dragon01
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Posts posted by dragon01
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It should. I doubt they're to keep this from us for long.
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I think that this should be a toggle. That way a server admin could decide if mines damage friendlies or not. Ultra-realistic and clan servers could enable friendly-fire mines if so inclined.
Another solution would be to introduce a fancy, future-y mine that could check IFF codes. I believe there are systems like that in the works, with all those electronics ArmA3 troopers are wrapped into this shouldn't be very difficult to do. Then simply make sure it's the only kind of mine available.
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Well the price will increase with 10$ in beta so waiting makes no sense :confused:The problem is, she doesn't exactly have a choice in that matter. She won't be able to play at all until at least 10.06.
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I heard that the Beta version is supposed to come out shortly after E3, so I'm afraid she won't be able to make it for the Alpha. On the other hand, this'll mean I'll be able to show her the Beta instead, which is gonna have a lot more features. Also note, we're in Poland. Even 25$ is a lot here, try imagining the Alpha was priced at 80$ and you'll have an idea of how we feel about the price (also the reason I haven't bought the Supporter Edition, our currency is just that crappy).
I was kind of hoping to play a few multi missions with her though, looks like the AII Free will have to do for it, unless she decides to buy the AIII Beta.
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The problem is, from the looks of it, it'll expire even before she has a chance to install it, and long before I can make a convincing argument about AIII being much better than BF3 (remember, she doesn't really know anything about the series). As of now, there's simply not enough content and too many bugs. Of course it gets better, but if the lite version won't be around long enough for her to experience that, then I could just invite her over and let her try my copy, or ArmA II (which, with mods and good missions, can get quite amazing).
TBH, the concept of a limited, 3 month trail of an alpha game seems somewhat strange to me, especially that it's invite-only. If it was completely open, or lasted beyond those 3 months (like I originally expected it to), then it would've been fine, but now, it seems like a pretty much useless gimmick to me. Especially that those 3 months it was active in also happen to be ones in which all nearly exams are done...
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I think they're able to, since it will be done eventually, but right now there are some more pressing matters to attend to. They just have to get around to implementing them.
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She can buy the Alpah for 25 then, which is not so much???Well, the problem is, I'm trying to convert her from Battlefield to ArmA (don't worry, she can appreciate a realistic gameplay). :) The Alpha as it is now isn't really much to speak of, you need to be an ArmA fan to cope with it. I believe it'll soon become much, much better, but right now, it's hardly a better introduction than ArmAII Demo. Also, I want to know if it's worth to send her an invitation to the Alpha, since she might not be able to play it before it expires. I wonder, is being invited to Lite version going to provide any additional benefits after June 18? Three months really isn't much of a duration for such a preview.
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On the website, it says that invites for ArmA III Lite are "available from March 14, 2013 until June 18, 2013". What exactly does it mean? I have a friend whom I'd like to invite to the Alpha, but she'll only have time to play in July. So, will it still be possible to install and play ArmA III Lite after June 18, assuming one is invited before that date?
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I've got around to testing it, and I must say I love it. The only problem seems to be that OFP:Resistance campaign doesn't play well with JTD fire and smoke (ammo trucks I had to capture burned down).
Also, I've got a few complaints about the Trabant. Namely, it makes 60mph in less than a minute, it actually makes 60mph without falling apart, it can survive a collision and doesn't belch gray smoke from it's exhaust pipe. :) If you're going to have the Trabant, you could as well try to replicate it's "unique" features.
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Are there any SP missions for this mod?
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Now the only thing that we need is an "Apocalypse Now" mission and decals. :)
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Really nice addon. Very good quality. I always felt AII lacked in such "atmospheric" props in the civilian areas, hopefully AIII will improve on those things. I wish my younger (who is 11, no less) brother was doing things like that instead of wasting his time on stupid cartoons and Minecraft.
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IIRC, we already can choose gear at the mission start, for every trooper under your command. "Gear" can include uniforms, so if you're an SF operator (regular grunts don't get this luxury), you should be able to choose between different NATO camos. Once they're implemented, that is, since currently you have to mod different patterns in.
If anything, multicam should be made a bit greener. The in-game version seems slightly more brown than the real thing.
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Thanks. I guess I'll just have to put off firing up the Alpha until I sort out my disk space issues.
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Yes, but the question is, how to get just the 4GB I need and not the price of a full disk. Well, I suppose I could drop it on a DVD, though it's not very convenient. Anyway, I'd still like to know how much overhead do I need for updating ArmA without problems.
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I'm short on disk space lately. Recently, ArmA tried to update and couldn't finish for some reason. It ate up 1GB of disk space (all I had at the time) and stalled. I attempted to update ArmA3 manually and got a message about there not being enough disk space for an update. Yet, when I uninstalled it and installed again, it only took 7GB and worked as it should. I wonder, just how much disk space does it need for an update? Even when I had 4GB free, it just ate it up (though not all of it) and stopped updating. I don't know where my 4GB went, and I wonder why it's being taken at all, when the update probably consists of a few small file changes.
And yes, I'll look into solving my disk space issue, but I'd still like to know.
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Yeah, even my shifting (on a manual transmission) doesn't sound that bad. :)
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The problem is, IIRC, a wound is a wound, even in the ACE system, but not in real life. A normal rifleman should be able to patch a small wound that didn't really do much damage, but more serious stuff like a broken bone would require a dedicated corpsman's attention. Self help should also be available in some cases. It's possible, if somewhat clumsy, to apply first aid to yourself if you need to, but more serious wounds require a corpsman to treat. In general, I feel that the wounding system should be a lot more complex. America's Army 3 does a step in the right direction, but it's not there yet. Modeling damage to nerves, blood vessels and bones, as well as internal organs would be required for a fully realistic medic system. This should be based on a number of factors including what caused the wound (burns? shrapnel? bullet, and what caliber?), where it was located, if there were other wounds, if the wound area was armored... Finally, some sort of morale/stress mechanic would be needed to simulate pain and it's suppression. Being hit actually hurts less when you're in the middle of a firefight, due to adrenaline suppressing the pain, but once the "combat high" wears down, it starts to hurt a lot more.
I'm afraid it'd be a bit too complex to implement in the game (and make AI work with it, it's important for an SP guy like me) though.
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ACE does this very well. Also, I don't know if it could be done in AIII, but it'd be great if it was possible to actually see (on the model) how many bullets are left in transparent mags.
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Very good idea. I'd love to see more fine-tuning options for the graphics.
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Jumping when standing still or walking = noJumping from faster paces = yes
In general, that is a good idea. However, the "step over" animation looks silly if you don't actually have anything to step over. I think that in such cases, a dinky, useless jump could be used. It'd be pretty much pointless, except that it'd allow you to avoid accidentally triggering a lengthy animation by hitting a wrong key or standing in wrong place. Though it'd be a purely cosmetic thing (such a jump would have no real use) and thus shouldn't be prioritized, it'd be a nice touch.
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I think that jamming should be more complicated than just a random chance. The most important factor would be weapon condition, which should be implemented not only as a function of use in-mission, but as a variable to be set by the mission designer. That way, an insurgent with an old, rusty M16A1 would have it jam frequently, while a brand new SF gun would never do it. Throwing the gun around recklessly should damage it, and shooting it should disable it or at least make it extremely unreliable. Then there are secondary conditions, such as magazine loaded (drum mags jam more), weather (could be rolled into a mission-specific "jam modifier") and player's movement (chance of jamming should be marginally higher after a long crawl in the dust). Quick reloading should also increase the chance of jamming, as should moving while reloading (doable IRL, but clumsy).
And of course, we need a weapon-specific jam cleaning animation. America's Army does that very well, at least for the M16. It'd greatly add to realism, especially if explained in AA-style training mission.
As for the safety, this should be implemented as just another fire mode, just like it is on real guns. Really, just a logical extension of the firemode switch functionality, and probably not hard to mod.
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Arma also qualifies as a simulation! I think this would be a welcome change and benefit all the sharp shooters in the community.Indeed, this would be a really nice addition to shooting mechanics.
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Old classics like M16, M4 and AKs, with associated variants. Also, USMC gear like the Mk.48, DMR and SAM-R (especially the last one, because I've got an airsoft replica of it :) ). Also, the M107, because I like big sniper rifles, and Lee-Enfield, because I like old rifles. Overall, I think that ArmA III is going too far into futuristic and rare equipment. Takes away from that realistic feel previous titles had (even though the new stuff is based on real weapons, they're not 90% accurate replicas, unlike AII weapons).

They better have female soldiers...
in ARMA 3 - GENERAL
Posted
Looks like the Pentagon has stated it's opinion on the issue: http://www.utsandiego.com/news/2013/jun/17/Pentagon-women-combat-seals-riverine/all/?print
Riverine and SEALs are opening to women, other services will probably follow. I guess it'd now be simply unrealistic if ArmA III didn't include female troopers. Yes, implementing this might take some work, but I believe it's worth it. Especially that female body, voices and at least some clothes need to be made anyway, for female civilians, so I think the extra work to make them also work as troopers wouldn't be that great. It'd also avoid awkwardness when, if playing as a female civilian, you can't pick up certain items for some arbitrary reason.