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mistermdg

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Everything posted by mistermdg

  1. - possibility to throw grenades into tanks and other armored vehicles through the main hatch and also through viewing slits. also possibility to lock the tank door from the inside to prevent this. welding repair system realistic vehicle repair and maintenance system ---------- Post added at 01:31 PM ---------- Previous post was at 01:17 PM ---------- - maybe speak to these guys, see if they can put together a "combat medical treatment" suite that can be incorporated into ARMA 3 http://www.excalibur-publishing.com/surgery.htm
  2. - http://en.wikipedia.org/wiki/Digital_Molecular_Matter might be useful for assigning deformation, penetration and fragmentation values to materials
  3. - system where you can open both eyes whilst looking through optics so you have a near and far image superimposed onto each other
  4. I love drumming monkeys idea for how injuries would be reported as 1 of 4 "states". Not sure if that is US military standard but I feel like it's close enough. - Food and hydration choices would be awesome with low GI carbs and protein rich meals being the best choices
  5. - quicksave and load buttons maybe
  6. yes please just focus on making the soldier movement more fluid. the human body is extremely flexible and precise in its movements, far beyond anything we have made so far. let that be reflected in ARMA 3.
  7. - remember to add code to interrupt animations when the person is shot etc i.e. prioritise injury animations over others. getting shot while reloading = drop the mag etc.
  8. - option to choose between "Toggle Sights" and "Hold Sights". Make a separate button for "Hold Breath".
  9. - a dedicated keystroke for cocking your weapon. so if you reloaded with one in the chamber you wouldn't have to press it, but if you reloaded from empty and then forgot to pull the slide/cock the trigger, the weapon wouldn't fire. would add a lot of realism to the infantry experience. you'd have to make it specifically per weapon.
  10. - add an "observe unique point" command that makes AI look where the other members in that squad aren't looking
  11. - for the voice commands, have a list of all commands in the settings section which we can then record 5 voice commands per command. so to command unit 3 to throw smoke close to his east i would have 5 recordings of myself saying "unit 3", then 5 saying, "throw smoke" and then another 5 saying "close" and another 5 saying "to your east" to get unit 4 to go prone there would be 5 saying "unit 4" and 5 saying "go prone". for unit 2 to join rearguard element id have 5 saying "unit 2" and 5 saying "watch our backs/join rearguard". the reason there are 5 is to make enough space for intonation changes and perhaps shouting. also, having a number of recordings per commands allows us to say the same thing in different ways. have commands like "behind you", "to your left", "to your east" e.t.c. so if we are overwatching and commanding a units movement we can direct them. PS please don't forget my earlier post about assigning squad members squad protection/position roles like overwatch, scout right/left (close/5/10/20/50/100 meters), suppression element, designated marksman e.t.c. very important for game dynamics. i think just these two elements combined with more fluid movement and actions will make this hands down the most immersive milsim ever made. i mean let's get real it is already the best milsim, but you know ;) and again, throwing smoke/grenades should be much much faster
  12. - faster stepovers and less getting caught on low obstacles. just make movement faster. the human body can move very quickly and precisely.
  13. - possibly we can equip "rifle slings" which we could then attach to a rifle we pick up (that does not have a sling) and then carry it on our backs. takes time to attach it and so is a bit of a risk to do.
  14. - a "Cover Me/That (Man/Vehicle e.t.c)" command for AI squad members so you can position members in overwatch and assign them friendly units to watch over. They should then fire on units that threaten that unit. AI should report that they have received your command e.g. "Roger. Covering sniper/vehicle/unit 5." e.t.c.
  15. - It's really important we can assign specific roles to AI squad members i.e. 1 - overwatch (will hang a little back and overwatch the squads movement. defaults to suppression upon engagement. will also use smoke to protect other squad members/aid in their maneuvers), 2 - rear/left/right-guard (will observe and guard the side/rear of the squad as instructed. default ROE - fire at will.), 3 - scout left, right and front (will move stealthily in the area assigned around the squad and provide intel. default ROE - return fire only.), 4 - suppression element (will attempt to find a stable firing position and suppress enemy when squad is engaged.), 5 - DM (designated marksman. will take cover/concealment near or at the rearguard position and provide precise longer-range fire prioritizing targets like machine gunners and squad leaders) this should also work fluidly in close combat i.e. squad members stick to their assigned roles. also, a discipline slider could be incorporated which would affect how closely squad members follow orders. another idea would be to be able to tell members the distance and direction relative to the squads direction of operation that they should operate e.g. "scout right 20 meters" or "rearguard 50 meters return fire only". should go from 1 meter to 200 meters. NEXT POINT: in ARMA 2 when you are killed the camera zooms to the opponent that killed you. I think this should be removed. It provides a false comfort. If you were not able to maintain enough situational awareness to locate the opponent before they killed you you should not be shown their location. Repeated Point: the zoom-in/focus function should be reduced to an 8th of what it is in ARMA 2 or, preferably, removed.
  16. - Damage to weapons i.e. you can shoot the magazine out of an enemy's weapon possibly causing a small explosion and hand/finger damage or can shoot the barrel of a machinegun to render it useless. It's important so that the strategic value of anti-material rifles can be properly realised. Also, if I were you, I'd make this thread private so that EA Sports e.t.c. can't access it and instead have a "ARMA 3 Wishes" email address where we can email our ideas. Right now you're giving free market research to your competitors. - Nearspace-based weaponry and surveillance.
  17. - Note to BIS; from my studies in neuroscience I can tell you that increasing colour saturation will increase the release-rate of rewarding neurotransmitters creating an experience that is physically more appealing but also take away from the brains natural response which will be to increase those neurotransmitters itself when in high-stress situations. I suggest including a simple saturation slider in the video settings with a "Reset to Realistic Default" button so that players can choose. - A strong focus on AI programming resulting in clever and aggressive opponents will future-proof your organisation as almost everything in graphics has already been done. - Weapon resting should be somewhat automatic but mustn't be unintuitive.
  18. - no more getting stuck on obstacles like bundles of trash that are only a foot high. the "step-over" animation is like a tenth as fast as a real life step.
  19. - Proper "Stopping Power" effects i.e. infantry should be affected when they are hit. A good shooter will, when faced with multiple attacking targets, shoot the targets consecutively. This way he knows after shooting target 1 that whether target 1 is still alive or not, target 1 will be recovering from being hit (i.e. unable to fire effectively) whilst our shooter shoots targets 2 and 3. Then whilst 3 is recovering he goes back to target 1. This allows a single skilled shooter to render multiple enemy soldiers combat-ineffective for periods of time that, while brief, make a huge difference on the battlefield. Very important for realism. Should also take armour and projectile size into account. - Proper "Fire and Movement" training. Fire, move to cover, take cover e.t.c. Emphasise fast movement between covered firing positions to create the most sustained and disorienting multiple-angle attack possible with the resources available. - Animal and human eyes will shine various different colours when a torch is shined into them at night i.e. each species is a different colour. This may be the same with NVG. - Firing from inside vehicles is important.
  20. - A quick way to "give" items to other soldiers e.g. say soldier A is operating a fixed HMG and soldier B has run back/forward to fetch ammunition for that gun. B should have an easy way to "hand" the ammunition to A as long as he is close enough i.e. A shouldn't have to stop firing or dismount the HMG. - Some sort of morale system which can lead to AI (opfor or blufor) routing in fear or losing operational effectiveness. No man will stand taking pot shots with an iron-sight FAL 400 meters from an enemy HMG emplacement which is firing on him. You couldn't get an animal to do that. My suggestion for implementing the morale system is to assign each type of ammunition a "Morale Value" and then you can have a ratio of "Sent Morale Attack" (which is the total value of the morale values of each round you have fired which landed within a certain range [5 - 15 meters depending on round type] of the enemy) to "Received Morale Attack" (which is the total value of the morale values of each round that has passed close to you - maybe within a 5 meter radius for small arms and larger for explosives). Once the ratio reaches a certain point you can have "Panic" set in or, if the player has a high courage rating, "Determined". A "Panic" state would negatively affect focus, breathing and vision (accuracy and situational awareness), and a "Determined" state would affect accuracy and situational awareness positively. This could be reflected by different color saturation levels and clarity of image at distance. I think the system load of this mechanism will be worth it. It's not much stress for the processor to keep a running count of "Moral Value" which would range from a negative number to an equal positive number. My suggestion; make the range large (-250 to +250), as I think this would be useful for modding. There could be "moral mods" which cause different effects at different ranges. I suggest comprehensive (low-level) optimization of this section of code as it should not cause a situation where large amounts of system resources are being used.
  21. i know this is a huge step, but if you could somehow implement a system where we could construct our own explosives that would be incredible i.e. from real parts of wrecked vehicles e.t.c.
  22. - u know what wud be f*in awesome? a side game where all the equipment is listed by name only, so u have to know the details of ur equipment to choose properly
  23. - "fire on my lead" command - doubletap "A" = fast sidestep left. doubletap "D" = fast sidestep right. important for running under fire. - dustclouds from footsteps on dirt - better observer mode
  24. - AI team members bounding overwatch toggle. Basically it's like adding a 5th awareness level so you'd have 1 - at ease/safe, 2 - stealth, 3 - aware, 4 - danger/alert, 5 - engaged/bounding overwatch and maybe 6 - area assault, which would leave an element of the team back in overwatch whilst the rest bound or move into the area. Basically integrating standard maneuvers into the AI command structure. And definitely the ability to assign members to rearguard so that you can have one guy who isn't focussed on the objective but rather on the monitoring of the danger areas around the squad that aren't directly in front of the squad. ---------- Post added at 07:10 AM ---------- Previous post was at 07:01 AM ---------- - bullets should rip through trees/walls causing them to fall. this is important for both looks and realistic gameplay.
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