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Adding Economy and Survival aspects (food, drink) in regular Conflict. When people talk about battlefield, they imagine it as some sort of close combat 'call of duty' mission full of speed and action while in reality such thing would never happen. I would like to see conflict being represented as mundane, day-to-day struggle with daily matters (food, dry clothes, supply routes) while also mainaining sense of individual purpose and scale. Example: you have two undeveloped indigenous tribes, both isolated and hostile to each other. None of the sides can afford or 'is willing to risk' open conflict but both are being dependent on hunting animals, so what one party would do to hurt the other is to go to enemy hunting grounds, hunt down or chase away animals that enemy tribe might hunt. While mainentaining friendly force present in its own hunting grounds to prevent retaliation. -> war at its finest Imagine scenario with two sides against each other. Each side having its vehicle pool, bank, personal storage and trader in ONE main base acting as ONLY respawn point. Fighting not only for ground but also economical advantage, building up potential of its army which is measured by individual players gear, personal supply of food, water, first aid and ammo. Where players might be able to help each other, make name for themselves, estabilish relations or help each other to grow, to regroup after failed assault or to estabilish themselves in newly obtained territory. Or give your teammates a ride to their mission destination or to join them in full assault on some territory or any other activity related with daily life on battlefield. Becuase on battlefield you need to watch your basic needs first! You can obtain new ground but when you are overstretching your men - you are creating gaps in your deffense. Whole idea is about resource management about creating some tension inside of team and making individuals focus on bigger tasks while trying to up keep their basic needs. Everything players can do in missions would be optional, progress would depend on level of organization among teams. And individual ability to employ themselves in useful way Progression of players would be slow and hard, not having abundance of weapons and vehicles (creating gear fear) forcing players to cooperate and also encourage players to steal from enemy teams Can you even imagine such situation? You, as soldier on front line as individual valuing your gear, credits, mission objective and life would be forced to loot local households, hunt and cook -> let your guard down, compromise your possition and also fueling will of independent civilians to ressist and rebel on your territory more... Maybe you would get lucky and have friendly player react to your situation and bring in some supply to you from rear. OR you would have to pull back to more supply rich territory, leaving new ground without friendly presence rendering aviable missions in your territory much harder because of increased possibility of enemy presence digging themselves in to deffend for another Territory Mission - (paralel missions for multiple squads) Being periodical optional 'mass' event and only way to gain or loose territory while setting up front line. This might happen every hour, so players got enough time to assemble, set the direction of attack but also giving enemy team enough time to set up possitions, patrols or straight eavesdrop enemy plan. Failed missions would be inevitable loose of resources hurting entire team. - Credits would be gained on participating in Territory Missions Credits would be rewarded to individuals thru Recon Missions/Territory Missions/Support Missions as well as for killing enemy players/AI, selling loot or receiving your army pay for staying alive long enough Territories being only important in Territory Missions. More missions = bigger economy and More territory = more missions. Would probably need some sort of AI director (commander) for determinating frequency of deffence/assault ratio for Territory Missions depending on already obtained Territories and player count and not to overstretch its forces. Same for Recon Missions as they would be dependant on enemy Support Missions and enemy Recon Missions designed to keep world alive, unpredictable and also to create small skirmishes on random points on map. I dont mean to be putting players together, confronting them head on at objectives, but just setting them closer while leaving them some space to manouver from combat or to miss each other completely. (fog of war) Example: Recon Missions - one team is tasked with patrol mission to random location while enemy team has its own Recon Mission in same area, but what if one team is faster than another? It might happen in real battlefield scenario. You could just hear enemy team driving off as soon as you enter you area of operation. Or you might wanna wait for enemy team to come but you have no idea if somebody on enemy team even accepted mission in your area. Keeping missions fresh and random. Recon Missions(often behind enemy lines) -> searching random town/building/area for documents/belongings/vehicle -> searching the abandoned battlefields -> find missing person (dead teammate) -> Ambushing convoy -> patrol missions Support Missions -> Deliver supply -> Guard jobs Food and Drink I would love to see some sort of dayz mechanics like wells, hunting and cooking or foraging for survival purposes. While also keeping some form of military hospitality like daily ration of MRE and water canteen on your main base. You could also build a food stock by buying food at trader ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Original idea I had was more simple set in GSC studio's S.T.A.L.K.E.R. universe where stalkers and bandits would fight for resource points (artefacts found in anomalies) and be bringing them thru zone full of AI mutants on their main base for profit, trying to survive and gear up, while also exploiting enemy resource points. Gaining resource points thru Territory Missions. But that might not appeal to majority of players. I have zero experience in modding, but I want to contribude to the community, so I decided to create this thread where people can contribute with ideas and more gifted community members might draw their inspiration from others people ideas. I've done my best to bring in my idea as short and strict as I could while trying to preserve the thought Im trying to share. Feel free to criticize and to share your own ideas and opinions. Thank you for reading. Thanks to all Reforger community memebers.
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Mod Suggestion: Armatron (Tron Mod for Arma 3)
Doggy907 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am not a mod developer by any standard of measure. It's just that I believe that out of all the mods that Arma 3 has in its dedicated workshop, there is no mod that provides anything related to Tron. Now I am not suggesting that there be an entire game conversion mod with functional derezzing and new Grid maps because most of the stuff needed for Tron is already in the base game. We have, for example: - The VR Map, which can be played on like the Tron Grid. - VR Neon Suits, which look like the neon circuitry on the characters of the Tron franchise. - VR Neon objects like walls and gates and ramps, etc. I'm just saying that maybe we don't need to have everything. Maybe we can just try to add in the basic elements from the films and try to replicate them. Now about the light cycles: I'm not confident enough in Arma-3's game engine for it to run a full-on liquid simulation of light trails emitting from a glowing leaning crashable motorcycle with blue headlights. The light cycles that I think would actually be possible in the game, would be the light cycles from the 1982 Tron film. They emit light trails, and they turn left and right exactly 90 degrees all the time. That kind of simplicity would be perfect for Arma's game engine, and it wouldn't cost so much performance loss on single-player missions and on multiplayer servers. I've been, rather ludicrously I may add, begging mod devs around Discord to at least create a functional light cycle. I once even tried to make my own script for a light cycle using a white Yamaha racing motorcycle mod, and the VR Gate objects, eventually arriving at a disappointing failure of a script. So if any of you mod developers, scripters, or editors want to come together and finally think about the possibilities of Tron in Arma, and how much players would love to see their digital dreams come to life, please say so. I'd love to get a team going and finally get this done. By the way, my Discord is Dog#7148. You can contact me there if you want.- 2 replies
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