because if he loses it it's your CO's butt on the line [P.S. there is (supposed to be) little personal cash used to equip yourself]. Your E-5 sargeant however can touch whatever weapon/ light vehicle he is darn well qualified to touch. The army uses things like rounds fired an accuracy on a course to determine qualification which arma does quite well (see basic training). Your Warrant-Officer line means you can go from corporal to flying stuff or blowing stuff up in no time...If you qualify. Qualifying IS NOT EASY. How many of you actually managed to hit every single ring in the VTOL training??? So to fly the AH-1 or the F-35 you should have CWO2+ and full flight quals on that aircraft. As for the engagement itself the AOC and AOXO and AOCmSgtMajor (master gunney for marines) can pretty much tell you what to do. So if your good at small unit tactics and are more of a do-it yourselfer you will stay low-rank with high access. If your a command-hog who never see's combat you will be high rank with low-access. and everything in-between. Also someone who does well in combat will get into better squads and be picked for more exclusive teams. GAMEPLAY TRANSLATION: Ok so I have been scouting around attempting to find how to make this kind of idea in gameplay and the closest I have gotten is an Amalgamation of stuff I have seen in other games done slightly differently so even if you don't care about this outside of the Rank vs. No Rank argument any Tips/Help would be appreciated as I am starting from scratch and 0 experience. - Yes I am trying for the world record of longest post.{you can't cliff notes the field manual} - three sets, Command experience, Combat effectiveness, Skill level on a per weapon basis (accuracy per shot vs. low, average, and high + rounds fired on weapon see later) None of these are accumulated each one should be based on a ratio. No one gets high without being good. Think of it as a rating rather than a rank. - Ranks are either server specific Engagement specific and always Company specific (140 deaths means new company new ranks[soldier per ranks is just not realistic that everyone resets to 0 because one sargeant dies i mean you become acting whatever for whoever is above you if you die in reality) - Ranks should be based on effectiveness not kills. You get points for completing objectives successfully, Staying alive/points-death ratio, Qualifications Other demonstrations of effectiveness to be added later. the combination of which determines how soon you will be promoted. (also people above you dying helps artificially via (acting ranks)) - Demotion happens A-LOT one stupid mistake and you are down. Shoot a friendly (and someone reports it) and your suspended/under-review/demoted/whatever. Disobey a direct order, break the rules of engagement (and someone reports it (I am thinking of something similar to the random chance of fleeing script here but used for friendlies in LOS of the violation)). -Having another soldier with you is free even a private has a battle buddy. How many people will join you depends on your skill/rank and what skills it's in. A PFC MOS classed Artillery will have 5 buddies doing stuff and a PFC MOS infantry will have 1-3. No more purchasing units you go with a squad like the real Army. The type of unit/AI range/level being the limiting factors. - Our idea was that your points-death ratio would control the maximum height of the squad member recruited AI skill level (since it can be random) and the overall points would control the range. So your private with 20 points and no deaths has a maxed out 2000 percent ratio so he CAN get an AI with 1 skill if he's rediculously lucky [that top guy in the company] but his range is so big he could get a 0.2 AI blue falcon as well. Your guy who has been in for a while probably has 700 points and 400 deaths is struggling to keep his max at .7 but his range is from .7 to .5 no .2's allowed cause he's got the experience to pick em. - Reporting! crap should have to be reported if you shot that civilian but no one else lives to tell the tale you should be good to go. once one of them hits a building with a phone your screwed. (think a flee then report script) Civies don't carry radio's. The same way a silenced kill works if no one screams/ gets to their radio. p.s. no one in their right mind gets on the radio instead of finding immediate cover in the case of an ambush. [think find cover then report on null/completed script] - Hearts and minds dude get the civies on your side and let them tell you enemy movements get the guerillas on your side and have them help fight. Piss em off and fight them yourself. [civies could go suicide bomber if you kill their town-mates hehe] - Skill wise rounds fired on a particular weapon past say 1000 start to improve your accuracy. Your skill on a Range will decrease your site bob at a rested state. Your skill on an obstacle course or speed reflex range could decrease the amount of bobble on your sights. The amount of distance run could decrease how long it takes your soldier to catch his breath after running long distances. [ this effectively creates a PT score for ranking purposes] -Command points the primary method of determining how many soldiers you should be allowed to command would be based on effective use of manuevers stances flanking commands formations vs. how many of your guys and yourself get wasted/wounded/break ROE or Fail. Also time of completion that sort of thing. (this would be the primary determining factor in switching up to Officer ranks) - Warfare style Fast-time with invasion east and west options [that actually involve a landing, beach front establishment and inland HQ building where your ready for it, HIGH resources ready to go and they have to get ready fast] Think Cold Oden warfare 5.0 plus a (possibly) tough beach assault. made ok by other features * - NO CASH only supply points from the commander and group specific boxes. You want weapons you get what was assigned your company 3 or 4 basic boxes and a launcher box and a special weapons box AI default (possibly edited to be one big box customized to your companies request) Then locked to your company with an AI on guard. (he dies and you can have at it because at that point you'll probably need it). Also this is in a building somewhere. - NO purchasing your Vehicles you should be classed [MOS] qualified and have requested a vehicle/slash been issued one (via some radio chatter). That being said once your spec-ops and qualified for enough things you can either take/or requisition what you want as long as they are willing and able to give it up. That being said losing a vehicle is BAD NEWS unless your on an attack order losing your vehicle is only justifiable in an ambush situation. If it's not going to make it you go in on foot. No armor moves into a town without infantry clearing the way. Skill progressions would at their highest levels add to your effectiveness (rate of fire/reload time/nomenclature/movement speed/draw speed/request priorities, supply income slightly increased for super experienced commanders etc.) Nothing game breaking just enough to let you know it's there. Finally if you need more troops your call in reinforcements and they take forever to arrive. Some kind of tickets system should be installed as well as a comm center takedown to cut off the main base from reinforcements. BTW buildings and key structures should be rebuildable somehow. (army core of engineers anyone). And no one builds their vehicles in an engagement they are shipped in on C-130's so having an air option or sea option open I guess is essential to being able to be reinforced. MEDALS!!!! for crying out loud if your guy eats a town takes a bullet in the leg and drags his screaming buddy out afterwards give him a silver star. Consider it permanent points that don't go away if you get demoted. Nothing serious but everyone gets ribbons and medals in the Army. If you qual expert marksman you get a big pretty one. In Conclusion, how much of this can be done in Arma 2 cause I have no idea. Oh yeah and HOW!!!! I will grunt and stuggle till I get this thing created but man it's a long uphill climb I want to pull off maybe the newest warfare setup and go for it but I need a bunch of pieces and I can't even script yet. Thought I have been studying my but off. P.S. my buddy suggested that Server Admin's should be able to promote and demote /give medals if they see a squad kicking but and working together well. [the planet side idea] -
I'll be going there as soon as I figure out where to start, I don't want to go "Uhm tell me everything" and end up dismissed I need to get something done hit a wall and then ask questions. Anyway I played Evo and it was far too restrictive, for that matter Warfare is far too restrictive you need something that has drop in and play at speed. Hit the ground boots moving ya know.
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Skill based server-specific client-server agreed upon carry-over ranks Everyone is seeing only a BF-esque bullshit ranks and medals system or a rank-less speech only tactical heirarchy based on whoever sounds the most authoritative through a microphone. We need an Aristotelean golden mean. I believe I might be able to help if you all can help me. My friend and I, both ex-military, sat down and figured out a realistic rank structure in based on the USMC standard ranks then we thought about how to define class and scores and make it work like real life where no one ever let the medic E-4 anywhere near the E-3's diesel mechanic work and so on. We thought about how you never gave your good equipment to the clutzy guy and how someone who was low ranking but good got to do more shiza than someone who is higher ranking but sucky just by law of operational success chances. Obviously this would be impossible to accurately re-create. Then he talked about Planetside where these guys running the server would promote and demote on the fly based on what they physically saw in gameplay. Then I ashamedly mention how BF2 pissed me off but BF2142 had some fun medals the ranks were kinda annoying but the halo-land-on-a-guy-and-kill-him medal was a fun one to see pop up. So the idea became: [skip to GAMEPLAY TRANSLATION if you don't care why] HAVE REAL RANKS! No one promotes an idiot i don't care how many people he has killed or how long he has been there. ranks should be Kept only by the server played on but saved from iteration to iteration. the server keeps a copy and the client keeps a copy if they don't match you have a cheater etc. Were talking about a semi-persistent world where a single "mission" which I will call an "engagement" can last for a REALLY long time several days to a week. This means an AI capable of running it's own independent conflict on both sides with no players involved. Then the players would arrive in conflict with the next wave of reinforcements while AI players are rotated home on leave. Because a company goes not just one guy. One squad one mission I understand. This stands to be realistic if you think of leave as not being available until replacements are available. The idea of more lives is represented by the members of your company effectively 4 platoons about 140 guys only 8 of which can command more than one squad and 16-20 of which are squad leaders and each platoon having its best and worst guys. Also you have what you do! the mechanic fixes stuff and gets better at fixing stuff, the engineer builds and blows and gets better at that, the snipers get better at sniping, the career offices and NCO's get better at commanding in the field and have increased intel and familiarity based on how long they have been there. as such their troops are better than green soldiers right off the boat. The idea would also be that training makes you better and qualifying (not ranking up) is the primary method of obtaining new weaponry. Your CO has the weapons he is assigned and you can bet he would rather leave that Javelin in a box than waste it on the blue falcon. Ranked access would primarily depend on the price of the weapon [you must have proven yourself responsible enough to warrant an investment] NO ONE is going to give that PFC anything more expensive than an AT-4 because if he loses it it's your CO's butt on the line [P.S. there is (supposed to be) little personal cash used to equip yourself]. Your E-5 sargeant however can touch whatever weapon/ light vehicle he is darn well qualified to touch. The army uses things like rounds fired an accuracy on a course to determine qualification which arma does quite well (see basic training). Your Warrant-Officer line means you can go from corporal to flying stuff or blowing stuff up in no time...If you qualify. Qualifying IS NOT EASY. How many of you actually managed to hit every single ring in the VTOL training??? So to fly the AH-1 or the F-35 you should have CWO2+ and full flight quals on that aircraft. As for the engagement itself the AOC and AOXO and AOCmSgtMajor (master gunney for marines) can pretty much tell you what to do. So if your good at small unit tactics and are more of a do-it yourselfer you will stay low-rank with high access. If your a command-hog who never see's combat you will be high rank with low-access. and everything in-between. Also someone who does well in combat will get into better squads and be picked for more exclusive teams. GAMEPLAY TRANSLATION: Ok so I have been scouting around attempting to find how to make this kind of idea in gameplay and the closest I have gotten is an Amalgamation of stuff I have seen in other games done slightly differently so even if you don't care about this outside of the Rank vs. No Rank argument any Tips/Help would be appreciated as I am starting from scratch and 0 experience. - Yes I am trying for the world record of longest post.{you can't cliff notes the field manual} - Ranks are either server specific Engagement specific and always Company specific (140 deaths means new company new ranks[soldier per ranks is just not realistic that everyone resets to 0 because one sargeant dies i mean you become acting whatever for whoever is above you if you die in reality) - Ranks should be based on effectiveness not kills. You get points for completing objectives successfully, Staying alive/points-death ratio, Qualifications Other demonstrations of effectiveness to be added later. the combination of which determines how soon you will be promoted. (also people above you dying helps artificially via (acting ranks)) - Demotion happens A-LOT one stupid mistake and you are down. Shoot a friendly (and someone reports it) and your suspended/under-review/demoted/whatever. Disobey a direct order, break the rules of engagement (and someone reports it (I am thinking of something similar to the random chance of fleeing script here but used for friendlies in LOS of the violation)). -Having another soldier with you is free even a private has a battle buddy. How many people will join you depends on your skill/rank and what skills it's in. A PFC MOS classed Artillery will have 5 buddies doing stuff and a PFC MOS infantry will have 1-3. No more purchasing units you go with a squad like the real Army. The type of unit/AI range/level being the limiting factors. - Our idea was that your points-death ratio would control the maximum height of the squad member recruited AI skill level (since it can be random) and the overall points would control the range. So your private with 20 points and no deaths has a maxed out 2000 percent ratio so he CAN get an AI with 1 skill if he's rediculously lucky [that top guy in the company] but his range is so big he could get a 0.2 AI blue falcon as well. Your guy who has been in for a while probably has 700 points and 400 deaths is struggling to keep his max at .7 but his range is from .7 to .5 no .2's allowed cause he's got the experience to pick em. - Reporting! crap should have to be reported if you shot that civilian but no one else lives to tell the tale you should be good to go. once one of them hits a building with a phone your screwed. (think a flee then report script) Civies don't carry radio's. The same way a silenced kill works if no one screams/ gets to their radio. p.s. no one in their right mind gets on the radio instead of finding immediate cover in the case of an ambush. [think find cover then report on null/completed script] - Hearts and minds dude get the civies on your side and let them tell you enemy movements get the guerillas on your side and have them help fight. Piss em off and fight them yourself. [civies could go suicide bomber if you kill their town-mates hehe] - Skill wise rounds fired on a particular weapon past say 1000 start to improve your accuracy. Your skill on a Range will decrease your site bob at a rested state. Your skill on an obstacle course or speed reflex range could decrease the amount of bobble on your sights. The amount of distance run could decrease how long it takes your soldier to catch his breath after running long distances. [ this effectively creates a PT score for ranking purposes] -Command points the primary method of determining how many soldiers you should be allowed to command would be based on effective use of manuevers stances flanking commands formations vs. how many of your guys and yourself get wasted/wounded/break ROE or Fail. Also time of completion that sort of thing. (this would be the primary determining factor in switching up to Officer ranks) - Warfare style Fast-time with invasion east and west options [that actually involve a landing, beach front establishment and inland HQ building where your ready for it, HIGH resources ready to go and they have to get ready fast] Think Cold Oden warfare 5.0 plus a (possibly) tough beach assault. made ok by other features * - NO CASH only supply points from the commander and group specific boxes. You want weapons you get what was assigned your company 3 or 4 basic boxes and a launcher box and a special weapons box AI default (possibly edited to be one big box customized to your companies request) Then locked to your company with an AI on guard. (he dies and you can have at it because at that point you'll probably need it). Also this is in a building somewhere. - NO purchasing your Vehicles you should be classed [MOS] qualified and have requested a vehicle/slash been issued one (via some radio chatter). That being said once your spec-ops and qualified for enough things you can either take/or requisition what you want as long as they are willing and able to give it up. That being said losing a vehicle is BAD NEWS unless your on an attack order losing your vehicle is only justifiable in an ambush situation. If it's not going to make it you go in on foot. No armor moves into a town without infantry clearing the way. Skill progressions would at their highest levels add to your effectiveness (rate of fire/reload time/nomenclature/movement speed/draw speed/request priorities, supply income slightly increased for super experienced commanders etc.) Nothing game breaking just enough to let you know it's there. Finally if you need more troops your call in reinforcements and they take forever to arrive. Some kind of tickets system should be installed as well as a comm center takedown to cut off the main base from reinforcements. BTW buildings and key structures should be rebuildable somehow. (army core of engineers anyone). And no one builds their vehicles in an engagement they are shipped in on C-130's so having an air option or sea option open I guess is essential to being able to be reinforced. MEDALS!!!! for crying out loud if your guy eats a town takes a bullet in the leg and drags his screaming buddy out afterwards give him a silver star. Consider it permanent points that don't go away if you get demoted. Nothing serious but everyone gets ribbons and medals in the Army. If you qual expert marksman you get a big pretty one. In Conclusion, how much of this can be done in Arma 2 cause I have no idea. Oh yeah and HOW!!!! I will grunt and stuggle till I get this thing created but man it's a long uphill climb I want to pull off maybe the newest warfare setup and go for it but I need a bunch of pieces and I can't even script yet. Thought I have been studying my but off. P.S. my buddy suggested that Server Admin's should be able to promote and demote /give medals if they see a squad kicking but and working together well. [the planet side idea]
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In all Seriousness Separating pieces on vehicles and aircraft would solve these collision problems and be realistic. If your plane slams into another plane the wings fly of the tail flies over the top and the middle scrunches and falls all while a massive fuel air explosion is taking place. The engine can handle an on average 10 objects being thrown from an impact between two things. I would love to see heavy logs flying through the air after an artillery strike also. Just find a comfortable limit for the engine let it fly and increase the friction so that stuff actually comes to a stop removing it's pressure on the physics engine after less than a minute under normal circumstances. This could also be applied with the earlier tracks-off-the-tank scenario. You may believe this would be too much for the engine but I am begging you TRY IT. even one or two flying pieces would be better than the shrapnel-less world we are in now. OTHER NOTES - Watching an AI tank jump and walk at a 60 degree angle is killing me. - Please first shot accuracy is not realistic with iron sighted weapons and machine guns. It's barely realistic with ACOG's. Usually a soldier cold-firing a weapon drops one round off and walks onto the target from there. A sniper who has not already been firing his weapon at range should not have instant accuracy (think SWAT 3). Semi- auto AI would have quickly increasing accuracy with ok precision starting at moderatly inaccurate. Burst AI would have moderate starting accuracy with better precision getting better at an average rate and more space between bursts than the semi has between shots. Full- auto AI would have Bad initial accuracy with slowly increasing accuracy and moderate precision. Even more so an AI must be able to see the shot land in order to correct onto his target. We have all had the experience of firing at someone on a ridgeline and not being able to hit him forever because we can't tell which way we are missing. Argue or tweak as you must but the idea of increasing accuracy over time and not starting with perfect ESPECIALLY without unobstructed line of site is the point. - Planes are nearly unusable with out increased visability and some kind of targeting system. My gripes are my own take them or leave them just don't hold them against me