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mistermdg

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Everything posted by mistermdg

  1. - do more work on the ground base textures i,e. the actual earth that the vegetation grows out of. it seems the textures are low resolution or something
  2. - fix the grass/obscurement rendering issues. currently grass and other visual obscurements do not render at distance (over 100m i believe). they must render ad infinitum somehow. - compress vehicle enginenoise to normalize it to the rest of the gamevolume. human ears do this automatically IRL. help us out a bit.
  3. - an actual animation for pulling triggers and better, weapon-specific reload and jam-clear animations. - all animations should be interruptable with a probability system for dropping items e.t.c. coming into play as described in one of my previous posts.
  4. - "peek" features where the player can slowly peek over an obstacle (palisade etc) this would encourage more people to play in first person which i think is good
  5. - grappling hooks with ropes to climb obstacles and fast-egress from rooftops
  6. ability to toss equipment to other players
  7. dust/dirt on vehicles. make a texture or series of textures which overlay onto the vehicle incrementally as it drives with the speed of overlay depending on the terrain it drives on. if rain would wash the texture away with streaks it could be very impactful visually. ---------- Post added at 04:55 AM ---------- Previous post was at 04:37 AM ---------- dust/dirt on vehicles. make a texture or series of textures which overlay onto the vehicle incrementally as it drives with the speed of overlay depending on the terrain it drives on. if rain would wash the texture away with streaks it could be very impactful visually.
  8. - the firing of large calibre (.300 - 50 e.t.c.) from a standing or crouched posture without a barrel rest is unrealistic except for an extremely muscled individual with an enormous weight and near superhuman armstrength. They weigh 15 kilos and more.
  9. MDG ARMA3 Ideas 5 - 24 Sept 2012 - war paint. totally customizable war paint. you telling me I'd put on short sleeve camo and not cover my arms and face with paint/mud/anything available? - more fieldcraft. ability to bury caches, build hides, e.t.c. - better spatial positioning of sounds with regard to their verticle axis. on 2nd floor in firestation in chernogorsk i heard the sound of someone moving on the metal stairs but couldnt tell if it was above or below me. the future will yeild speaker systems for gamers with a number of units above and below the players viewpoint. support for this is a good idea. - sound engine needs work. sometimes one will hear 2 sniper round impacts but only one report and visa versa e.t.c. NOTE: this seems to be a rare occurence - when closing doors use following mechanic: hold button to close door. whilst button is held door is closed gently. if button is released before door is fully closed door is shut quickly making a louder sound. - shots to a players backpack should damage items inside it and stand a chance to detonate relevant explosives. - use information from this page to implement more realistic ballistics in-game http://en.wikipedia.org/wiki/External_ballistics another resource for ballistics is "Ballistics - Theory and Design of Guns and Ammunition BY D. Carlucci AND S. Jacobson (CRC, 2008)" I don't speak russian/czech so haven't found a russian/czech equivalent but a skim through that book will likely yeild a number of ideas for ballistics. that being said I find the ballistics in vanilla ARMA2 to be excellent minus the fact that wind is missing (which ACE mod implements well) - longer times to drop to the ground on harder surfaces such as cement vs grass and other softer surfaces with this variable being overridden when taking fire - levels of high freq sound (above 12k Hz) are too high. include an equalizer in audio options panel. yes it is a simulator. no, causing damage to hearing is not necessary to maintain functional realism. - in DAYZ the "unconscious" timer I feel is a good concept (being rendered very combat ineffective following traumatic injury) but its implementation is not practical. i have been hit in the jaw by a trained martial artist very hard and a number of other things but i was never rendered incapable of reacting let alone being knocked out by some skinny zombie running into me. you should always be able to aim, fire and crawl in DAYZ. the timer as it is is just too irritating and after careful consideration not realistic. - push/jostle mechanics i.e. character will automatically push/brush aside players/smaller objects in his/her way, fixing the "I can't come down the stairs because you're standing on the stairs even though there's obviously enough space for me to pass you" issue - ability to push vehicles (quietly) without having to start the engine. gear must be in neutral. gear selection available whilst in vehicles. - autocad mechanical engineer has a system embedded in their software where materials have their physical properties packaged as data along with the material object itself. any implementation of this concept into the (ARMA) game engine would open a new level of realism including material deformation, realistic wear and tear of components, possible basic metalworking (DAYZ) e.t.c. - regarding the prevention of "cheating" in online ARMA play and the related protection of the game (artworks) integrity; battleye and whatever other "anti-cheat" mechanisms are in place at the time of the posting of this message are not working. thermal as50's are the norm in dayz and to be able to kill someone from 1200 meters away through fog just doesn't go with the spirit of the game. everyone knows what items are/aren't legal. anyone carrying anything illegal should just be kicked. this cant be very hard to program. kick with the message "you have been kicked for carrying _________ which is not a legal dayz/arma item etc. please do not pick up such items in future as you will be kicked." otherwise simply delete the item and tell the player why. add a log to all items showing where they were spawned. if they were not spawned by an official server then item gets deleted with relevant message. all items are checked when player logs into game. you need to be harder on the cheaters because its ruining the art for the rest. - delays to prevent server hopping. once a player GUID has been logged onto a server for over 20 minutes he/she incurs a 10 minute delay when/if he/she tries to switch to another server. similar delays or logout rituals to prevent alt f4'ing. this could be a server option so the less serious players can still server hop. - lasting footprints and other functional trackmarks. a skim through a book on (African) animal tracking should give some inspiration. - there needs to be more precision with hand grenades. players need to be able to roll a grenade across a floor or drop one round the corner in front of them. i don't know how this can be achieved without distracting visual cues but it is an important functional aspect. when throwing something one has an intuition as to where it will end up. any effort to bring this over to the ARMA engine will be very welcome. - the time it takes to switch weapons in ARMA2 is far too long. one should not have to be still in order to switch weapons. - players need to be able to move/crawl/make their way through narrower gaps in the terrain. "rabbitrun" concept. - this rifle - http://en.wikipedia.org/wiki/CheyTac_Intervention - 3rd person modified to only include direct LOS (line of sight) and nothing more i.e. grey out everything else. 3rd person is currently the most unrealistic thing in ARMA - transitioning from crouched to stood up and back takes too long. it should be possible to do this very quickly to pop over some obstacle and peek i.e. in under 400ms - when pinned down limbs not in use of the player should curl closer to cover/away from bullet impacts. - ability to pick up and rethrow; smoke grenades, gas grenades, flares, chemlights etc. ability to kick these things too. separate key for "kick/rethrow". - double-tapping "A" or "D" causes player to dive/jump/roll to nearest (within 3 meters) cover on Left or Right side. This would require a program constantly monitoring immediately available cover for the player and would increase immersion. Once in cover the player will have to relocate to the safe side of cover e.t.c. - absolutely no more halting to change stance, switch weapon or throw grenades. Any automatic movement, posture change or halt of movement must be removed because it severely interferes with the controllers autonomous decision-making process. All animations must be immediately and seamlessly interruptable with relevant consequences (dropping a magazine to switch weapons or interrupting a reload to go from prone to crouch posture e.t.c.). The engine is great as is, it just needs to be made more intuitive. - vaulting should be faster and more context specific. When sprinting at a low fence, pressing vault key should make avatar leapfrog over fence with minimal effect on speed and direction of travel. similarly, when running at a low hole in a wall, pressing the vault key (or another key, or a combination of shift plus vault key) should lead the avatar to dive through the low hole as fast as possible. - No more pausing to reload, switch weapons, switch stances, make it more fluid. Yes, it is a simulator, but it is also a FPS. - permanent faces and physical characteristics in DAYZ will fix the humanity conundrum. - having grass/foliage/concealment which renders on one players screen but not on another players screen (perhaps because of distance or graphic settings) is not an acceptable solution from a functional standpoint. Some program has to be devised which will provide the concealment without overtaxing the computer system, perhaps providing a functional version of that concealment to the players who are further away whilst sacrificing the aesthetic qualities of that concealment.
  10. - major advances in warfare visual equipment have been made in the past century including devices that help us see better at night and other devices/materials that prevent us being seen by night vision devices and thermal-based optics. having this fieldwork element of modern warfare brought fully into the virtual snipers reach with equipment choice and intel e.t.c. would be an innovation. needless to say this could be brought directly into your VBS product.
  11. Mr MDG ARMA3 Ideas 24 August - 4 September 2012.txt - should be able to pack backpacks into backpacks. the space the backpack takes up inside the inventory is determined by a) size of backpack itself and b) size of items in the backpack. - should be able to carry 2 backpacks with reduced sprint speed, reduced stamina and clumsier aiming but better aiming stability when crouched/standing and a raised profile when prone. i.e. 1 backback in front, 1 backback on back. - realistic field stripping and maintenance procedures for weapons. it doesn't matter if you guys only do this for small arms at first. just having it in the game will be awesome. realistic consequences of improper weapon maintenance. - crawling up/down stairs should be easy to do. - ability to turn in small areas by pointing weapon straight up/down. ability to aim straight up/down. character should automatically reposition weapon/gear to enable movement/turning in the intended direction whilst maintaining an aimpoint as close to the intended one as possible. when turning. - in DAYZ taking higher numbers of painkillers should make your aim more stable but your target aquisition slower. this will have to be coded in a way that it can't be counteracted by increasing mouse sensitivity in the control options menu. - none of this "auto-crouch" stuff. when you roll into a wall you crouch automatically and the sniper you've spent the past hour stalking kills you. makes no sense this auto stuff. - watches with alarms on them. - ability to pull foliage/sand/vegetation and stick it to oneself or cover oneself with it or make a hide from it. - fire mode selectors for weapons. this shouldn't default when you switch/pack/unpack weapons. it stays on what you set it on. it should be possible to set all relevant firearms/weapons to safe via an obscure keyboard combination. - rain doesn't get stopped by objects properly (roofs etc) - fire should spread realistically. add fire extinguishing systems, burn treatment etc. - no more disappearing objects. - booby traps for dayz. - gunfire locators - http://en.wikipedia.org/wiki/Gunfire_locator - the Israeli developed vehicle/tank protection device - http://en.wikipedia.org/wiki/Trophy_(countermeasure) - ability for a prone character to quickly use his arm to flatten the grass in front of him instead of having to crawl forward as in ARMA 2 - muzzle flashes need to illuminate the objects around them at night in order to provide a realistic and executable visual signature here is a link to a desert eagles muzzle flash at night. it is 6 foot long and illuminates the firer and his surrounding area entirely. guns, especially sniper rifles, need to provide a realistic visual signature if ARMA3 is to be realistic. this is a functionally critical aspect of the game rather than an aesthetic afterthought. http://www.metacafe.com/watch/1703203/desert_eagle_muzzle_flash_fired_at_night/ REVISION: It is clear from the ARMA3 Night Ops Showcase [http://www.youtube.com/watch?v=WFLM-z1TVuI] that muzzle flashes have been brought into ARMA3. I leave the above suggestion for the sake of completion. - inventory system more "drag n drop" based - Proper bullet penetration here is a forum link of people discussing an inability to shoot through thin panes of regular glass in ARMA2DAYZ. http://dayzmod.com/forum/index.php?/topic/2193-cant-shoot-trough-glass/ I just spend an hour stalking a sniper and when i finally unloaded 25 aksu rounds into him from 7 meters away the glass shopfront stopped every one of them. - when the "momentum" animation kicks in you cant aim/shoot. this is illogical. the player should be able to aim, shoot and reload/switch weapons at all times e.g. if you leftclick to bring up your weapon whilst you have the gear menu open, the gear menu will close and your avatar will raise his weapon accompanied by various items falling from your inventory/pack to the floor. which items fall will be a probability based system moderated by 1 - which items you were handling when you raised your weapon and 2 - in what order the item is packed in your backpack. - a function for the ordering of the items in packs should be included with the placement inside the pack affecting the time it takes to unpack said item. - highly realistic visual and physical (with regards to breaking AND effect on ballistics) reactions of glass to bullets/projectiles would be visually and functionally stunning and IMO would be a gamechanger. - proned rolling with binoculars
  12. - ambient sound should increase in volume whilst the player is still/moving slowly as long as there are no loud noises to interrupt hearing. - executable civilian reactions i.e. plausible reactions of civilians when threats are in the area such that an individual observing that area would have an idea as to the threat status of that area by watching the civilian activity. this would have to work with civilian line of sight and knowledge propogation. it's reasonably safe to assume civilians in a weaponized or conflicted area would recognize basic weaponry. a suspicion effect would be good here too possibly implemented via a probability-based system i.e. civilian knowledge of the level of prior conflict in the area would propogate according to propogation rules and this would then determine the probabilities of individual civilians becoming suspicious/wary. - executable animal ai i.e. animals will react to things around them. the addition of dangerous animals could add another aspect to gameplay. - when moving stealthily in zero noise cqb situations orders could translate into hand signals - sounds in the rain are different e.g. footsteps on a wet tarmac - should be a key to hold/toggle the avatar placing his/her feet slowly on the ground i.e. minimizing crunch on gravel and the traditional footstep sounds. this should also severely reduce the avatars speed of forward motion. - basic hand signals i.e. a squad member could raise his/her hand out of long grass to signal their position to another squad element. this 1 basic recognition hand signal could be linked to the "\" key so pressing it whilst standing will salute and holding it whilst prone or crouched will raise the right hand slowly straight up as long as it is pressed, giving the user control of how visible their gesture is. also of course the classic "hands up" signal. the "finger on lips" signal to tell someone to be quiet. - ability for users to create their own hand signal for team recognition otherwise a choice of some sort of unique marker/badge should be included in the uniform outfitting section - ability to spraypaint guns in games like dayz. makes sense. - realistic animations for picking up of objects. all animations are immediately overrideable by a "fire" command i.e. no matter what you're doing, you can raise your weapon immediately. any equipment other than your weapon that you are handling at the time will be dropped to the floor. - less rigidity. ability to access your personal inventory [not backpack etc] whilst running with a small risk of dropping the item. - objects dropped whilst moving/on a slope should maintain realistic inertia i.e. roll, bounce, e.t.c. - double-tap "x" to toggle between a dynamic crouch and a static firing position crouch. - you especially need a sound engineer with an in depth understanding of compression techniques to set up the sound compression tables so that the right sounds come out at the right times, although the compression in ARMA 2 is pretty good i think with the spatial positioning and new sounds it might be necessary. - ability to move small vegetation to better cover oneself especially to cover the legs when prone. this takes some time and leaves noticeable damage to the vegetation. - an unarmed avatar should be able to melee attack an armed avatar with a chance of gaining their weapon or choking them to death. this would be a probability based system with probability variables including the awareness of the armed avatar, the position the weapon is in and the health statues of the 2 characters. there would also be a set of defensive probabilities. - switching weapons whilst moving triggers a probability of dropping one (each) of the weapons which is moderated by the speed of movement. - 1 key to switch between primary weapons. - a larger soundbank i.e. many multiple iterations for the same sound. - throwing and catching of weapons between teammates with either a probability system or a timed keypress system. - sounds in general should be more tethered i.e. some ambient sounds like gates swinging etc seem to trigger randomly. triggering such sounds only when a gate is opened etc will increase immersion. again the spatial positioning of these sounds is of utmost importance. bumping into walls/counters, jumping off small ledges (small, realistic jumps should be incorporated), knocking the barrel of a weapon against a partition, should all make realistic and unique sounds. this would then be mediated by the above-mentioned "slow-step" button which, when used, would function to prevent the avatar from making such clumsy errors in a slow-paced stealth scenario at the cost of speed of movement. - medic badges/uniforms for online play. - audible generators, pumps e.t.c. humming transformers. - a mechanism for simulated life of bulb fuses so they blow after a certain time i.e. a street light that extinguishes may have been a fuse or a silenced/long-range weapon. - a fix/workaround for the way that long distance textures load in ARMA 2. it looks very bad when you zoom in and brick/wallpaper textures load noticeably. might have been arma 2 free. - firing of single-handed weapons through vehicle windows whilst driving i.e. one hand on the wheel. - flashbangs etc - no more texture warping - - ability to shoot butterflies out of the sky. i don't know how close a bullet has to pass by a butterfly to kill/down it but you could find that out pretty quick. - smoke grenades smoke affected by winds including those from helicopters e.t.c. - machinegun fire (7.62) must tear through walls. anything besides reinforced concrete with large amounts of steel insert will be torn apart by 7.62 machinegun fire in reality and this must be implemented in ARMA 3 to maintain functional realism. - there's got to be a better way to implement grenade throws. in reality throwing is a very old action which is natural and somewhat intuitive to the human body and this sense of ease should be reflected ingame. any opportunity to make gameplay more intuitive should be seized. - ability to easily aim straight up and straight down. ability to look directly down ladders etc and to look directly behind/beneath/above oneself whilst climbing ladders. - classic sniper vs sniper tricks eg raising ones hat over the lip of cover on a stick to try to trick the other sniper into firing and giving away their position. - in vehicles in ARMA 2 the avatars head is always right at the roof of the vehicle. you can't look properly out of windows etc. this is not a natural driving posture. - inside buildings it is sometimes impossible to move against the wall ie the engine forces you a half-foot or so from the wall. this shouldn't happen. - the way the avatar automatically moves the weapon/reticle inside buildings isn't intuitive. - when opening the bag one is carrying at a gear pile all three locations should be accessible i.e. the gearpile, the bag one is wearing as well as one's active inventory. - i read you are developing DAYZ as a standalone. an aspect i think which has not been touched upon much is permanent character customization. if there was a way for players to create a permanent and unique avatar it would allow long-term inter-relationships to develop between players. this would be huge in DAYZ. you could have your life saved and know who saved you, and recognize them immediately if you see them again. dayz is risk/reward. i.e. the keyword is "consequences". this would bring social consequences into the game and open a new level of immersion. i'd say have bonestructure and skin texture be permanent with facepaint, jewellery, scars, and clothing being highly customizable. for this to work the level of available combinations has to be massive and if players could design some item themselves making it entirely unique to them that would be very good too. the idea is to have a world where you recognize other players by their ingame appearance rather than by reading a list of nicks which are external to the gaming experience. what makes a work into an artpiece or artform is the story behind it. with this permanent social world i describe above you will see dayz become a legacy instead of a video game. a way to lock a fixed number of characters to an ip address would be ideal. im not sure how practical that would be. - shouldnt stop moving just to lower/raise/switch weapons - some sort of difference between having dry and wet clothes and equipment would be nice. functional or visual or both i don't know. maybe steaming machinegun barrels in the rain or any barrel that is fired heavily in wet weather. - more smoke from vehicle exhausts in the rain/wet. well the appearance of more smoke. - there needs to be more emphasis on and detail with regard to sound and noise discipline. in arma 2 walking crouched makes as much noise as welking standing up. there just isnt enough attention paid to sound in general in arma 2 as there could be.
  13. - switching postures should be faster and more fluid i.e. if you are prone and move to stand and whilst standing up you double tap "W" to sprint the avatar should be leaning/moving into a sprint as he/she stands not rigidly standing, pausing a halfsecond and then moving into a sprint the whole process should also be faster. the avatar in ARMA 2 seems like he has arthritis or osteoperosis or something. - things like stopping running in order to bring up an AK from a stand down position. why? - having animals with proper AI would make hunting in mods like DAYZ a more interesting endeavour. i think when DAYZ for ARMA3 comes out i will just quit real life and become a zombienation king. - instead of getting stuck in doorways etc the avatar should automatically lower/raise the weapon to fit through this would maintain realism better than rigidly getting stuck. focus should be given to making movement more intuitive i.e. a balance between being intuitive but not feeling automatic possible idea would be a quick-press key to grab onto the edge of something if you fall off the side of a building e.t.c. that you must tap quick enough to grab the edge/rail - able to throw grenades from prone - less/no pause when changing direction when running/sprinting - when crawling through grass/shrubs the foliage should be crushed only where the ragdoll bodyparts touch it and you could use that point of touch to trigger sounds too. in arma 2 you can be static in a bush and there will still be loud sounds as if you were moving through the bush. - defecation and food/water/sleep for longer missions. - ability to hold your hand up to block the sun for glare reduction and proper implementation of polarizing lenses (which cut glare only without darkening the image as much as traditional lenses) - shrouds for optics which prevent them reflecting but do not affect vision much ---------- Post added at 01:23 AM ---------- Previous post was at 12:39 AM ---------- - if you wrote ragdoll bodies as objects and had realistic bullet impacts i.e. the bullets would exert a moving force on the body in their direction of flight that would be something. - ability to place your weapon sideways on the ground when prone to reduce visual signature. same goes for head and upper body. - proper spatial placement of sounds. you need a specialist for this. ---------- Post added at 09:45 AM ---------- Previous post was at 09:30 AM ---------- - easier action-taking aiming system - a system which prevents the abuse of 3rd person view for seeing over/round objects. in ARMA 2 you can see what's on top of a hill without actually cresting the hill. this is not humanly achievable without equipment. a proper "peek" system would be better. the 3 main issues which affect small arms combat in arma 2 negatively are; 1 - incorrect sound mechanics - you need a good sound engineering team to deal with the placement of sounds and the resonant/sound-absorbent properties of the materials as well as reverberation and a number of other things i don't know about. a properly designed system such as this would also be very marketable elsewhere in other programs. 2 - 3rd person view skews the combat. snipers on rooftops can lie safely behind walls and scan all round them. this is unrealistic. i have been in contact with a major weapons manufacturer regarding the design of a system which would make this feasible but to my knowledge nothing which provides this kind of advantage in this manner is currently available. any such system would likely be very vulnerable to anti-materiel fire, which should be reflected. in summary a totally invisible eye 3 feet above the avatar is not realistic in any manner. 3 - bad clipping and/or movement that is less than fluid. as i stated above the avatar should automatically raise, lower or draw in the weapon so that fluid movement can be maintained. it is the players responsibility to ensure they enter a room or round a corner correctly. the avatar should also automatically mould its body to the gameworld in an intuitive way e.g. would bring a limb in so as to be able to move closer into cover e.t.c. - the ability to properly move into vegetation should be included. lasting visible damage to the vegetation should also be included. - when running in obstructed areas such as forests there should be a small probability of tripping and a similar probability of dodging an object or being injured by running into it. there is currently no mechanism which requires players/users to focus on their pathtaking in obstructed areas. - proper blood pooling and flowing as well as persistent blood trails from injured so they can be tracked - animal AI - flashlight aimed at the face should essentially blind the player with glare - arma 2 flashlight does not reflect off surfaces i.e. is sterile - avatar should lean over the edge of whatever it's standing on before falling. it's currently impossible in ARMA 2 to aim at an object directly below you.
  14. ---------- Post added at 08:20 AM ---------- Previous post was at 08:11 AM ---------- [/color]- ability to crawl with RPG-type systems equipped and no force-to-crouch when planting satchel charges e.t.c. - if you switch weapons whilst reloading you drop the mag/grenade e.g. if you are reloading an M203 and then switch to the AK it is attached to you drop the M203 round and the chamber stays open
  15. mistermdg

    How close is ArmA 3 to real military action?

    lol ya it's so real that future wars will be fought by the politicians at massive international LAN weekends ---------- Post added at 02:25 PM ---------- Previous post was at 02:07 PM ---------- ARMA 2 is let down by AI and by a clumsy system of squad control which doesn't allow for intuitive play. For example there is just no command for "Hurry the f*** up", so you can spend 10 minutes waiting for your AI teammates to clear an area before moving to where you told them to, which is beyond unrealistic. You can't command them precisely which makes trying anything coordinated with AI teammates impossible, especially CQB where margins for error are so much smaller. Also, the zoom function where your view zooms in when you hold right click is just 100% unrealistic. I spent a month with the Israeli army in desert mountains very similar to those in Operation Arrowhead and most of the time you're wondering "Is that thing 150 meters away a well camouflaged threat or is that just a rock?" and there's no right-click-zoom to help you out. That being said, I play about 3 hours of ARMA 2 a day and I am very hopeful that the developers will take note of my detailed input to their "ARMA 3 suggestions/ideas" thread and implement the ideas outlined which will ultimately create the most true-to-life experience possible without $15 000 worth of simulator technology. All this talk of how real video games are and I can tell you one thing; I've played them all and ARMA 2 is the only one that comes close. Bottom line is you take ARMA 2 and make the squad commands more precise and intuitive (add a "movement style" command i.e. "Cautious", "Normal" and "Fast"), make the AI smarter, remove that zoom function and other small unrealisms like having to stop running to switch weapons and it taking 5 long seconds to select and throw a grenade, and you've got as real as it can be on a screen.
  16. - damage to gameworld is permanent i.e. bulletmarks on wood don't disappear - vehicle passengers should still be able to fire - AI commands for how to move e.g. "move fast" = AI moves fast to location. "move cautious" = AI moves slowly to location whilst scanning around themselves. - I want to say that it is obvious there is a demand for a realistic tactical shooter. ARMA3 should not try to be both accessible and realistic. It should aim to be realistic and intuitive. In the translation of fluid control and realism is where its success will lie. - AI is not aggressive enough for example if they see you in a car but you then prone behind the car out of sight they will not fire tank rounds at the car till they see you again. I suggest implementing my above-mentioned method of categorizing targets and then having AI responses according to the target category. - more realistic shattering of glass and spattering of blood - a "take that corner" ai command where the ai would lean out over the corner looking straight down the wall adjacent to it - a "move to shadows" command - better control of which weapons AI squad members will use e.g. a "don't fire AA weaponry" command, a "suppressed weapons only" command e.t.c. - a system whereby you can perform an ordered set of commands with AI i.e. set a number of commands for squad members and then issue a "go" order - AI commands like "Can you spot that ___?" for when you're flanking. If they can then that targets status (known, recently known to be here, was here) updates accordingly. - LWRC SABR http://www.youtube.com/watch?feature=endscreen&v=V2OMzlhF3uI&NR=1 - Whatever the player shouts/says should come from the avatars mouth location in game and sounds must be correctly placed spatially. They just must be. - the way the vegetation is crushed under player movement in ARMA 2 is cool but very much still a concept. would be nice to have that implemented realistically in ARMA 3. - Proper usage of sighting systems when operating mounted weapons. I suggest having "W. A. S. D." keys translate to movement of the avatars head up left down right behind the sights whilst operating a mounted weapon. - scope/optic shrouds. these are like material masks for optics that prevent them giving off glare. - better small unit tactics for AI. code AI that promotes coordinated maneuvers.
  17. - friendly AI squadmembers not hit trees/obstacles with AA and AT weapons - the team leader should be able to tell each squad member which position of the squad formation to take and which quadrants to observe whilst the squad is moving ---------- Post added at 10:22 PM ---------- Previous post was at 08:32 PM ---------- - vehicles should not automatically brake when the engine is turned off i.e. you should be able to freewheel down a hill with the engine off. or at least this should be simulated accurately according to the vehicles design. i know for all regular internal combustion engine vehicles there is no engine braking when the engine is off and the vehicle is in neutral. i think "engine off. gear neutral" should replace "turn engine off" in the command menu. ---------- Post added at 10:25 PM ---------- Previous post was at 10:22 PM ---------- - freelook cam (default keybinding "2 x left Alt") should be automatically engaged when entering a vehicle. ---------- Post added at 10:51 PM ---------- Previous post was at 10:25 PM ---------- - a command for "jump to ground on left" and "jump to ground on right" should be added. like rolling to the left or right in prone except for crouched and standing postures.
  18. - immersion sake, code in an animation trigger which causes friendly squad members to lower their weapons when a friendly passes into their fire zone and then another conditional triggering the squad member to relocate if the friendly stays in their fire zone for over 2 seconds whilst the squad is engaging - code in a conditional which dissuades AI from doing anything which causes them harm. if you order AI squadmembres to do something really dangerous like ordering a rifleman to move into the line of fire of an enemy tank they should respond with a "negative. that's suicide." or similar. - if there is a situation where friendly squadmember AI is fired upon whilst set to "safe" level of awareness i.e. are caught in a surprise attack they should be triggered to switch to crouch/prone position depending on the intensity of the incoming fire. a helpful tool for conditional coded responses to attacks would be to have a system where each incoming projectile [landing/passing within 3 meters of member] has an assigned "attack intensity" value and the sum of those values per 2 seconds determines (or helps determine) the response of the AI under attack. then there would also be an overriding response which is triggered if the attack intensity score exceeds a certain upper parameter per 0.5/1 second i.e. if it is an overwhelming surprise attack squad members will immediately go prone and start throwing smoke or any other diversions they may have. i'd say structure like this; [one overarching conditional would be that machinegunners will always automatically move to a covered prone firing position if possible] cover would also be ranked as 1.1 - immediate hardpoint [within 2 meters of current location], 1.2 - moderate hardpoint [within 2.1 - 6 meters of current location], 1.3 - available hardpoint [6.1 - 12 meters], 1.4 - distant hardpoint [12 - 15 meters]. then continuing with 2.1 - immediate softpoint e.t.c. conditionals specifying a move to a level of cover will automatically include all cover levels below that level i.e. an order to 1.2 cover will trigger an order to 1.1 cover aswell. 1.1 cover is always favored over 1.2. cover e.t.c. 1 - low intensity attack/distant rounds heard/sporadic and ineffective (landing over 5 meters away) incoming rounds - move to 1.4 cover and return fire from whatever posture is best 2 - mild intensity attack - lower to crouch position, move to 1.3 cover yes move to cover else if enemy spotted fire on enemy else prepare to pop smoke in direction of incoming fire and tell squad leader "unit 2 ready to pop smoke" and keep observing in and around direction of incoming fire. [you also need to code in a system where the AI can hear where the enemy is.] 3 - moderate attack - lower to prone position, move to 1.2 cover and return fire from crouched position if possible, if no cover return to crouch position and return fire. wait for squad leaders orders. 4 - strong attack - lower to prone position, pop smoke in direction of incoming fire taking into account wind, crawl to 2.2 cover and return fire from prone position if possible. crawl to 1.2 cover if available and return fire from there else if no 2.2 cover return fire from prone position whilst attempting. wait for squad leaders orders. 5 - overwhelming attack - drop to prone, throw smoke, return fire whilst attempting to move to any hardcover. just my 2 cents. after watching the trailers again i am struck again by how good the game looks. thank you guys so much. - there has also got to be better AI enemy spotting from AI in passenger positions in vehicles and civilians/friendlies should move out of the vehicles path when honked at. - add an "escort vehicle" command for infantry with its own formation i.e. 1 man to the front of the vehicle, 1 man on the rear left corner of the vehicle, covering the front left quadrant, 1 man on the rear right corner of the vehicle covering the front right quadrant e.t.c. for when moving a vehicle through a dangerzone [forested/built-up/ambush-likely area.] you could code AI to adopt this position automatically when moving through such a zone. remember to protect any AI coding you do under intellectual property law. ------------------------------ In ARMA 2 it is difficult to tell friendly squad members exactly where to observe. This should be fixed as it is a major functional issue. There should also be a "cover that unit" command where the overwatching unit will observe and engage around the unit that it is covering. "Cover me" should also be a command. i think there should be a jump function. people do jump in combat sometimes. and the "step over" function is too slow and should be better integrate i.e. if you push "z" whilst stepping over you should drop down into prone on the other side facing which ever way you were facing when you pressed "z" and if you double tap "w" whilst stepping over you should immediately spring into a sprint. the movement and AI in arma 2 basically makes close quarter combat in any built up area unrealistic and slow. that being said i am NOT a programmer (yet) and my limited knowledge of programming allows me to look at ARMA 2 and see how many things have been implemented in code which i wouldn't even know how to make a framework to begin to code. - in ARMA 2 i have a lot of difficulty getting friendly units to disengage. it seems like the "disengage" order does nothing. they roger, and then reengage automatically. - above a certain velocity, projectiles leave a vapor trail which is exaggerated in rainy conditions. - add a "diversionary fire" command which would cause AI to fire into the air or whatever they can do to attract enemy attention. - for realism sake, targets should have 4 rankings in the target menu (default button "2"), illustrated by color. 1 - red - known position, line of sight position. 2 - orange - recent position (last known to be there pup to 10 seconds previously). 3 - blue - last known position (last known to be there 10.1 to 30 seconds previously) and 4 - grey- old position (last known to be there 30.1 - 60 seconds previously) after 60 seconds the target should disappear from the target menu. the state of "known" includes the following; 1 - stationary, unmanned vehicles/weapons 2 - vehicles/weapons that are damaged/fixed in a way that prevents them being moved 3 - any distinctive, informative sound (based on distance) eg rifle vs machine gun vs launcher e.t.c. depending on your difficulty level should have detailed, expert information such as the exact rifle etc. less information should be retained as the difficulty level increases i.e. the more experience the player is the more he/she should be expected to remember about the target. 4 - etc. ------------------ - AI must automatically scatter from grenades that enter their proximity through their line of sight and have a conditional if possible to get hardcover between them and the nade else to move as far away as possible. - i have been playing ARMA 2 without the "hold right click" zoom/focus function for 6 months now and it is a totally different game. please get rid of that focus/zoom function. it takes all the realism you have worked on and ruins it. also the way there is a slight zoom when aiming down ironsights. - Squad AI reporting such as "enemy man way left of us" when in open areas is ludicrous. should be "enemy man 300 meters south south east of us". proper descriptions. ------------------------ - you could add data about civilian alignment e.g. "civilians known to have radio and be allied to hostiles" means that civilians will relay any infomation they get about you to hostiles and the best way to deal with this is to cover their house with a squad and destroy their radio at gunpoint, or if necessary destroy the building the radio may be in. should also be able to see civvies with cellphones/walkie-talkies. - no more stopping to change weapon. changing weapon should take a realistic amount of time and doing so whilst sprinting should incur a 35% chance of dropping one of the weapons i.e. the chance of dropping both would be 8% of 8% i.e. 0.64%. - ability to move smaller objects i.e. to create a better sniping position on a rooftop you might drag a crate over to the side. ------------------------ - gotta have AI commands like "scout to that position" where AI would then move to specified position highly alert and observing all around them and will report enemy locations and withdraw. ROE return fire only AND withdraw back to leader upon spotting enemy. - NPC blinking as well as eyes changing focus point without head being turned will add realism too ------------------------ *** 22 July 2012 1am revision 1.1 level cover revised from hardpoint within 3 meters of infantry unit to hardpoint within 2 meters of infantry unit *** ----------------------------
  19. - commonly used commands like "get back in" where the AI teammates would then get back into the last vehicle they'd exited. for when you dismount them to cover a manuever and then remount to keep moving. - AI shouldn't go running into spinning helicopter blades and in front of moving vehicles. - i know it might not seem realistic but actually having arcs of fire superimposed on the gameworld when ordering squad members to observe a location really makes sense. arcs of vision maybe. and add a system where squad members can be ordered to observe multiple positions i.e. shift focus between a number of different positions. this should work effectively regardless of whether the squad member is static or moving. each time i hold "alt" to and hover the highlighted menu selection over the "watch that" command i'd like to see the superimposed arcs of fire for whatever those squad members are currently ordered to watch. also i'd say let the "watch that" command have an effective life of 5 minutes from the last enemy known position [see my above post about ordering targets by their recent locations] within the area that particular unit is set to watch, after which the unit will return to default awareness and report "unit ______ done watching waiting for orders". - i find positioning of AI squadmembers in ARMA 2 slightly counterintuitive. i feel like if a squad member can see my location clearly he should move to exactly where i point i.e. if the unit i am ordering has line-of-sight to both me and the spot i am ordering them too, they should end up very close to that spot. especially for CQB this is important. also, a "move directly to" command would be very helpful. this "move directly to" command would trigger the ordered unit(s) to sprint as fast as possible to the point along the shortest available path. having this extra command separate from the normal "move to" command along with the above-mentioned mechanism for controlling where individual units are observing will make CQB in ARMA a lot more intuitive. I post this after spending 15 minutes trying to get my unit to sprint across a small dangerzone whilst i drew fire from an enemy APC. the unit would not move directly and got killed almost every time. - got to be a default keybinding to adjust night vision sensitivity and i'm sure the newer NVG with built in thermals works much better than the ones in ARMA 2 i.e. in ARMA 2 a bright moon reflecting off a cloudy night sky can offset the NVG sensitivity exposing the sky correctly but underexposing the ground ---------- Post added at 10:47 PM ---------- Previous post was at 10:40 PM ---------- - any attempts to make AI more intuitive [particularly programming that will focus on avoiding harm to the AI itself and to it's teammates through its decisions] and "human" will be very well received for example I think coding in a trigger that friendly AI ordered to hold fire will break that order if they become aware of an enemy infantryman within 150 meters of them who is actively targeting them or one of their team-mates. Don't forget to protect any innovative AI coding with intellectual property law
  20. - gotta be a way to check the weapons fire selection lever position. this is a functional issue not an aesthetic. thanks again for the great game - if you don't code in a time frame for engines to cool down taking into consideration the engine block materials (aluminum cools faster than cast iron) and the ambient temperature you will have a very unrealistic response when monitoring enemy through thermal optics. the average aluminum block engine will take around 30 minutes to cool to an ambient temperature of 20 degrees celcius whereas the same block in cast iron will take closer to 50 minutes. - AI should not stop shooting when you go behind soft cover. in the ARMA 2 armory what will happen is AI will engage you in the open but once you go behind a bush they stop, even though they have 700+ rounds. this is unrealistic. - proper spatial orientation of sounds - i literally just spend 5 minutes trying to get my squad members to open their gear at an ammo dump which was next to a ural there was no way for me to order them to go gear up at the ammo dump and not the ural. seriously? - squad member commands like "stop that vehicle" where they will blockade a civilian vehicle and "shoot out that vehicles tyres" 2 things 1 - friendly AI infantry should call out the direction AND estimated distance AND nature AND threat level of enemy in that order. i.e. 1 oclock 150 meters 3 enemy riflemen targeting us. 2 - you should be able to ask AI squad members to come point out the enemy location to you e.g. press F2 to select unit 2, then press 6 to select action, then 0 or whatever to select "come show me location of" then 3 to select "enemy riflemen 1 oclock" probably best that they show the direction by aiming that direction and don't fire whilst pointing unless threat is imminent also, enemy threat levels should affect how friendly infantry AI responds i.e. if the enemy is obviously unaware or focussed elsewhere the friendly AI will not engage EVEN IF ROE IS SET TO FIRE AT WILL but will rather inform the squad leader of the enemys location, nature and threat level and then say "waiting for engagement orders". then the squad leader has better control of his squad and has a higher level of field data processing. would be good to have an easy-access button which can be pressed to order a sort of "come show me last reported enemy position" so that as soon as a squad member reports enemy position you can press that button and know that squad member is coming to show you what they've just seen. - in my opinion the single most important thing for functional realism especially in infantry combat situations is proper spatial positioning of sounds. 2 hours of set up and planning and then i can't hear properly where the enemy fire is coming from? drives me mad - friendly infantry AI on foot escorting a vehicle will often walk in front of that vehicle. this is unrealistic. you know, if you programmed a general AI function which coded AI to avoid situations where they could be injured by moving vehicles, this would be a good things
  21. - a way that integrates the players heart rate into the game i.e. user wears a usb heartrate monitor and in-game avitar has faster/slower responses, clarity of vision, saturation of color depending on users heart rate. this is a realistic phenomenon. - i have played many hours this week without using the "zoom in/focus" function i.e. holding the right mouse button and i can say the game is much, much better without it. noone can see a tan colored human form on a tan colored background at 500 meters with the naked eye. i found i used tactical positioning more, vantage points, binoculars and just generally was a much better and more immersive experience. yes players may take time to get used to it, but it's better long term - choice of where to position items on person i.e. each position has a "speed of access" rating, a "safe stowage" rating (affects the chance of the item dropping) and a "maximum weight" rating. being able to position carried items for quicker/slower access translates directly into dynamic player-controlled immersion. - single push button for "sneak" which toggles whatever posture you're moving in (prone, crouch etc) into a "sneak" version of that posture which is slower and quieter. same button toggles back. possibly "tab + w" which is ergonomically the opposite of "tab + shift" which is currently used for fast movement. - no more auto-crouch when pronerolling into rocks/whatever. most of the time youre pinned by an mg and trying to get as deep into that rock as you can, the last thing you want is to stand up - definitely a "patch wounds" system with bleedout effects etc. all soldiers carry basic medicals. - maximum game speed multiplier of 8 instead of 4 and minimum game speed multiplier of 0.25 instead of 1 let us really see the beauty ARMA 4 is going to need to have realistically modelled weapon assemblies with realistic component failure rates so you guys better start watching the AGI (American Gunsmithing Institute) armourers courses and get nice and close with Autocad Engineer ;) - engines take longer to start in lower temperatures - damage to vehicle battery means vehicle can only be push/jumpstarted with jumper cables - fix the clipping issues. very distracting.
  22. - proper lifting optics to eye. no quickscoping -0 please tell me ragdoll will take over if i snipe a guy off an atv. dear god please let this happen
  23. - been watching the E3 videos and you guys have got to give an option to disable that zoom in "focus" feature i know this isn't discussion thread but wow the ragdoll looks great hey. loving that an enemy will drop his weapon as soon as he is dead. - add in the ability to have your weapon shot from your hands or drop it from the shock of an impact and do the same for the ai so you can snipe weapons from peoples hands etc would be awesome. i dunno i just feel that being hit by a bullet should shock you. more realistic wounding aswell please. get a doctor involved lol or an ex army medic who knows about general and limb combat surgery (general meaning torso and abdominal region surgery). its basically just stop blood, incision, cauterize and suture, morphine and fluid replacement, and done. there are some awesome "surgery simulators" for pc which you guys could maybe get ideas from - a quick way to throw inventory items to other players within throwing range ie right click the item, select "throw to", a list of players in throwing range pops up, click the player and type the amount to throw, and then it does it. or right click item, then click "in hand" (transfers item to players hands) and then throw manually like grenades might be better. far as ive seen theres actually no use of right click in the inventory gui. could streamline a lot by using it. again, i know this isnt discussion, but i just love how much better the deaths are in the arma 3 videos, how instant they are. adds such realism. i cant wait. i really cant haha - oh ya agree on the loading your own magazines so you can load tracers where you like etc
  24. - what about that system where you hold a button down and a circle showing alll ur current units appears centred on the mouse cursor and then you drag ur mouse to the one/ones you want and select units that way
  25. distance scale on map intercommunication between ai ie code so that any ai within 50 meters of an ai who has spotted/heard you will know your approximate location within 5 seconds of the first ai spotting/hearing you because we can assume the first ai will have called out directions to the other ai
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