Jump to content

ParaCombatant

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About ParaCombatant

  • Rank
    Newbie
  1. ParaCombatant

    -Lost Dragons-

    SYSTEMS / MECHANICS Fabrication system - create objects (ammo, weapons, vehicles) after template for object is recovered? "Matter" is required to fuel creation? Time to construct deponds on object. - fab stations located at C2C vehicle, outposts, military bases to construct weapons and ammo - fab bays located at military bases can construct ground vehicles (time to construct is lengthy) Under water gameplay - Walking on the seafloor with proper enclosed suit(s)/ armor(s) - Seabed could hold the location of a downed Warrior Chemical dangers/ warfare - most suits/ armors provide protection unless damaged WEAPONS Over-under stub-missile launcher - pop-out, side-mounted holographic sight - can switch between laser guided, vehicle lock on, and dumb fire - tubes with one missile each come in pairs, with magnetic seal points to stay affixed together - various missile types fired from launcher frame (consisting of fire control computer and mounting point) exist in above pairs as ammo Launcher - specialty launcher capable of firing missiles/rockets (including multistacked, electronically fired explosive rockets, a laser guided / lock-on missile, or a proximity concussion rocket for example), UAOP (unmanned aerial observation platform), and multi flare rockets -> UAOP is fired toward the sky. Upon reaching a certain altitude it deploys, hovering in place while providing a camera to connect to and TUGS data -> mutli flare rockets explode after a specified distance/ certain altitude, releasing multiple flares around detonation point that slowly fall to land. Autonomous turrets - emplaced (map hazards, hackable), vehicle mounted, deployable call-in (emplaced, start aligned to a team) EQUIPMENT / DEVICES On the fly camo selection for salvaged armors and vehicles in-match? Electronic warfare/ booster backpack - blocks enemy comm in radius around owner - automatically uploads template data to c2c vehicle when user obtains data or friendly transfers data from hacking tool to pack TUGS detection devices - relays to map, wrist computers, and C2C vehicle war desk target size - provides camera Grappling hook - can attach to building rails on rooftops, in window frames, a drop down bar from the bay doors of dropships - launched from a handgun looking device and/or gauntlet-mounted launcher LOCATIONS (Necropolis) Solar sphere - globe of solar panel sections just above or poking out of the jungle ceiling Deep space communications relay - mile(s) wide, shallow communication dish embedded in the planets crust, with the ability to swivel slightly in lore Space tether - platform surrounding the tether at a certain altitude with security response facility (armory, hangars); can access through elevator(s) after their hacked or by reaching a landing pad - airport like screening checkpoint at its base OTHER Possible Arma 3 mods to look at integrating if desired and authors allow: - EMP mod? - tank destroyer mod? Redesigned into a hovertank?
  2. ParaCombatant

    Digital battlefield and futuretech

    Well it would seem that after the add-on community tackles "classic" firearms, vehicles, etc. then post-modern technology might be the next best thing [though one can't assume a community such as Arma's will maintain organization in add-on development of course haha]. I agree; nano-technology, full wavelength visual concealment, full body exo-armor, walkers/ mecha, spaceships, deathstars, ion-cannons, etc. might be a little far-fetched for the story BI is going to tell. [Though the add-on community is one reason why I love this series.] However, as this is a work of fiction, set in the future (something we have yet to see), we shouldn't assume one thing and based on that assumption cut a current-generation concept completely (as time/ money really isn't a factor for us forum users). Go ahead pessimists, be negative, it may even be the wiser choice. But thermo-concelment, (some form of) combat capable autonomous robotics, laser technology, tactical battlefield computers, gun mounted cameras and so much more are on the way if not already present [to the degree we might see in-game]. So maybe BI might want to add some "future" tech, that's their choice. If you don't want to use it, don't include it in your scenario(s). I know I'd be interested in seeing such however [though it might just depend on the day/ how I'm feeling ha]. And hey, whatever BI leaves out modders might just find a way to throw in. The time table in the editor goes from the mid-1900s to around 2050 right? So even further out concepts might find an add-on that within 2050 could be possible. Who knows [excluding those with a crystal ball].
×