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five_seven5-7

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Posts posted by five_seven5-7


  1. Great scenario, like Scouting Missions in the "Adapt" Campaign with extra steps

     

    Cons gameplay:

     

    • More save-game slots ( main quest; side mission; sleeping bag; shelter)
    • Like Far Cry, cleared checkpoints should empty or occupied by syndicats (each one becomes more difficult to conquer with bigger QRF teams)
    •  
    Spoiler

    Sabotage mission with armed vehicle not always explode the Police Station even with the car near the front door

    • If possible like Hitman, for the better or the worst, if the player uses the same clothes,vehicles and armament should granted access to some areas. In contact with opposite forces should engage.( I´ve remember something like this on the pre-alpha arma 3)
    • In every gas stations also the repair option
    • On 12/25/2019 at 7:09 PM, miklin said:

      Looting

      Looting to build up a substantial cash reserve is a tedious task. Each single item must be picket up and stored in a car. Filling up a Truck is an extreme time-consuming undertaking. Not being much of a scripter a “loot all” function would be appreciable as looting is a major part of the game. (black market/ stash boxes/ buying medical supplies.

      Looting tip: Saving the game cause death enemies to disappear with all their inventory/ loot.

      Before saving take the enemies inventory and drop it again, then save the game (sleeping bag/ Save house). Bodies still disappear after save, but inventory remains on place to be picket up when time.  

      Filling up the resistance stash boxes give about 2/3 of the pricing you get for the same item at the black market. However, filling the stash boxes raise the reputation with the resistance which in return accumulate a better buy / sell pricing at the black marked and provide with more missions.

       

    Arma 3 engine:

    • Better AI behavior some times they don´t react to explosions or gunshots
    • Repack magazine function 

  2. On 22/08/2017 at 3:38 PM, lappihuan said:

    @five_seven5-7
    _mine setDamage 1;

     

    On 22/08/2017 at 5:45 PM, lexx said:

    Don't think he asked how to do it. More pointing out that this scene was... scripted. Of course, I was also wondering at first if it was a new feature (which would be weird, considering there are no earthquake in "regular" gameplay). After having to reload a few times, I knew it was just a script.

     

    My point it was that there isn't no physics attached to the mines, external forces that could move or flip upside down the objects.

     

    The UXOs in the middle air is an example like the not present under hand throwing grenades


  3. 9 hours ago, lexx said:

    Good idea, actually. It should totally be possible to operate the blade with the Q/E keys, just like the Strider camera.

     

    <off-topic>One step closer to FarmA </off topic>

     

    Something more dangerous to militaries and civilian population are IEDs, lack of some IEDs in the civilian faction.

     

    Spoiler

    after-all the in campaign we see Guerilla warfare

     

    • Like 1

  4. 5 hours ago, R0adki11 said:

     

    Remember Arma3 is set in 2035 so technology may have advanced further..

     

    Yes and also there is a new technology use by men, the asexual reproduction.

     

    4 hours ago, heavygunner said:

    1.Read the first post "A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines"

     

    Why everything its about balance in Arma because of KOTH and Life players??

    • Like 4

  5. The mine detector should be lower to 1-2 meter top range, its only a metal detector / ultrasonic. The engineer should be more slow, tracking the ground for mines and not running toward it and then disarming it.

     

    Lack of green and red flags for id a path corridor and visually mines should be underground not visible. Creation of false-positive mines (coins, junk and so on...) could be interesting wasting time detecting non EOD during a firefight. Its the engineer job to make them visible for others players after using the mine detector and ID it manually.

     

    Ref: Kajaki film

     

    • Like 2

  6. No advance medical system, with all the new props from medical emergency:down:

     

    The mine detector should be lower to 1-2 meter top range, its only a metal detector / ultrasonic. The engineer should be more slow tracking the ground for mines and not running toward it and then disarming it.

     

    Lack of green and red flags for id a path corridor and visually mines should be underground not visible. Creation of false-positive mines (coins, junk and so on...) could be interesting wasting time detecting non EOD during a fire fight. Its the engineer job to make them visible for others players after using the mine detector and ID it manually.

     

    Ref: Kajaki film

    • Like 3

  7. 1 hour ago, lumnuon said:

     

    That´s impossible, sadly. Even at 160x160km you can get "stutters" when playing as infantry. A 1000x1000km terrain would be completely unplayable because at that size you are well beyond the engine limitations.

    Check cosmos engine mod, real scale of space

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