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seelix
May 28 2011, 10:38
Dont know if it was mentioned before,but i really like to the see ingame the chance to shoot with my M16 from sidekick seats of choppers like UH-60 or AH-6 !
If something ever was missing in ARMA2,then this.

http://farm3.static.flickr.com/2064/2195619351_1973016bb0.jpg

Krycek
May 28 2011, 16:02
My wishlist:make the AI functioning.
Maybe others want this feature or that feature and so on which is very good,but I want:
-infantry AI that works well
-AI to be able to drive well
-AI tanks that do their "tanking" stuff:p
-AI flying to actually fly and fight

Basically make the AI to use properly the toys at their disposal.I don't want ultra sophisticated maneveurs from AI but only to do their job in land&air(maybe sea too this time?).

A2CO has a good AI now but I don't want to wait a year or more again to have acceptable AI.

Examples that I hope I won't meet in 1.0 of Arma 3:
-tree-huggin choppers
-ultra advanced fighter jets that still dive bomb and tree-huggin just like copters
-tanks with belly up because of friggin rocks
-AI incapable of driving or keeping the vehicles on roads or in convoy

Also if you plan to add high tech toys please make the engine to actually support them(example in A2CO a damn MQ9 Drone has AI pilots in it because engine can't support unmanned class).

MadDogX
May 28 2011, 17:30
Dont know if it was mentioned before,but i really like to the see ingame the chance to shoot with my M16 from sidekick seats of choppers like UH-60 or AH-6 !

That's one feature that a dev has confirmed NOT to be in Arma3 - yet (http://forums.bistudio.com/showthread.php?p=1933413#post1933413). They certainly know we want it, but it's apparently just one item on a long list of features they would like to implement. :)

[GR]Operative
May 28 2011, 18:03
As Rye said, NV devices (not only goggles).
The GenII devices (read here AN/PVS-4) are probably too old by the time of the game, so they probably would chose Gen III.
It would be nice, but I don't like the aspect of tacticool weapons, you know? I would put only NV Scope (if you chose this over goggles, maybe because of stability), not cowitnessing another optic. But, afterall, it should be up to the player to chose.
So, talking about attachments, in a common 5 rail gun (handguard top/bottom/left/right plus on top of the receiver), I could get the following options:
- Handguard (top): IR Illuminator/Designator, Close-combat Optic, Leaf Sight (for a Grenade Launcher, assuming it to be the M203)
- Handguard (left/right): IR Illuminator, Tactical Flashlight
- Handguard (bottom - only without grenade launcher attached, assuming it to be the M203/M320): Bipod, Forward Grip, Tactical Flashlight
- Receiver (top): Close Combat Optic, Rifle Combat Optic, Night Vision Scope, Carrying Handle.
All this assuming a rifle wich setup resembles the AR-15 platform. Additional changes may be possible due to different rifle setups.
I have in mind selecting only one of each to the five rails (four, with a GL), but some selections simply wouldn't make any sense (like putting three IR Illuminators/designators in a weapon), so you wouldn't be able to put the same attachment in different rails. Also, some attachments allow others to be put in the same rail, like the bipod and the tactical flashlight in the bottom handguard rail, that allows the forward grip too.

*sorry for possible nomenclature mistakes.

DJ-Hazard
May 28 2011, 18:13
Yeah ARMA 3 i love you BIS

i hope you incloud the Weapon Integrated Battle Management System for the non us millitary version ;)

http://defense-update.com/products/w/winbms.htm

Thx God for ARMA 3 and BIS

CyclonicTuna
May 28 2011, 22:21
Animations for entering and exiting vehicles like trucks, APC's and Helicopters. Just throwing it out there :)

---------- Post added at 10:21 PM ---------- Previous post was at 10:16 PM ----------


Hi,

I just want a good story!

For now, that's all.

Thank you,

-Luc-

Well thats nice and all but in my opinion thats the LAST thing BIS should focus on. Arma is a simulation of the modern day battlefield. That means that its focus is on realisticly recreating an open inviroment with gameplay that closely mimics the real world. Adding all that and then having enough time and enough creative people to come up with an original and compelling storyline is pretty much impossible. If you want that I'd recommend the new Battlefield.
I just hope a good storyline won't go at the cost of a quality product :(

gonza
May 29 2011, 00:57
need more speed movement (add skill in arma)

do not be under the impression to be an very old man

be able to enter in vehicle and eject rapidly
to change weapon rapidly ...

I need more C4 possibility

able to stick on tanks
able to throw C4
add C4 remote

not like in battlefield but something between battlefield and arma

http://youtu.be/2P2sEY-__Rw

Tom1
May 29 2011, 06:38
Ai that will split into fireteams, one team will put down heavy supressive fire, the other(s) move to flank/assault enemy. Also soldiers can already bound and leapfrog, but teams should be able to do this aswel. AI can see what you see, so a camoflague implimentation that still makes the ai realistic (not super stupid and blind just because you're in combat camoflague gear in a shadow (cough far cry) would be cool.) Also ai canot see through grass, smoke, dust, walls and through the back of their head ;)

realistic body armour, ball, armour piercing and other types of rounds being included rather than just "30round STANAG", fast roping, all buildings enterable, vehicle interiors, 3d sound engine, cool visuals like stuff seen in WarFX, better vehicle armour simulation.

---------- Post added at 16:38 ---------- Previous post was at 16:33 ----------

Improved medical system! Netcding improvements, optimisation!!!!!

rfc
May 29 2011, 12:23
Graphics


Support different graphics profile per user
I don't know about others, but even if I consider my machine powerful there are of course maps where I need to alter the settings. In my experience it depends mostly on the map, not such much about vehicles unless you've a LOT of them. I'd love to be able to choose quickly between a few presets of my graphics settings. Does not have to work in-game, going to video settings and being able to quickly select a pre-set would be fine. You know, one size doesn't fit them all thing.
Finer control over post-processing graphics settings
Be able to set HDR separately from Bloom separately from motion Blur. I like HDR, but I hate Blur. But I can't get them separately.
Texture morphing bug
There's this bug sometimes when you look down in a certain angle on the terrain and move your mouse slightly you see the texture morphing in same unnatural way (can't find the post unfortunately)


Built-in demo recording/playback functionality
Jesus that would be so great to record a game and later cut a movie of it; in-game. See COD:BO, this feature is really absolutely awesome. You can move your camera wherever you want, follow every player, vehicle etc, share your moment (no need to generate big movies all the time, demo formats are much small in size), etc.
Forrest/vegetation: fallen trees/logs
All forests I've seen in-game (ok, maybe I haven't seen them all?) all have straight up healthy trees. What about the some fallen trees, logs covering the woods, etc. Some block your way, use could crawl under them, some you can step on, etc.

PurePassion
May 29 2011, 12:36
Forrest/vegetation: fallen trees/logs
All forests I've seen in-game (ok, maybe I haven't seen them all?) all have straight up healthy trees. What about the some fallen trees, logs covering the woods, etc. Some block your way, use could crawl under them, some you can step on, etc.


There are tons of fallen trees (http://i52.tinypic.com/24c6zxz.png) in Arma 2 ;)

rikjuuh
May 29 2011, 19:06
campeign online playable (just like ArmA2 and ArmA2OA).

Flash Thunder
May 29 2011, 19:54
Texture morphing bug
There's this bug sometimes when you look down in a certain angle on the terrain and move your mouse slightly you see the texture morphing in same unnatural way.

This is because of the parallax mapping effect. It allows a 2d texture to have 3d depth when in reality its just a 2d texture it uses some brilliant trickery to pull it off, but yes it does only work at certain angles, so what you're seeing is the effect wearing off and your eyes seeing the texture as it is in 2d.

quincy
May 29 2011, 20:03
perfect ai driving is all i need

PuFu
May 29 2011, 20:29
This is because of the parallax mapping effect. It allows a 2d texture to have 3d depth when in reality its just a 2d texture it uses some brilliant trickery to pull it off, but yes it does only work at certain angles, so what you're seeing is the effect wearing off and your eyes seeing the texture as it is in 2d.
you should real some more on that. Parallax mapping is NOT displacement mapping => no 3d depth, only the perception of it

LJ88cz
May 30 2011, 14:46
I would want:
- interior fights (in buildings, caves, ...)
- caves, rivers, or maybe even underground tunels
- submarines
- improved reflaction (HDR or postprocess or what it is - not good now)

seelix
May 30 2011, 15:08
That's one feature that a dev has confirmed NOT to be in Arma3 - yet (http://forums.bistudio.com/showthread.php?p=1933413#post1933413). They certainly know we want it, but it's apparently just one item on a long list of features they would like to implement. :)

Good to know.And thanks for the link.I really hope it will make it.:satisfied:

PASTOR
May 30 2011, 17:11
My few wishes:

On AI:
1. Being able to tell the AI that his main weapon should be that Javelin / 84mm RFK, instead of a pistol / rifle.

2. AI to react on orders, even under fire... Example a tank is approaching, the AI switches to Danger mode, you order AI to board car, he runs around the car three times, going down to prone, standing up, looks through his iron sights, laying down again, running a few meters west, the south. Tank is now visible, AI has been retarded for at least 30 seconds, now he boards but all to late, you are blown out of the sky.

3. AI Should react to type of class. Medics should start heal team members without the need for SL to order healing. Anyone shouting out "Wounded" or "I'm hit" should get medics attention automatically.

4. When AI is spotting something, he should say "unkown spottet North, close, medium or far" instead of "unkown spottet 11 o clock...."

On gameplay:
1. Less bugs. Arma 2 is pretty close to perhaps the best game I have ever played (I have played CG since the early 80is). The only flaw is the countless annoyances found in the game in form of bugs.

2. Make the perfect driving / flight simulator. Flying helos and planes in ARMA is not "the real deal". Flight in Arma should be less arcade and more real life simulators. Flight today is almost to easy and to hard.

3. Netcode need some redoing, warping should not be an issue with todays broadband connections, computers and servers.

4. Voice activated orders. Instead of pressing 3 different buttons, scrolling the mouse AI should react voice activated orders: "Disembark, board car, suppressive fire front, Team with flank left etc."

Cobra5000
May 30 2011, 17:14
there is my wish list:

1. Israeli Defene Forces

2. Armed-Women units

3. Cinematic Animations

4. Vehicles-bombs

-Luc-
May 30 2011, 19:04
Hi,


Animations for entering and exiting vehicles like trucks, APC's and Helicopters. Just throwing it out there :)

---------- Post added at 10:21 PM ---------- Previous post was at 10:16 PM ----------



Well thats nice and all but in my opinion thats the LAST thing BIS should focus on. Arma is a simulation of the modern day battlefield. That means that its focus is on realisticly recreating an open inviroment with gameplay that closely mimics the real world. Adding all that and then having enough time and enough creative people to come up with an original and compelling storyline is pretty much impossible. If you want that I'd recommend the new Battlefield.
I just hope a good storyline won't go at the cost of a quality product :(

I dont understand you... How it's impossible?

CWC, Resistance, Harvest Red and BAF (first missions) were well done and demonstrated than OFP/ARMA is a good game.

In fact, the campaign and scenarios should show us the game at its best.

It's like an introduction to the game... It's like a showcase.

Nothing suppose to be better than that...

Thank you,

-Luc-

froggyluv
May 30 2011, 19:29
On AI:
1. Being able to tell the AI that his main weapon should be that Javelin / 84mm RFK, instead of a pistol / rifle.



I would add more assuredness of weapon and less timidity of firing. Nothing worse then watching your perfectly placed AT guy watching that enemy tank approach the ambush point but he decides to go into the weapon switch shuffle dance. Hold your AT weapon unless there is an imminent soft target enemy in the immdiate area or you gotta run for cover (AT should be dropped even).

PurePassion
May 30 2011, 22:24
Do you know what i have alsways been dreaming of?

Vapor trails for (high caliber) weapons!

http://www.youtube.com/watch?v=18dOzeDtpr4&hd=1#t=31s
http://www.youtube.com/watch?v=bAOyY6yO9MQ&hd=1#t=3s

They tend to be visible almost every shot from different angles and are the key element for the Spotter and Shooter for observing the bullet trajectory and bulletdrop.
This feature completes the sniping experience in Arma III, next to possible 3d scopes ( due to RtT)
Vapor trails and heat mirage (http://www.wunderground.com/data/wximagenew/h/Horace/137.jpg) (which already exists in OA in an very simplified version) are valuable additions to a realy immersive Arma III
In addition, i dont know any FPS shooter\sim that features this, so this would be an other revolutionnary feature never seen before. And i think this thought is a little motivation ;)

Le_CuLtO
May 31 2011, 00:08
Suppression effects like in project reality, Darkest Hour, or insurgency could be really great and not really difficult to do !

Project Reality
SHOmNyGdeh0

Darkest Hour:
kkiFrUSxjA0

zonker3210
May 31 2011, 00:27
I'd love to see more support for moving/fighting inside buildings and underground. Other than that, my main wish is for a stable (as bug-free as possible!) platform that continues to enable/support user-generated content.

There are a lot of good ideas in this thread...I hope the devs are taking notes!

marcomio
May 31 2011, 09:46
As already mentionend, a knife or fist-usage / use of hands in general would be quite useful. E. g. for carrying some stuff around (loading, unloading) or clearing the path from little obstacles (free a door of some crap to get into the room behind....). Some other thing to get rid off: If your only have a handgun, you always running around with the drawn weapon - like always beeing in alert-status. So please make something like "holster sidearm" available as default.

AlphaKiller
May 31 2011, 09:59
I wan't reallystic sounds for weapons and vehicles. I wan't more animations and this time please don't make animation class names too long like in armas! Who can remember this: this switchmove"ActsPercMstpSnonWnonDnon_MarianQ_TVstudioMan" ??????) How in OFP I was remember all commands, that's easy: (this switchmove"EffectStandSalute";this playmove"FXCivilLyingDying" ...ect) I wan't more vehicle moving reallysm, I wan't very good MP and like as you downloading some mission for time playing (Okay let's call it sending data ...) make as you can download and required addons and get it in AddOnsCache .. Yea with that make as a admin server option "Let him download required addons or not", make a low and long grass, and that's it. Thanks!

---------- Post added at 09:59 AM ---------- Previous post was at 09:58 AM ----------

Too I have to add: Make weapon reload animation!

dale0404
May 31 2011, 10:00
I wan't reallystic sounds for weapons and vehicles. I wan't more animations and this time please don't make animation class names too long like in armas! Who can remember this: this switchmove"ActsPercMstpSnonWnonDnon_MarianQ_TVstudioMan" ??????) How in OFP I was remember all commands, that's easy: (this switchmove"EffectStandSalute";this playmove"FXCivilLyingDying" ...ect) I wan't more vehicle moving reallysm, I wan't very good MP and like as you downloading some mission for time playing (Okay let's call it sending data ...) make as you can download and required addons and get it in AddOnsCache .. Yea with that make as a admin server option "Let him download required addons or not", make a low and long grass, and that's it. Thanks!

Would have been easier to type what you didnt want!!! :p

ProfTournesol
May 31 2011, 10:04
I wan't reallystic sounds for weapons and vehicles. I wan't more animations and this time please don't make animation class names too long like in armas! Who can remember this: this switchmove"ActsPercMstpSnonWnonDnon_MarianQ_TVstudioMan" ??????) How in OFP I was remember all commands, that's easy: (this switchmove"EffectStandSalute";this playmove"FXCivilLyingDying" ...ect)


Those animation names follow a precise scheme (http://community.bistudio.com/wiki/AnimationTitles).

derdoe
May 31 2011, 10:19
I would like to have burning buildings. Fire could be ignited by a Bomb blast, RPG, wood houses surrounded by wood should catch fire if trees were burning etc.

Fire should continually damage buildings until fire is extinguished.

britrb
May 31 2011, 10:20
lol, remember the HUGE fires when ArmA 2 first came out?

Brian :)

dale0404
May 31 2011, 10:32
I would like to have burning buildings. Fire could be ignited by a Bomb blast, RPG, wood houses surrounded by wood should catch fire if trees were burning etc.

Fire should continually damage buildings until fire is extinguished.

So we need people to play firemen in missions then?

derdoe
May 31 2011, 10:35
So we need people to lay firemen in missions then?

Good question. I havent thought it through totally to the end, but maybe BIS could include Civilian firefighters and a firefighter truck, e.g. a URAL Fire engine...

I just thought of how funny it would be: Sniper in a big building hiding, you cant get him out of there, so just put the whole building on fire :D

SpectreX
May 31 2011, 11:48
How about caves and tunnels underground? seeing the underwater scenes for arma3 I dont want to wait a year :D is it ready yet?:)

Is there going to be alpha and beta testing for us to take part in?

That was the only thing missing in my view for Arma2.

Arma3 is going to be 10/10 just like Arma2
And yes the 7th Cavalry will be recruiting for arma3 also.
We have over 130+ members in Arma2 alone. 330+ in total.

Laqueesha
May 31 2011, 12:31
How about caves and tunnels underground? seeing the underwater scenes for arma3 I dont want to wait a year is it ready yet?

It's already possible in ARMA 2, the Tora Bora user-created map has some caves in it. Still, it would be nice to crawl through some caves and bump into an enemy. ;)

SpectreX
May 31 2011, 12:50
I dont have that map, but I hope we see them in vanilla Arma3.
Using them for cover would be great also, tanks and aviation outside gives infantry an out if needed. CQB in caves would be fun times.

Laqueesha
May 31 2011, 12:54
Dropping some BLU-113s onto a cave would be nice. Maybe even some flamethrowers to flush its occupants out. :D

Ei8ght
May 31 2011, 12:56
they would be cool to finally have the helicopters of the 160soar as the MH-47G and MH-60K.
Also can ride the choppers and the bay doors and operate the winches

SpectreX
May 31 2011, 12:57
MOAB's were used, we had them in our mod pack for a while, they were massive but the sounds and animations were a little off. but it was a big blast, dropping one of those in cave complex would leave nothing alive :) we loaded them into C-130 it was massive.

deeper sound effects like ACE would be good for vanilla Arma3 also.

MisTyK
May 31 2011, 12:59
what about level design?

Playing ArmA2, I think the environment is rather empty. When I say empty,
is that it feels nothing, the city emits no atmosphere, it seem to have ever lived.


*** My opinion ***

i have all Played Stalker game, which features graphic engine similarity ArmA2
engine, when we play, we feel that nature lives, he something happened here or here, it is held spellbound by the atmosphere.

Maybe this is the effect of DirectX10, but I do not know, even if the premises
looks abandoned, it leaves appear a certain life.

http://www.youtube.com/watch?v=3nUrTkDbwS0&feature=related

jonneymendoza
May 31 2011, 20:45
one idea i would love in arma 3 is Far cry 2's wind and fire physics. it was done really well where the wind could help spread fire!

BobcatBob
May 31 2011, 21:19
One thing I would like would be the ability to "crouch" whilst still inside a turret tha'ts either in a bunker w/ low sandbags or mounted on a vehivle like the HMWV GPK so that when you come under too much fire/are relaoding and want to protect your head you can.

---------- Post added at 09:19 PM ---------- Previous post was at 09:13 PM ----------

Also (an idea for the engine) I know people are always mentioning the discrepancies between a model of an object and its collision model, could the engine be modified to see these two things as one in the same? That way you get a collision model that is in 100% accordance with the actual image displayed onscreen and you only have to render one model perobject instead of two all time.

PuFu
May 31 2011, 22:06
the engine doesn't render the collision cage. You don't need to modify the engine to have proper collisions (although adding to it so when facing a wall the avatar lowers the gun would be nice), just make sure the said cage is properly defined in the .p3d.
Making the cage the same as visual lod 0 is a bad idea, since there might be a lot of information there that is really unneeded (surplus).

Pvt.mcdonald
Jun 1 2011, 06:16
So I couldn't bring myself to read the 30 pages of Idea's but after the first 6 or so pages I think all the features people suggested are good idea's but, I wish that when I'm sitting in the copilot seat of a Blackhawk or Little Bird, that I can switch controls from pilot to pilot. I mean also this feature would be nice on planes like the C-130, but mainly just the helo's, even the Apache because the gunner could fly the Apache.

Sorry if someone already said it, but this has been bothering me since day 1 of playing Arma.

Big Dawg KS
Jun 1 2011, 06:31
Also (an idea for the engine) I know people are always mentioning the discrepancies between a model of an object and its collision model, could the engine be modified to see these two things as one in the same? That way you get a collision model that is in 100% accordance with the actual image displayed onscreen and you only have to render one model perobject instead of two all time.

As PuFu said there's really no benefit in that; nor does it seem even plausible, since using high-poly visual meshes for collision detection will cause huge performance hits (computing collisions for complex geometry takes a lot of CPU time). I think really all that needs to be done is fit the collision geometry more closely to the actual models, which sometimes doesn't occur (like with weapon proxies).

KrAziKilla
Jun 1 2011, 08:10
Really like the idea of you mcdonald! switching controls of a aircraft to copilot would be very nice!

Pathetic_Berserker
Jun 1 2011, 08:22
Turrets for fixed wing aircraft.

Mostly because the mod community dosn't need the limitation, or the complicated fix.

crazyrobban
Jun 1 2011, 08:30
Everything has already been said, and even if only 10% of all these things make it into Arma3, I'm gonna go :yay:

Anyways, a simple update for the editor would be nice:
(Yes, the buttons look like crap, but you get my drift.)
http://www.crazyrobban.com/files/editor_upgrade.jpg

AlphaKiller
Jun 1 2011, 08:33
BIS can u make M95 Degman (http://en.wikipedia.org/wiki/M-95_Degman) and put it on west (BLUFOR) side ?

PuFu
Jun 1 2011, 08:40
Turrets for fixed wing aircraft.

Mostly because the mod community dosn't need the limitation, or the complicated fix.
you shoul hav read the thread :)

i would like working turrets for class plane; (similar behavior for class helicopter would do)

JMedina
Jun 1 2011, 08:41
Some good ideas on this thread, but i wouldnt mind if they didnt fix the ladder animation. thats something that it doesnt really matter. same as opening the vehicle ramp to get out. as long as they make this game more stable and optomized, ill be glad.

crazyrobban
Jun 1 2011, 08:49
Some good ideas on this thread, but i wouldnt mind if they didnt fix the ladder animation. thats something that it doesnt really matter. same as opening the vehicle ramp to get out. as long as they make this game more stable and optomized, ill be glad.

Nevermind the issue with the soldiers hands not connecting with the ladder-steps. The real ugly issue is that you remain in the ladder animation even when only your last foot is on the ladder, so you're balancing on one foot with your hands in the air.

DMarkwick
Jun 1 2011, 09:24
Nevermind the issue with the soldiers hands not connecting with the ladder-steps. The real ugly issue is that you remain in the ladder animation even when only your last foot is on the ladder, so you're balancing on one foot with your hands in the air.

That's the sort of thing that doesn't bother me one tiny bit. Getting up the ladder is the key thing - not how gorgeous you look while doing it :D I'm more interested in things like dense vegetation having a cumulative hiding effect from AI (ie several trees will hide you from notice more then one tree even if you're next to & not behind, simply because of blending of shape). Taking into account the camo of the unit, the shadowing, visual confusion etc.

crazyrobban
Jun 1 2011, 09:30
Imagine the difference in how big a target you are when comparing a realistic transition from ladder to roof, compared to the very odd solution that Arma2 is using. You are probably 0.5 - 0.6 meters higher up in the air than if you would have done a realistic transition.

It's been said, but my wishlist is:
- Transitions from and into vehicles, no teleportation
- Why can we open car-doors for cover on civilian, non-drivable cars, but not the one's we drive?
- One M4, and lots of optional attachments, not 20 M4's
- Weapon jamming, I think it adds a lot of immersion
- Selectable gear in the editor (like my screenshot a few posts back.)
- Shoot from vehicles
And of course, graphical optimization and better netcode :)

SWAT122
Jun 1 2011, 09:37
-More modules
-More close quarter weapons,more aircrafts, and more civilian vehicles
-More complex gameplay
-more advance AI
I think that is my wishlist for ARMA 3

Katipo66
Jun 1 2011, 10:30
If there's going to be SVD's then a proper hand cradle model, and some warfare module variations, and some form of ai respawn option from the editor and the implementation of some features from gl4/slx/dac, and a few more shapur sized/dense maps.

And finally an optional (module?) ai command system that can utilize what ever piece I place on the map intelligently... So I just place units down and some how magically they organize themselves and attack/defend/patrol or what ever depending on what other opposition units or triggers I place on the map along side them.

SpectreX
Jun 1 2011, 13:01
A stable version of MANDOS would be tops also. or a version like it.
And being able to fire you primary weapon outside humvees windows would be an asset for convoy protection?

SWAT122
Jun 1 2011, 13:16
I think it will be good if we can make IED without scripting

wolfbite
Jun 1 2011, 14:24
Anyone remember with the Ballistic Addon Studio blackhawks. WHen you disembarked without goggles your guy would cough and splutter unless you had goggles equipped? Its minor but adds so much to the game...

***LeGeNDK1LLER***
Jun 1 2011, 17:52
this guy said something simple but truth: http://forums.bistudio.com/showthread.php?t=120019

my first request is not a new tank or a feature, is just: plz, plz whatever you will
release, dont release a sort of alpha/beta version full of horribles bugs cuz is a fail. this modus operandi make the people leave the game. and personally i dont have nothing against more people in arma 3.

oh and if you will release a demo, same thing. make a good demo without stupid bugs as you guys never did.

before an arguable reply: im not saying you should release a game without any, even the smallest, bug(utopia). im saying guys you clearly made some mistakes with a1 and a2....;)
for the love of a3 learn something from your mistakes :bounce3:

:pray::pray::pray::pray::pray:

Celery
Jun 1 2011, 18:31
Make bolt rifles manually cockable with mouse 1, like in Red Orchestra.

PuFu
Jun 1 2011, 18:45
that would be indeed nice, but i personally would like to have the animations for such things as well as other weapons. At least some generic ones per class would suffice.

danny96
Jun 1 2011, 19:12
My Wishlist
-3D Editor
-Ragdoll engine, real vehicle physics (ageia physx)
-Optimised engine
-Fix major bugs of ARMAII (ladder climbing bug...)
-Customisable your weapon & choose your favourite weapon (flashlight, reddot, optics, silencer, grenade launcher, increased mag, double mag & maskings - forest camouflage, winter...) - system of Rainbox Six
-Ranking system & experience system (1000xp = new weapon) - system of Rainbox Six
-EDITOR: Some items/units you will need to unlock - just like in armory
-Knives, fist fights
-EDITOR: 3D Editor where you will can switch between them 2D/3D/3D realtime
-EDITOR: Advanced IED system,
-Covering system
-Advanced & optimisied animations - stopping animation, launching running animation
-Real reloading animation
-EDITOR: Ability to simply change load of soldier and user presets/favourite weapon set that the chooses in player profile as well army clothes etc...
-C4 Explosive that can be plant on doors
-Some new medic stuff like Adrenalin.
-Repair pack for engineers
-Medic pack for medics
-stick bombs (throw and it will stick on vehicle and then explode)
-EDITOR: Single factions (no blufor,opfor but for example US, UK, Afghani,...) and ability to make for example US with UK vs. Afghani or Afghani with US vs. UK.

KrAziKilla
Jun 1 2011, 21:11
first post updated**

---------- Post added at 09:11 PM ---------- Previous post was at 08:15 PM ----------

Careful BIS, looks like you got some new busines competitor at the simulation side.
Anyway, as its a wishlist, please try to make night and spark effects, as awesome as in this simulator:
US Dismounted Soldier Training System.
http://youtu.be/bGX_7maXaQ0?t=1m12s

froggyluv
Jun 1 2011, 21:16
^^^ Particles look like OpticalSnares's :p

I like the grouping effect of the tracers tho.

KrAziKilla
Jun 1 2011, 21:18
ye, looks a bit like opticalsnares, but i think it even looks better :)
And i like the tracers, just like you watch a NVG footage from a warzone

PuFu
Jun 1 2011, 21:35
-Ranking system & experience system (1000xp = new weapon) - system of Rainbox Six

stopped reading there..:(

BobcatBob
Jun 1 2011, 22:35
Another thing I hope they do in Arma3 is the ability to use the proper scopes/sights of ALL weapons, there are several turrets and the like in Arma2/OA where you cant, aim down sight making them quite a bit less accurate. I would hope that BIS wouldn't feel the need to "nerf" various weapons as they usually balance themselves out on the battlefield IRL.

dale0404
Jun 2 2011, 01:42
stopped reading there..:(

Me too.

Rough Knight
Jun 2 2011, 06:17
Implement a better more user and time friendly interface for selection of mods. Even switching between scenarios can require mods to be changed. Perhaps an auto-detect mechanism that could call mods when required would be able to be achieved. This would be the best.

Then you wouldnt have to quit and deactivate a mod that you had open for one scenario in order to continue on with another that you had proviously started because a mod is missing or extra.

It is a pain at times to have to shut down your game to turn on a mod. The new mod interface introduced with A2:OA is a step in the right direction....but I still hope it can be improved. I am not sure what the implications of this are from a technical perspective though.

Thanks

Frosty

[FF]FriZY
Jun 2 2011, 09:04
My opinion:

- improve NetCode
- improve game physics
- better effects and sounds
- better campaign (like in OFP, campigns in Arma1/2 were totaly unplayable)
- less arcade style (switching between soldiers etc. ...)

DMarkwick
Jun 2 2011, 09:17
Implement a better more user and time friendly interface for selection of mods. Even switching between scenarios can require mods to be changed. Perhaps an auto-detect mechanism that could call mods when required would be able to be achieved. This would be the best.

Then you wouldnt have to quit and deactivate a mod that you had open for one scenario in order to continue on with another that you had proviously started because a mod is missing or extra.

It is a pain at times to have to shut down your game to turn on a mod. The new mod interface introduced with A2:OA is a step in the right direction....but I still hope it can be improved. I am not sure what the implications of this are from a technical perspective though.

Thanks

Frosty

The reason is something to do with initialisation, but, I suspect it could be changed. Re-initialise the game from inside the game, don't load all the session dependencies on game load only.

I mean, once the game is up & running, keep the same session throughout, but once a flag is read, say a MP addon list, then reinitialise the game internally. Even if that initialisation is a game reboot in all but name only, I think it would be better recieved than the current system, which is to rely on the user to reboot the game after having manually set the addon mix.

danczer
Jun 2 2011, 11:45
Vehicles, objects should be rendered even in great distances, with minimal detail for example a rectangle than later a pixel.

It would be a good feature just to know if there is something in the distance, especially when piloting a plane.
For now only the terrain can be seen on a certain altitude/distance and objects simply disappear.

ParaGraphic L
Jun 2 2011, 21:46
More of a dream rather than a wish or idea. I don't expect this to happen just because I ask and I can think of enough reasons why this wouldn't be added. I made this suggestion in the Game 2 forum & I suggest it again for all of the future titles, small tradition from this loyal customer ;);

Dirt & Weathering: For some added immersion seeing dust & dirt on objects after coming in contact them. Mud being formed by rain and also leaving traces on clothing perhaps. Walking inside a building with muddy shoes leaving prints behind.

Why? Immersion, that's all. I would love to see the environments becoming more 'interactive' with your character, vehicles and objects.

paecmaker
Jun 3 2011, 09:19
I would want to see more animations inside vehicles, like that the character accually turns the steering wheel and stuff.

And I want that vehicles get dynamic damage and not a health bar. for example if you drive a car and a small charge hits a door, only the place around the door get damaged.

And for god sake make the helicopters more endurable, I dont know how many times I have died by lucky shots from assault rifles.

Add counter measures in helicopters and airplanes so you got a chance to survive when a missile is coming your way.

PurePassion
Jun 3 2011, 09:23
Add counter measures in helicopters and airplanes so you got a chance to survive when a missile is coming your way.

We already have flares, so this is out of question, or what do you mean?

paecmaker
Jun 3 2011, 09:44
We already have flares, so this is out of question, or what do you mean?

Well, I meant flares.

PurePassion
Jun 3 2011, 10:04
yes they already exist. thats why it is more than likely we will have them in Arma III
btw you use them by pressing "R" as a pilot ;)

pettka
Jun 3 2011, 10:14
yes they already exist. thats why it is more than likely we will have them in Arma III
btw you use them by pressing "R" as a pilot ;)

And You may use either flares or chaffs in Operation Arrowhead. That even raises the posibility of using both of them in A3 :icon_twisted:

Xeno
Jun 3 2011, 10:26
And You may use either flares or chaffs in Operation Arrowhead.
Interesting. Tell us how.

Xeno

-Paladin-
Jun 3 2011, 10:59
Interesting. Tell us how.

Xeno

press "R" flares press "T" chaff ?????

PurePassion
Jun 3 2011, 11:06
? that would be new for me

"T" is switching\selecting Teammember.....

and as we speak about it:

please give the c-130 finally its famous trademark: The angel wings (http://www.shangralafamilyfun.com/2010/angel15.jpg)

this would not require much work, but results in a stunning experience

Xeno
Jun 3 2011, 11:11
press "R" flares press "T" chaff ?????
T is for teamswitch... (talking about vanilla OA, no keys changed).
Vanilla OA does only have combined flare and chaff magazines and the only thing you can do is to switch between semi and salvo or something like this (afair with CTRL-R).

But enough off topic now.

Xeno

WildJAMES 007
Jun 3 2011, 16:23
Bring back Weapon on Back anim and L85/L86 with Ironsights and no attachments cept from maybe AG36?

amadieus
Jun 3 2011, 17:17
I think it would be awesome to see a European army in the game. Then i don't mean national european armies. But a true european army. Since the game plays in the future i see this could be a nice feature.

Celery
Jun 3 2011, 20:27
I think it would be awesome to see a European army in the game. Then i don't mean national european armies. But a true european army. Since the game plays in the future i see this could be a nice feature.

An EU army is a far-fetched dystopian dream. There's NATO that includes the majority of EU countries.

paecmaker
Jun 3 2011, 20:54
An EU army is a far-fetched dystopian dream. There's NATO that includes the majority of EU countries.

but not sweden:( I want to see a JAS 39 gripen and cv90.

Obliteratii
Jun 3 2011, 22:19
Im in love with arma overall, the open and large maps etc but i have just one main thing:

Stop the ai from shooting and seeing through walls, and stop his ability to take a single head shot on moving targets that pass in front of a window at 3000m. I dont care about new content at all, i dont care about new levels, or graphics or weapons or anything else. I love arma, but its broken, i dont care what anyone else says, ive seen it myself far to many times that left no doubt whatsoever.

Just fix the ai and you'll have my money again (ill pay the full rate too), great game otherwise, but after so long playing, this is one thing that tends to kill it dead. Its not the graphics or lack of scope of the game, its the ai. Other bugs and problems i can live with, but this is fundamental to the game play.

Oh and to whom it may concern, everyone ive met that has been turned off by arma was turned away by the long travel times to the conflict zones. Strikingly, almost none that i encounter seem to be aware of the ability to parachute from the flagpoles at the spawn points. Perhaps a tool tip or such next time around might help these folks?

oh and id full on hire the guys that made the insurgency maps. keep up the good work tho, you've got a good platform here.

Celery
Jun 3 2011, 22:39
Oh and to whom it may concern, everyone ive met that has been turned off by arma was turned away by the long travel times to the conflict zones. Strikingly, almost none that i encounter seem to be aware of the ability to parachute from the flagpoles at the spawn points. Perhaps a tool tip or such next time around might help these folks?

So you're saying that Domination, a user-made mission, is making people uninstall the game because it doesn't have a pop-up message that tells about each of its custom-scripted features that are explained in the briefing, the first thing that you should read in any mission.

Good riddance.

KrAziKilla
Jun 3 2011, 22:58
PLS stop discussions here, keep it a wishlist+ IDEAS :) thx
btw first post updated again

CameronMcDonald
Jun 4 2011, 02:43
but not sweden:( I want to see a JAS 39 gripen and cv90.

bon aprés-midi id like to see the asian army ingame i think the majority of asians on this forum would agree with/without (you) me.

2nd Ranger
Jun 4 2011, 07:50
Since the swimming/diving thing has been implemented, maybe this is already in the game, but:


Allow swimming units to get out of the swimming animation and stand up when they reach shallow water. It's really irritating to have to swim right onto the beach like a turtle before you can stand up.

Also:


Change 'weapon on back' animation to 'Slung on front'. It would save time when switching weapons and also be more realistic.

BlackGorilla
Jun 4 2011, 08:19
Action keys (pick up weapons etc), Climb down/up ladders automatically, one key to enter vehicles and specific keys for specific positions like F1,F2 etc
It doesnt need to be authentic (yeah it looks like BF) it just needs to be handy

b00ce
Jun 4 2011, 09:15
Rolling wheels for helicopters with toggle brake action/ key.

Wheels flex (Rotary and Fixed) and absorb shock, like in cars and tanks.

Twin engine aircraft have independent engine damage.
(IE. one engine gets hit but the other stays on. Maybe have reduced thrust when one engine is down.)

Accurate/working gauges in the cockpit. Not just the MFCDs that only display the artificial horizon/compass.
(Artificial horizon, air speed, rotor RPM, vertical speed [very important in avoiding settling with power], working altimeter [MSL & AGL] and compass.)

Have the thrust from helicopters be perpendicular to the angle of the rotor disc, not level with the airframe.
(http://www.aviastar.org/foto/puma.gif you can see in this pic that the rotors are tilted forward and not perfectly horizontal. RKSL's Puma demonstrates what I mean perfectly.)

Keep auto-rotation the same as in Vanilla ArmA2/OA.

Add settling with power/vortex ring state, please?
http://www.youtube.com/watch?v=9ZXDWBoXjbk

Rotor strike does not make the whole aircraft explode, rather, depending on the severity, make the rotors disintegrate and the aircraft completely lose thrust or lose control/wobble. http://www.youtube.com/watch?v=jix7N-uT0J0

The ability to turn the HUD off completely.

Please and thank you. :D

camealeon
Jun 4 2011, 16:02
What's I wish is landing by helis on wheels (like planes you know, I don't know how it names in english;p)

PurePassion
Jun 4 2011, 16:14
?? i dont get what you mean camealeon

If the helis have wheels, you always land on them....

or do you mean the ability to taxi (http://www.youtube.com/watch?v=TwTpjqzi2Ls#t=3m30s)?

Celery
Jun 4 2011, 16:14
That's what he means.

b00ce
Jun 4 2011, 16:40
?? i dont get what you mean.

If the helis have wheels, you always land on them....

or do you mean the ability to taxi (http://www.youtube.com/watch?v=TwTpjqzi2Ls#t=3m30s)?

That and the ability to do a running landing without exploding or pulling a 9001G stop.

Also, holy fucking SHIT! The first running landing vid that popped up for running landing was on Lemnos. GAWD DAMMOT, now I KNOW what I'm missing. :pet5:
http://www.youtube.com/watch?v=IkxmBWrJ1I0

swesog
Jun 4 2011, 17:30
I completely agree with your wishlist. The vehicle interior feature in Red Orchestra 2 looks amazing and to include that in arma would be great. Really liked your ideas on the medic system and the cover system in the video you linked looked great.

Horner
Jun 4 2011, 17:46
Something I really want and not impossible at all.
PLEASE and I Mean PLEASE Make stuff SERVER side like wind, time, etc. Makes everything SOOOOOOOOOO much easier. :)

b00ce
Jun 4 2011, 17:51
Something I really want and not impossible at all.
PLEASE and I Mean PLEASE Make stuff SERVER side like wind, time, etc. Makes everything SOOOOOOOOOO much easier. :)

Would you like some gameplay with your desync? :rolleyes:

Daniel
Jun 4 2011, 18:05
Also, holy fucking SHIT! The first running landing vid that popped up for running landing was on Lemnos. GAWD DAMMOT, now I KNOW what I'm missing. :pet5:
http://www.youtube.com/watch?v=IkxmBWrJ1I0

That's pretty crazy, nice find!

PurePassion
Jun 4 2011, 18:31
deleted

will add it later

1988MAtej
Jun 4 2011, 20:21
My only wish is that they make the game with as little as bugs possible.
No Arma 2 release BIS.

Steakslim
Jun 4 2011, 20:25
My only wish is that they make the game with as little as bugs possible.
No Arma 2 release BIS.

There will be bugs, and they'll probably be in great numbers upon release. You should expect this. It'll make you feel better when it isn't as bad as you're expectations.

1988MAtej
Jun 4 2011, 20:30
There will be bugs, and they'll probably be in great numbers upon release. You should expect this. It'll make you feel better when it isn't as bad as you're expectations.

Yeah i know that, but you can't blame me for dreaming.
And BIS dont F*** up the game Dragon age 2 warning

Alwarren
Jun 5 2011, 00:08
Bring back the "I say again" as a sound test sample :)

ScorpionGuard
Jun 5 2011, 03:03
I wish for more naval friendly coding. Such as:
• Submarines physics working properly, weapons and sensors properly working
• Larger ships i.e. (Carriers, LHD’s, Destroyers, etc) being able to be driven from the bridge.
• Naval guns, cannons, Surface to Air Missiles, Surface to Surface Missiles that are working properly.
• Aircraft being able to land on moving ship’s and boats.
• Scuba diver properly working under water.
• Plus conducting Anti-Surface, Anti-Submarine, Anti-Air, Mine, Strike, Amphibious, and Electronic Warfare.
Also proper ranking systems for the different services ingame

Anna Malaeva
Jun 5 2011, 08:03
Russian Language:

Уважаемые разработчики, сделайте пожалуйста взаимодействие с окружающими предметами с помощью курсора мышки.
Например, зажав альт (для взгляда), появляется специальный курсор для взаимодействия.

English Language (Google Translate):

Dear developers, do please feel free to interact with surrounding objects using the mouse.
For example, holding down alt (to look), there is a special mouse to interact.

1988MAtej
Jun 5 2011, 13:36
I'm going to repeat my wish. NO BUGS
One Il-2 sturmovik Cliffs of dover is enough

InstaGoat
Jun 5 2011, 13:52
I'm going to repeat my wish. NO BUGS
One Il-2 sturmovik Cliffs of dover is enough

Compared to CloD, Arma 2 was virtually free of bugs on release day. I´m also hopeful that BI will make this work as nicely as Arrowhead did at release.

I´m excited about what they´ll announce at E3. Yes, most thrilled I am.

1988MAtej
Jun 5 2011, 13:52
And we want day 1 DLC 8-12 euro price range

Celery
Jun 5 2011, 14:05
And we want day 1 DLC 8-12 euro price range

Stuff that could have been included in the game but excluded for profit? Lolno.

PurePassion
Jun 5 2011, 14:07
who is "we" by the way?!?!

1988MAtej
Jun 5 2011, 15:39
Stuff that could have been included in the game but excluded for profit? Lolno.

I was being sarcastic. But this could be the case with Arma 3.

mant3z
Jun 5 2011, 16:04
This is my full wish list with photos...
No! That's not a wish list... it's demand list
http://www.joemonster.org/art/17123/Pimp_My_Ride_Libia_edyszyn

Tachi
Jun 5 2011, 16:56
Please use tcp instead of udp.

PurePassion
Jun 5 2011, 17:21
@<hidden>
I think they will use multicam (http://domhyde.files.wordpress.com/2009/12/crye_multicam.jpg)

Compare this ingame shot (http://images.gamersyde.com/image_arma_3-15699-2292_0008.jpg)
to the real-live equivalent (http://www.voltaireengineering.com/future%20soldier.jpg)

Tachi
Jun 5 2011, 20:58
@<hidden>
LOL.It's about multiplayer engine of the game,not about camo.

Because of UDP packets we cant play bigger battles.Maximum amount of players that server with 100mb channel can hold is ~140.
Now we are trying to solve the problem:How to make 200 people play on 1 server.

P.S. I am from Russia,so sorry for my english.

P.P.S At our server we use ACE.

PurePassion
Jun 5 2011, 21:02
FPDR all i have to say...

dangerous semi-knowlede and a quick google search...

ohh booii lets just forget it :o

but hey you changed your post aswell ;)

britrb
Jun 6 2011, 00:27
Weather that reacts with aircraft, weapon systems, and the rest of the environment (ie. Soggy footsteps and vehicle traction etc.)

Brian :)

CarlGustaffa
Jun 6 2011, 08:22
1. Better fog. Fog appears to be of static brightness as overcast sets in, meaning we get quite a darkening effect on the clouds and ground, with a glowing white fog. Especially with high altitude sun, we can assume that fog is below global cloud cover, and thus receives less light to reflect.

2. Better handling of view distance. You know that old fades in as you turn your head thingie.

3. Moon in front of the stars, rather than vice versa - sorry - had to :D Similarly, zooming on stars shouldn't make them bigger. Good optics may make them brighter, but never bigger.

4. Unflipping feature. Action by default on all the smaller vehicles, like bikes, motorcycles, and ATVs. HMMWVs could have too, but would require more people to simultaneously perform the action to work.

5. Improved salvage trucks. If these are able to salvage a vehicle, doesn't that mean they have a crane or winch or something? If so, they could have action to unflip even heavier vehicles.

6. Ability to raise and lower seat of vehicles. Forward/backward would be nice too. You can't use the side windows in some vehicles, like MTVRs. The old 5t trucks were better in this respect.

7. The commands setFog and setOvercast should be able to run in parallel. Currently we have to divide time and run them in sequence, or the last (I think) issued command will fail to perform.

8. Also, the command setRain should work statically a few seconds (about 5-10 secs?) before the engine tries to override it. Currently we have to employ very dense loops (0.2'ish) to avoid the visual distance fading effect changing back and forth.

9. Proper "call for fire" system, and need to setup preregistrations (by mission design or have to do it while playing), and/or the need to walk the rounds to target by adjustment fires. Typed text fields for coordinates, with support for polar mode (observer pos, distance, angle), rather than point&click artillery. Being a successful infantryman, crewman, or pilot require some skill, while using artillery - probably the most destructive force on the battlefield - is left a nobrainer.

10. Simulation illumination (iirc, shot M203 and illumination flares etc) should create #lightpoint. Currently AI is blind to normal flares, although they help us. AI should also use flares intelligently if they have them. And while there, fix the floating point errors on the #lightpoint object (small light values cease to work at altitudes, same happens with particles btw).

Well, enough for now. :)

wolfbite
Jun 6 2011, 09:49
Bring back the "I say again" as a sound test sample :)
Hhahaha I hear that!

CMB Unit 01
Jun 6 2011, 10:32
Don't know if it's already been suggested, but improved facial animations would be nice. BIS' current full-body animations are already impressive, even if they need a little bit of smoothing out, but facial movement updating would be good. It's a bit strange in Harvest Red when Shaftoe's talking to you with the thousand yard stare :p

An-225
Jun 6 2011, 11:29
Now that we have SDVs and SCUBA diving, can we get a Lotus Esprit added as a submersible vehicle? :p

In all seriousness, I'd like to see move in cargo and 6DOF functionality added to air units. It would be nice to have someone lean out the side door of the Mi-8 to guide the pilot during slingload ops.

Col.
Jun 6 2011, 11:39
More dialogs. Not the "What's the weather forecast?"-shit=P

Egosa-U
Jun 6 2011, 14:58
No modular filled Towns - enable it by default on every Map and every City (when player/s is/are within certain range) with people, cars, busses and other transport. Let them use Cars, planes, choppers, boats, trains.
When shots are fired, people flee to safe spots (less fighting -> less destruction -> less far fleeing).

Civilian Airports separate from military ones..

KrAziKilla
Jun 6 2011, 20:51
Yey, more and more clever reacting civilans would be awesome!

britrb
Jun 6 2011, 21:25
Some kind of "public order/riot" thingy would be awesome.
Chucking bricks and petrol bombs at the squaddies when they drop a civvy by accident would be an amazing part of a story!

Brian :)

Robster
Jun 7 2011, 02:55
Dear ARMA3 Bis Devs:

Since I've been playing your games trough years I have realised that I do not like anything like a HUD or menus system within game...

So I would appreciate you may consider to get rid of these HUDs in veteran or expert mode...

Actually in my clan we disable any graphic menu as far as we can but this can't be achievable at 100%...

For example... I have to press "g" key to access inventory menu... and there is when I think we could see hands of self character dealing with his gear...

Not to mention the option for changing silencer, lights or scopes on rifles... closer the way that crysis did... viewing the weapon... but with no huds...

Personally I would love this... getting closer to a sim where there won't be any visual help when you are on a veteran or expert mission ... pretty cool for me...

I know that I am asking too much, but what's this thread for?

Saludos y gracias de todos modos!!!!

Banderas
Jun 7 2011, 18:47
No modular filled Towns - enable it by default on every Map and every City (when player/s is/are within certain range) with people, cars, busses and other transport. Let them use Cars, planes, choppers, boats, trains.

What if I want to explore places on the map on my very own? What if I want to make a "deserted city" scenario? What if you make a a mission about a conventional conflict - not an asymmetric - with civilians largely absent from the AO? What if someone wants to make post-apocalyptic/zombie type missions? What if the unnecessary wondering civilians uses up a lot of resources of my not very up-to-date config?

I'd say the modules are quite good ideas, we can keep them, and it takes 2 clicks to put one on the map

PASTOR
Jun 7 2011, 21:31
While I'm just as excited as the next arma fanatic about Arma 3, screenshots look awesome, but I still feel all this high-tech crap kind of makes Arma like nerfed Star Wars game. I would love to see BI redo OPF and a timeline between 1975 and 1990.

BobcatBob
Jun 8 2011, 00:44
Make civillian "spawn zones" so we don't have civillians walking the middle of enemy bases! Also make said civillians not walk through walls like they do now *cough* ambient civilian module *cough*.

MacScottie
Jun 8 2011, 01:06
The ability to lower and holster weapons, specifically pistols, has already been mentioned.

But I'd like to focus on the empty pistol holsters. If they're not going to show the pistols in them, then can we get "full sized" pistol holsters like the M9 holster with the dust cover so you can't tell whether there's a pistol in them or not?

Maxztt
Jun 8 2011, 01:15
My absolute number one wish for Arma 3 is entry animations for vehicles.
Real ones, where the Tank crew has to climb on top of the tank and then enters (if it has no side or back door) and where it's not just a crappy and short animation and a teleport.
Take the game "Planetside" as a positive reference regarding the vehicle entry animations.

I'd rather have fewer vehicles, but these animations. They are paramount to me in regards of realism.

Kieran
Jun 8 2011, 01:23
Chemical rounds! :shine:
ohh and gasmasks

LJF
Jun 8 2011, 02:25
* C2 (command and control simulation) - voice, radios, sight etc, constributing to:
* Morale and unit cohesion - units out of contact do not receive info on friendly/enemy units, objective updates estc.
* Armour penetration - you shouldn't be able to blow up an M1A1 by hitting the front turret repeatedly with 40mm grenades.
* Realistic handling of electronic systems in vehicles.
* Ability to fire while jogging!

NodUnit
Jun 8 2011, 02:43
wait nvm misread

Nouty
Jun 8 2011, 05:59
3D editor
Improved CQB
Keep the simulation feel!
Realistic mount and dismount animations, units actually using doors and climbing in
MUCH improved AI
Dynamic damage modeling for vehicles
Dynamically destructible buildings
Realistic weapon systems, disposable AT launchers for example (at last)
Better terrain, like real mountains that you can't just drive over with any vehicle in a matter of seconds.

GrayFox
Jun 8 2011, 08:51
Lo que postean está muy bien pero en los vehiculos en los espejos derechos & izquierdos se deberia ver por ellos ya que en todos los armas siempre dejan ese gran error de no poder ver lo que hay detras,y en arma 3 una de las fotos publicadas tampoco se ven los espejos retrovisores.
Tambien tendrian que ponerle mas realismo a los personajes players, los muñecos deberian tener mas graficos mas reales ya que parecen muñecos deformados.
Mas detalle en los vehiculos, con mas realismo gracias

PurePassion
Jun 8 2011, 09:29
@<hidden>,@<hidden>
sry mates, dont take it personal and im not a moderator but writing everything in bold and another language is a no-no here ;)

just dont want you to get in trouble ;)

PuFu
Jun 8 2011, 09:32
...
you can always use the report button..that's why it is there for

PurePassion
Jun 8 2011, 09:34
naa i think they could change it and everything is ok

GrayFox
Jun 8 2011, 10:01
What you post is fine, but the vehicles on the right & left mirror should look for them because in all the guns always leave the big mistake of not seeing what's behind, and Weapon 3 of the photos published are no mirrors.
They should also put more realism to the characters players, the dolls should have more graphics and more realistic dolls that look deformed.
More detail on the vehicles, with more realism thanks

Angus S
Jun 8 2011, 12:12
-Animations for actions such as combat rolling, diving, sliding, taking cover, peeking from cover, blind firing, etc
-Make the game not need a super PC to run
-Better ballistics e.g. wind deflection, and allow better scope adjustment
-let you choose and customize weapons like army of two (but not to the extent that you can put a 7.62 barrel on a 5.56 rifle, just so that you can change stock and rails etc)
-better vehicle damage models
-getting shot should actually throw a person backwards or knock them down
-more realistic building and terrain damage
-dismemberment
-lots of weapons. you can never have enough
-character customization
-ability to dig trenches
-better ragdoll physics
-better particle effects
-better vehicle performance and handling
-proper magazine models for weapons e.g. if you have a beta-c in an m4 it shouldn't look like a 30rnd stanag
-stamina system
-shellshock effects
-better suppressing fire effects, e.g. your character panics and can't aim or move properly
-needs waaaaay better reloading animations then arma2
-more CQB combat
-make all buildings occupiable
-let you capture enemies
-better bomb disposal: should actually take skill
-let you knock out enemies
-hand to hand combat: Some units are more skilled then others
-Less-lethal weapons
-Ability to knock unconcious
-Fast grenade button instead of having to switch to them
-ability to have weapons prezeroed to different ranges
-Should be able to carry a second primary weapon on back
-weight should affect movement speed
-better stealth system
-different ammunition types
-ability to make booby traps
-enviromental damage e.g. running into a wall at full speed will hurt, trying to sprint up the stairs or on rough ground can trip you up.
-fast roping from helicopters
-rappeling on walls
-climbing e.g. up buildings, on ice, up rock, even up trees
-better wounding system like ACE but more advanced
-Better AI initiative e.g. auto healing or suppressing fire etc
-custom formations
-craters from explosions
-weapon rest
-deploy and undeploy bipods and bayonets
-usable grenade launcher sights
-More civilians
-gore
-Move and shoot inside vehicles
-customizable vehicles
-spreading fire like in FC2 and the ability to put it out
-Burning people
-Weapon jamming
-Weapons breaking e.g. getting shot, barrel full of water, catastrophic failure
-tall grass
-AI shouldn't be able to see through grass
-Better camoflouge effects
-better AI driving
-Better sounds
-Holstering weapons
-Underwater swimming + combat
-maybe even underwater mine disposal
-Mine detectors
-3d map editor like in FC2
-lots of random civilian traffic
-opening and closing vehicle doors
-dust from vehicles, bullet impacts, humans, animals etc
-better animal behaviour
-better civilian behaviour
-3 sided battles
-AC-130
-bolt action and pumpaction reloading animations
-when a unit has lower fatigue or is being suppressed, they can fumble a reload and make it slower or jam their weapon
-different AI behaviour e.g.super alert, or just jumpy, less alert, basicly asleep, bloodthirsty, trying to play the hero etc depending on stamina, support, moral etc
-different types of armour which affect protection and movement
-attack dogs
-disguises e.g. dress as a civilian and you won't get noticed if you behave normally
-weapon slings
-better SFX
-bullet in the chamber after a reload gives you an extra bullet e.g. 30 + 1
-better HALO with oxygen mask that can be removed after landing
-64bit with support for more ram and cores
-3D vegetation
-better ground textures
-caves, maybe even spelunking!
-no option for 3rd person or crosshair. it's supposed to be a milsim1
-included utility for controlling fps by changing settings mid-game, like VFFPS for ArmA2
-rain changes dirt to mud, creates landslides etc also floods rivers and makes ground slippery

PuFu
Jun 8 2011, 12:18
-Wall of text (a lot of tech requests)
+
-Make the game not need a super PC to run

= epic fail from post 1

KrAziKilla
Jun 8 2011, 12:41
PuFu, -> Wishlist and Ideas. No need to critize a post like this.
Actually i think most of this stuff is possible, without needing a super PC.

Dysta
Jun 8 2011, 12:45
`
-getting shot should actually throw a person backwards or knock them down

That was a Hollywood effect. When get shot you just maim and falling limp. Check "Wound Ballistic" video and see why.

-dismemberment

How can we deal with the dismembered teammate whom is still alive?

-lots of weapons. you can never have enough

Yeah, count all the Russian, Chinese, British, Belgium, Israel, American, Korean, South Africans, whatever-ans for gun-freaks. This is not centralism, this is war, grab the soldier's standard issue weapons and adapt with it.

-better particle effects

I demand it much much more than other visual effects, ever. Dynamic 3D volume particle and able to block AI/player's version is also important.

-proper magazine models for weapons e.g. if you have a beta-c in an m4 it shouldn't look like a 30rnd stanag

As well as making separations between magazines and cartridges. When running out of ammo, the empty magazine is still useful for refilling later on.

-better suppressing fire effects, e.g. your character panics and can't aim or move properly

Good enough for ARMA2, but can be better when AI can decide to ignore the suppressive firing or not.

-needs waaaaay better reloading animations then arma2

If according to "a lot of guns" wish, BIS may need 10 more years to finish all the animations for it.

-let you capture enemies

Then how to restrain him? And what for?

-let you knock out enemies
-Less-lethal weapons
-Ability to knock unconcious

With less-lethal weapons, sure. With melee, good luck with it.

-hand to hand combat: Some units are more skilled then others

Same as above. Gun talks louder than fist.

-better stealth system

With a proper camo you can be stealth enough. However, no matter how stealthy you are, FLIR can still be proud.

-different ammunition types

I also demands it a lot. As well as dynamic ammunition loadout for every individual magazines, such as a magazines full of race-grade cartridges for sniping, or ball rounds with tracer rounds for support-firing.

-ability to make booby traps

Too small to step on it, but good for CQB, perhaps.

-enviromental damage e.g. running into a wall at full speed will hurt, trying to sprint up the stairs or on rough ground can trip you up.

You made my day with this idea.

-better wounding system like ACE but more advanced

Yea, try to be a field-surgeon and pinch out bullets in really bloody way. Some players will puke and forget it.

-More civilians

Not for standing and doing nothing. They must have their own lifestyles in local.

-spreading fire like in FC2 and the ability to put it out

That depends on rifle barrel and mechanism. The better the smaller spreading, but have to based on physical way, not random script.

-Burning people

Law of Geneva will not tolerate this.

-Weapon jamming
-Weapons breaking e.g. getting shot, barrel full of water, catastrophic failure

Just like FarCry2, but I want to be more physic based and more possible weapon failures.

-3d map editor like in FC2

CryEngine based editor sounds better.

-opening and closing vehicle doors

My second most demanding detail.

-3 sided battles

Or multi-sided battled with possible renegade/betrayal activity. Like a Psy-Ops warfare.

-AC-130

If so, I want C-17 and E-3C AWACS as well.

-bolt action and pumpaction reloading animations

Both Closed Bolt and Opened Bolt animation, as well as mechanism insides.

-when a unit has lower fatigue or is being suppressed, they can fumble a reload and make it slower or jam their weapon

"Panting when reloading" is a very bad idea, I support this idea.

-different AI behaviour e.g.super alert, or just jumpy, less alert, basicly asleep, bloodthirsty, trying to play the hero etc depending on stamina, support, moral etc

I love different characteristics people in this game, but for the military, soldier discipline is always a first priority.

-attack dogs

Please add cats for misdirecting attack dogs.

-disguises e.g. dress as a civilian and you won't get noticed if you behave normally

License and ID, please. Said by security.

-weapon slings

If Physic-based weapon slings, I support this.

-bullet in the chamber after a reload gives you an extra bullet e.g. 30 + 1

Support also, but not all the weapons are the same, like open-bolted weapons, or belt-fed machine guns.

-3D vegetation
-better ground textures

That's against "build a game not for Super PC only".

-no option for 3rd person or crosshair. it's supposed to be a milsim.

To be more adaptable in option, game system or rules, and be alternative.

-rain changes dirt to mud, creates landslides etc also floods rivers and makes ground slippery

Physic-based slipping, not random slipping.

Rye
Jun 8 2011, 12:59
-getting shot should actually throw a person backwards or knock them down

That was a Hollywood effect. When get shot you just maim and falling limp. Check "Wound Ballistic" video and see why.

Yeah Newton's law of motion, and your muscles seize up. What wound ballistic video? :confused:

Dysta
Jun 8 2011, 13:01
Yeah Newton's law of motion, and your muscles seize up. What wound ballistic video? :confused:

You can PM me if you want.

Hanzu
Jun 8 2011, 13:47
Debriefing statistics screen should be bigger and show more information like these:
Patch version
Difficulty settings that was used in mission
Not only "Your kills", but also other (human) players kills.

Savegame should always include one .bak (backup) file including the second last savegame just in case savegame corruption happens to the newest save. In case of corruption this save could be used by just removing the .bak extension.

Possibility to skip cutscenes (if any will be added) with key or keycombination. It's a waste of time watching same cutscenes over and over if you like to re-play same missions.

Make a decision if you use the word "Task" or "Objective" for same thing in official missions:
In Arma2 for example if you press M for map then, you will see a list of Tasks and when their status will change you will get screenmessages like:
NEW TASK ASSIGNED:
CURRENT TASK:
TASK ACCOMPLISHED:
But when you complete mission in Debriefing screen those Tasks are suddenly called Objectives.

Ability for server to automatically record last played session and possibility to save it for playback them with ingame player. With ingame player only no compression is needed since it is not real videofile but only some date and coordinates actually. This feature is useful for creating walkthroughs or for identifying cheaters in PvP. There is such a feature in game like Ghost Recon, IL-2 Sturmovik Forgotten Battles, IL-2 Sturmovik 1946 and Richard Burns Rally.

genocide814
Jun 8 2011, 14:01
How about the jetfighters' afterburner ,I wish that I could see fighters(I want F-22:p) flyby over my head with afterburner flame in night fight~OMFG!!

KrAziKilla
Jun 8 2011, 14:28
its done in ACE Mod pretty well genocide814, hope they implement it as well :yay:

Dysta
Jun 8 2011, 14:28
How about the jetfighters' afterburner ,I wish that I could see fighters(I want F-22:p) flyby over my head with afterburner flame in night fight~OMFG!!

In reality, the afterburning jet buzz above you closely can only cause one effect, deafened.

wolfbite
Jun 8 2011, 16:03
Joining a server will Activate- Dectivate the mods required automatically... instead of not letting you join...

RobertJ
Jun 8 2011, 18:04
Yeah Newton's law of motion, and your muscles seize up. What wound ballistic video? :confused:

People don't fly when they get hit by a bullet, they just collapse out of shock or injury. Seriously look it up on youtube or something there are plenty of clips where someone takes a bullet, generally their legs just collapse from beneath them and they fall over.

It's obvious using F=MA and Impulses, and the 3rd Law. A bullet when fired doesn't send the person flying, firing a NATO assault rifle is like having someone poke you in your shoulder it most certainly doesn't send you flying, if a bullet could knock someone 2 metres back like they do in the movies then the gun that fired the bullet would easily bruise the person shouldering it.

DMarkwick
Jun 8 2011, 18:16
'Tis true :)

If a bullet were to hit a person with enough force to push them several meters, then generally that bullet goes straight through the body, taking with it most of it's inertia, but leaving behind a messy hole.

_Colt_
Jun 8 2011, 19:08
Might as well chip in with a couple of thoughts :)

Must haves (in my opinion):

1. Characters hands holding door mounted / vehicle guns properly. This is a real bug bear and has quite a hit on the immersion in the game. Seeing the soldiers hand on their lap while the gun in front of them fires and swivels looks poor frankly.

What I'd like to see is this:

Skip to the 1.07 minute mark and it shows a terrific animated door gunner actually holding and aiming the door gun.

http://www.youtube.com/watch?v=73nRw6YcH1w

The downside I guess, is doing this for all of the variety of guns on vehicles in the game would be very time consuming but in terms of immersion and looking right, it's something I'd love to see implemented.


2. Better CQB. Notably better reaction times to gunfire and near misses.

3. A system similar to that of Full Spectrum Warrior in terms of positioning / stacking individual or groups of soldiers near building corners / walls/ vehicles / cover etc.

4. Maybe a few more waypoint selections such as Garrison where the AI infantry will enter a building and take up positions near windows and doorways. And a Secure waypoint for an area of land where they take up defensive positions actively seeking out and using nearby cover / concealment.

Not exactly a must have but a nice plus:

5.With PhysX, vehicle aerials reacting to the vehicles movement.


Hoping for but probably won't happen but crossing my fingers for:

Some simple house clearing commands a la Rogue Spear. Only two options would really be needed: Breach > Grenade > Clear and Breach > Flashbang > Clear.
To use either click on the door you want breached or by selecting a building from the map screen, the AI breaches the nearest suitable door.


What I hope doesn't happen:

With the new animation system I hope that the movement doesn't resemble other FPS with kiting / strafing that looks like soldier models are skating on ice. What I like about Arma is that the models have a feeling of weight and seem more grounded in their environment. I'd hate to lose that feeling.

[GR]Operative
Jun 8 2011, 19:33
1. Characters hands holding door mounted / vehicle guns properly. This is a real bug bear and has quite a hit on the immersion in the game. Seeing the soldiers hand on their lap while the gun in front of them fires and swivels looks poor frankly.
The downside I guess, is doing this for all of the variety of guns on vehicles in the game would be very time consuming but in terms of immersion and looking right, it's something I'd love to see implemented.


IMHO, there would not be that much work to do in the animation part, only in the scripting (the animation to hold a M2 and a MK19 would be pretty the same, as an example). The 10 years old Ghost Recon featured such animations, albeit in dismounted weapons.

britrb
Jun 8 2011, 22:44
Altitude and heading hold for both fixed wing and rotary aircraft.

Brian :)

Rye
Jun 8 2011, 23:14
People don't fly when they get hit by a bullet, they just collapse out of shock or injury. Seriously look it up on youtube or something there are plenty of clips where someone takes a bullet, generally their legs just collapse from beneath them and they fall over.

It's obvious using F=MA and Impulses, and the 3rd Law. A bullet when fired doesn't send the person flying, firing a NATO assault rifle is like having someone poke you in your shoulder it most certainly doesn't send you flying, if a bullet could knock someone 2 metres back like they do in the movies then the gun that fired the bullet would easily bruise the person shouldering it.

Why was this direct at me? I already know. :p

Angus S
Jun 9 2011, 03:30
I meant that when you shoot someone, it should be more obvious, like they should jerk backwards or something, or if you shoot them in the right shoulder it should throw off their aim

Rye
Jun 9 2011, 03:45
I meant that when you shoot someone, it should be more obvious, like they should jerk backwards or something, or if you shoot them in the right shoulder it should throw off their aim

http://www.youtube.com/watch?v=0lp3HD3RQOY&feature=player_embedded Or better blood splatter? (I can't stop watching these videos, ninja rabbits!) If they were hit they should look like they've been hit. E.g. holding the wound or limping, falling over injured (muscles seizing up or not being able to physically walk), facial expression of pain or something similar. But other than that, with physX and a better animation system it should be easier to detect when you hit someone. Good job on that BIS, loved the video.

NodUnit
Jun 9 2011, 04:21
I meant that when you shoot someone, it should be more obvious, like they should jerk backwards or something, or if you shoot them in the right shoulder it should throw off their aim

Unless heavy-ish caliber you won't be doing much jerking, you just sort of seize up (muscles anyway) If it's strong enough to jerk you likely won't be using that arm.

LJF
Jun 9 2011, 06:48
I meant that when you shoot someone, it should be more obvious, like they should jerk backwards or something, or if you shoot them in the right shoulder it should throw off their aim

Good point, it's annoying to shoot someone and their only reaction is "arggrh" and then a bit more weapon sway lol. Though I certainly wouldn't want to see it overdone.

sidhellfire
Jun 9 2011, 08:07
#1 ability to lean out of the window of vehicle (simply default q, and optionally turning on freelook while doing so, so noone needs to press alt twice)
#2 ability to choose on which side you want to disembark (direction+action key) //already sugested
#3 Heat haze (21s http://www.youtube.com/watch?v=v7_JcR_lj-I) depending on weather/world
#4 adjustable player model (body proportions, variable faces) - eh, keep on dreaming
#5 according netcode -> could player data, like custom faces be synchronised while in briefing instead of actual game? Same with pre-loading models maybe?
#6 something like very low LOD to draw certain type of objects beyond draw distance set in graphical options (I hate why enemies "pop out" when I scan&zoom)
#7 Maybe implementing teamspeak client ingame? Would be a golden solution. Needs straight cooperation between TS3 developers and BI.
#8 6DOF in all vehicles (in terms of TrackIR/freetrack).
#9 More dust! And sand! And even more dust! In dust.
#10 Updating that list in first post, and maybe a developer call on which suggestions may be added, which can and will be added, and which are not even considered.

2nd Ranger
Jun 9 2011, 08:42
http://www.youtube.com/watch?v=0lp3HD3RQOY&feature=player_embedded.

Off-topic but damn, if that game didn't feature anthropomorphic rabbits, it would be fricking awesome, in a sort of Assassin's Creed way.

Krowkie
Jun 9 2011, 11:42
I'm pretty sure nobody mentioned this,

I don't know if this is possible in RL or not, but it's hella handy for RPG/general MP missions:

Please enable aircrafts to go backwards (even if ultra slow) or atleast make a vehicle which can pull/push an aircraft back/forward.

Dysta
Jun 9 2011, 13:53
I'm pretty sure nobody mentioned this,

I don't know if this is possible in RL or not, but it's hella handy for RPG/general MP missions:

Please enable aircrafts to go backwards (even if ultra slow) or atleast make a vehicle which can pull/push an aircraft back/forward.

Call a plane tractor instead.

Innomadic
Jun 9 2011, 13:58
slightly off-topic


Off-topic but damn, if that game didn't feature anthropomorphic rabbits, it would be fricking awesome, in a sort of Assassin's Creed way.

I don't see the issue...many games have had anthro characters and there wasn't much of an issue....Ratchet and Clank? Conkers Bad Fur Day even?

Tisman
Jun 9 2011, 14:20
After having seen this picture: http://www.facebook.com/photo.php?fbid=196649733715098&set=a.196649517048453.46077.192181357495269&type=1&theater, I am suddenly a bit afraid that we will once again have to choose between laser or flashlight, but this time with the ability to change it on the fly.

I really hope that it will not be the case and that we will be able to have both at the same time, with this time a separate key for the laser and the flashlight, so that we will be able to turn on only the laser, only the flashlight, or both the laser and the flashlight at the same time.

Also, now that we will have a physic engine, i' d like to have a key to kick in doors. It' s very annoying to press open door and to have the door open towards you, pushing you away.

Dysta
Jun 9 2011, 14:31
"If furry (anthro-freak, not anthro community) are joining wars, then humanity is going screwed."

As for the door system, I hope they act like Rainbow 6: Raven Shield. Which can be opened a tiny crack to throw grenade into it, instead to open it entirely.

Tisman
Jun 9 2011, 14:44
Sure, it would be cool to be able to open doors smoothly with the mousewheel, Raven Shield style but i don' t see the suggestion as realistic as it would require the mouse wheel, unless BIS completely overhaul the contextual controls.

Adding a key that would play a door kicking animation seems more likely to be introduced to me, like Arma2 added the possibility to vault over fences, and it would already be quite a nice step forward imo.

2nd Ranger
Jun 9 2011, 14:45
As for the door system, I hope they act like Rainbow 6: Raven Shield. Which can be opened a tiny crack to throw grenade into it, instead to open it entirely.

But of course that would require vast improvements in the grenade throwing and collision departments.

andersson
Jun 9 2011, 15:21
Fully support 3d glasses (then it also could be possible to properly use aimpoints and similar sights).

Tank interiors....

DMarkwick
Jun 9 2011, 15:30
Fully support 3d glasses (then it also could be possible to properly use aimpoints and similar sights).

Tank interiors....

I know you specified 3D glasses, but have you checked out the IZ3D (http://www.iz3d.com/) drivers? Gives you 3D gameplay, for free if you use the coloured glasses option. Works really well in ArmA, with a little setting up. If you choose to use the free setting for coloured glasses, do yourself a favour and get some good quality red/cyan ones, should only cost a few bucks, Ebay is a good source.

I managed to get very playable gameplay out of it, and even managed to achieve proper eye separation when going to scopes/ironsights, meaning I had to close one eye to aim :)

But, it's an eyestrain. After a few days I just stopped. Also, it's of limited practical actual use other than the initial cool factor.

mrcash2009
Jun 9 2011, 15:40
I can cast my mind back to the days of 3D shutter glasses.

I had a pair and NVidia drivers supported stereoscopic for shutter glasses (before they stopped and marketed the new 3D things minus shutter glasses! :confused:).

Anyway ... I remember a Nvidia driver stereo updated released that when I used them with Ghost Recon 1 finally they managed to sort out being able to view normally through 3D and also zoom and aim with cross-hair and everything perfectly aligned in full 3D, this then worked fine with Raven Shield (Oh how I loved Raven Shield in 3D).

Unsure what driver version but we are talking 2003 time :)

I hope that in some ways this gets better support for optics in 3D, Im unsure how much its down to the developers and Nvidia to support better, but a consideration in 3D would be good, esp optics with aiming and zoom.

The point im making is back then Optics were miss aligned in 3d so it was "shut one eye to aim" .. and then an update driver came and it was fixed. Things have changed again so I cant speak for now.

andersson
Jun 9 2011, 16:07
Yes, but arma2 is not fully functional in 3d. I havent tried it myself as I read that shadows isnt working properly and also smoke and particles doesnt look too good.

DMarkwick; can you use collimator sights as intended with 3d? Both eyes open and the dot projected at the target?

falconx1
Jun 9 2011, 16:16
My dream for arma 3 would be a large map with large islands were players get to make use of a usable carrier and water assets, boats and the most important thing i want to see the night vision fixed to were the game is playable at night.
without background lighting ruining the night vision experience!

DMarkwick
Jun 9 2011, 16:57
Yes, but arma2 is not fully functional in 3d. I havent tried it myself as I read that shadows isnt working properly and also smoke and particles doesnt look too good.

DMarkwick; can you use collimator sights as intended with 3d? Both eyes open and the dot projected at the target?

Through one eye, yes :)

z0rrer0
Jun 9 2011, 17:41
All these things are ok but superfluous. In my opinion, all arma 3 needs is a brand new engine to keep the gameplay more fluid and immersive. Maybe a better netcode yeah and of course better AI behavior.

But the main thing is the game engine... please make a new one from scratch

Regards

DMarkwick
Jun 9 2011, 17:54
But the main thing is the game engine... please make a new one from scratch

Um :)

OnlyRazor
Jun 9 2011, 18:30
All these things are ok but superfluous. In my opinion, all arma 3 needs is a brand new engine to keep the gameplay more fluid and immersive. Maybe a better netcode yeah and of course better AI behavior.

But the main thing is the game engine... please make a new one from scratch


I'm going to assume that you're not trolling.

You just haven't the slightest clue when it comes to video games, do ya?

:p

Americanel
Jun 9 2011, 18:39
I agree of much post we have write but no one have write that:

IMPLEMENTATION OF A SYSTEM SKILL

Implementation of a system of skill, more shots are fired, the distance and how many and where they are going to sign, depending on where you hit, thesystem gives you more skill points, you have more skill than when he shoots you good, AS IN REALITY!

don't work if you fire a magazine to 1 mt of your enemy and the system give you skill point.
Can upper the skill for example to a shooting training field, that is not bad idea

I hope I have made ​​it clear what I mean, if someone like me, shoot with real weapons can understand what I mean

britrb
Jun 9 2011, 18:41
I agree of much post we have write but no one have writa that:

IMPLEMENTATION OF A SYSTEM SKILL

Implementation of a system of skill, more shots are fired, the distance and how many and where they are going to sign, depending on where you hit, thesystem gives you more skill points, you have more skill than when he shoots you good, AS IN REALITY!

don't work if you fire a magazine to 1 mt of your enemy and the system give you skill point.
Can upper the skill for example to a shooting training field, is not bad that idea

I hope I have made ​​it clear what I mean, if someone like me, shoot with real weapons can understand what I mean

I tried running this through Google translate, but it didn't know what you mean either.

Brian :)

DMarkwick
Jun 9 2011, 18:41
I agree of much post we have write but no one have writa that:

IMPLEMENTATION OF A SYSTEM SKILL

Implementation of a system of skill, more shots are fired, the distance and how many and where they are going to sign, depending on where you hit, thesystem gives you more skill points, you have more skill than when he shoots you good, AS IN REALITY!

don't work if you fire a magazine to 1 mt of your enemy and the system give you skill point.
Can upper the skill for example to a shooting training field, is not bad that idea

I hope I have made ​​it clear what I mean, if someone like me, shoot with real weapons can understand what I mean

Well, if I understand you correctly, your system will allocate skill points for being a good shot right? To what end? What will we do with these points?

Suppression is also a skill, and only very occasionally results in a hit :)

BTW, I never got any skill points when I shot weapons in reality ;)

Big Dawg KS
Jun 9 2011, 18:51
BTW, I never got any skill points when I shot weapons in reality ;)

You sure? Don't you do +100 damage now? :cool:

Gaining experience would be accpetable though, if it effected things like weapon sway or something that more experienced shooters would perform better at (reload speed?).

Americanel
Jun 9 2011, 18:57
I agree of much post we have write but no one have write that:

IMPLEMENTATION OF A SYSTEM SKILL

Implementation of a system of skill, more shots are fired, the distance and how many and where they are going to sign, depending on where you hit, thesystem gives you more skill points, you have more skill than when he shoots you good, AS IN REALITY!

don't work if you fire a magazine to 1 mt of your enemy and the system give you skill point.
Can upper the skill for example to a shooting training field, that is not bad idea

I hope I have made ​​it clear what I mean, if someone like me, shoot with real weapons can understand what I mean

Less shots with good point give you skill for easy shoot in the future or at end of session, i mean for training, there will be a maximum possible score of skill will example, the standard of ArmA2 we have now, I thought I too at the speed of change of load, it will be implemented with the skill, the dexterity that one takes the field in reality is also this, i think is not bad, add the time, number of shot, point of shot and system calculate your total points and give you a personal skill, shit i think is very realistic, for example, if you start to shoot with real weapons and to make a comparison, try to make a shooting contest competition, of course, people who will make the competition will be better than you to shoot and make shots to score. Is not bad, i love weapons and professional warfare simulations.
Is a chance to love even more simulations, however, to the detriment of other people who want a simple game, but fuck, this will become a game with balls! and if people will want to take the gun and shoot and shoot with incredible easy, going to buy another game, but it is also the possibility to market a unique, incredible and rare game! i mean mine think of Implementation of a system skill and other, for example shoot into a vehicles if vechicles can permit that

NoRailgunner
Jun 9 2011, 19:00
Kill points, skill points, experience points and similar points/leveling features are so FPDR
Please buy + enjoy a mainstream shooter and be the MasterMasterSuperSergeantMaster...

Think of what happen if you don't train on a regular basis? ;)

Americanel
Jun 9 2011, 19:05
Kill points, skill points, experience points and similar points/leveling features are so FPDR
Please buy + enjoy a mainstream shooter and be the MasterMasterSuperSergeantMaster...

Think of what happen if you don't train on a regular basis? ;)

Yes i know, but, if want try to play with maximum skill can do..for a part of game, for example, campaing, personal, i never do campaign in the armaII or armaII dragon rising, player versus player can feel more, for personal skill point you versus other player, i think Bohemia can add that on pvp mode, is not bad idea if they don't want loose parts of market for "only for professinal" is a good idea for pvp, what think about that?

I think is the possibility, to bring to market a game with balls!

PurePassion
Jun 9 2011, 19:06
armaII dragon rising

WHAT DID YOU JUST SAY?!?! :eek:

Americanel
Jun 9 2011, 19:07
WHAT DID YOU JUST SAY?!?! :eek:

ahahah operation arrowed sorry! ahahahahahah


and for chronicle, i love current weapons, ships and others, don't want see much future in that, someone can think, is the same for play arma2, he think bad because the future become slow

andersson
Jun 9 2011, 20:15
Through one eye, yes :)
Sorry to keep bothering you, but how do you mean? Can you keep both eyes open and the sight is only infront of your right eye, or do you have to close one eye to aim?
The reason for me to ask is that aimpoints, reflex and other sights like that are ment to be used with both eyes open.

If you already know this my apologies, but I would like to know if it truly works. Then I really have to try it myself! :)

LOL, made me seriously Laugh Out Loud!!! (http://forums.bistudio.com/showpost.php?p=1951108&postcount=439)

Eclipse4349
Jun 9 2011, 20:37
The biggest problem for everyone I know and (try to) play with:
WARPING!
The second biggest problem:
WARPING!
Etc, etc... My wishlist:
FIX THE WARPING!! Please.
Otherwise, I won't be entertaining the idea of purchasing any other installments of the series. And preferably, put it at the top of the ARMA2 fix-list!!

KrAziKilla
Jun 9 2011, 20:39
The biggest problem for everyone I know and (try to) play with:
WARPING!
The second biggest problem:
WARPING!
Etc, etc... My wishlist:
FIX THE WARPING!! Please.
Otherwise, I won't be entertaining the idea of purchasing any other installments of the series. And preferably, put it at the top of the ARMA2 fix-list!!

Copy that, thats why its also my absolute prioroty.
Fix this netcode and get rid of warping! please :)

Patterson[75thR]
Jun 10 2011, 08:11
As a long time ArmA pilot, also using other flying sims (MS flightsim, IL2, Falcon 4.0, etc.) I would LOVE to have airspeed given in KNOTS indicated (kias) rather than KPH. That's a ground speed number. It makes it so much easier to think, plan approaches and land when you have a real world number for your airspeed. And also, to have Altitude given that's ASL rather than AGL. I know that exists now, but it's not displayed on any HUD that I know of. But with ASL altitude, it's easier to maintain a level flight path, both for human and AI.

Also I know that A2/OA simulates wind direction for smoke etc. don't know if it affects aircraft. But it should. I should have to deal with xwinds on approach.

Just sayin!

CarlGustaffa
Jun 10 2011, 11:16
I'm into aviation as well, but I have to say no. At least not mandatory, and not as the system is now. Let the overlay GUI show in whatever units you prefer, and for this AGL is just fine. I propose the following changes/updates:

1) Let the GUI be as it is today. It's easy, language coherent, and fits the grid of the map, despite not being accurate for western planes (I know AN-2 comes with metric instrumentation, no idea about fighters).

2) When user sets a waypoint on the map, he effectively adjusts his heading bug on the heading indicator (since we don't have cockpit interaction). However, it doesn't update - it's not a magic pointer. It lets him read the current heading to target as he sets it and will stay in that position no matter how far he goes off course. If aircraft has more advanced avionics, then on the HSI/EHSI draw a line to the waypoint as well. EHSI also shows distance to waypoint, but here it will be i nautical miles even if his map is still metric.

3) New DME instrument. Not realistic, but you either hit a key to switch source, or it shows 3 sources simultaneously.

4) For aircraft that features an RMI (currently they don't do anything), I propose to have the VOR needle (thin) always point to the main airport, and the ADF needle (thick) either points towards secondary closest airport if we have more than one main airport (Takistan), or to a point on the extended runway centerline on the main airports ILS approach to simulate an approach marker (closest NDB marker if airport have multiple ILS approaches).

5) Altimeter and Vertical Speed Indicators should work in feet and of course in ASL rather than AGL.

6) Airspeed indicator should measure in knots, and possibly account for wind, but can easily drop calibrated and true airspeeds and any errors associated with pitot tube attitude (position error?) - they don't matter in our application.

For the hardcore pilots among us, we can mod out the GUI leaving us with true instruments based on real units, while not alienating the game to those just entering. I don't get this "only for professionals" attitude. Uberhard flight simulation (I'd like to see many of those here who wants realistic helicopter controls have a go at realistic helicopter controls - just saying ;)). Noobs won't stop crash aircraft no matter how realistic they are. It's like twin engine aircraft - it only takes you faster to the site of the accident :D

And while they're at it:
7) No more compass roses rotating the wrong way, VSI based on AGL, non working pitch attitudes, or excessive roll indicators, and a working turn coordinator would be cool too (if we get to turn off auto coordination).

As for wind, I think it should be user controllable if he wants this level of realism or not. For those new to the game, even normal landings can be a challenge (I think they should have the Cessna back to practice with :D). Did you ever try heavy crosswind landings in flightsim using only keyboard and mouse? I can't imagine trying to manage crossed controls while flaring (assuming a crabbed approach). As a game, it should be playable with only these. In flight sim I use yoke, pedals, and throttles of course. But in Arma, I do all my flying with keyboard and mouse since flying is secondary (I'm infantry normally).

Also, it wouldn't be possible to nicely do crosswind simulations without being able to fly with crossed controls (auto coordination off). How would the AN-2 (taildraggers are special kind of beasts) behave in crosswind?

derdoe
Jun 10 2011, 13:48
Underwater combat: Pull enemy's oxygen mask off underwater, underwater knife fighting, harpoons.

Pundaria
Jun 10 2011, 13:48
1. Running should fatigue someone and prevent his further running
2. Weight of gear should hinder someone to run
3. Characters should be able to jump and climb
4. Things should catch fire

PeterBitt
Jun 10 2011, 14:08
1. Keep Weapons mostly not visible in first person, while you running ...
...
2. Vehicle Interior (Dont make 20 Tanks for a side, just make 5 but in best quality^^)
...

1. the way the waepon is visible in OFP:DR is pretty ugly i agree with that.
but i love and prefer the running animation from OFP:CWC wich allowed shooting while running and was looking quite nice for me.
having something like the OFP:CWC running animation for normal speed running and the ArmA variant for sprinting would be awesome.

2. yes this would be one awesome feature to have interiors for all vehicles! the way it is now (some vehicles have interiors, some not) is realy not good and i would prefer no interiors for APCs or tanks at all, rather then having this inconsistant mixup.
watching the physiX demonstration from E3 at the part where he enters the tank, you can see for a short time that this tank has no interior :(


edit: lol at OFP:DR (OFP : DR)

OnlyRazor
Jun 10 2011, 16:59
Underwater combat: Pull enemy's oxygen mask off underwater, underwater knife fighting, harpoons.

That's not as much CoD as it is James Bond. The drag caused by the water would make trying to stab somebody somewhat impractical, but not impossible, depending on how you're holding the knife.



3. Characters should be able to jump and climb


Have you ever tried jumping with 20+ kilos of gear strapped onto you? If you land incorrectly, you can break your ankles in a very nasty way.

If anything, I'd like to see characters being able to climb on objects that are too thick to step over, but are at the appropriate height.

Also, since we're getting some advanced water:
Jaws.

:yay:

Innomadic
Jun 10 2011, 17:08
I'm into aviation as well, but I have to say no. At least not mandatory, and not as the system is now. Let the overlay GUI show in whatever units you prefer, and for this AGL is just fine. I propose the following changes/updates:

1) Let the GUI be as it is today. It's easy, language coherent, and fits the grid of the map, despite not being accurate for western planes (I know AN-2 comes with metric instrumentation, no idea about fighters).

2) When user sets a waypoint on the map, he effectively adjusts his heading bug on the heading indicator (since we don't have cockpit interaction). However, it doesn't update - it's not a magic pointer. It lets him read the current heading to target as he sets it and will stay in that position no matter how far he goes off course. If aircraft has more advanced avionics, then on the HSI/EHSI draw a line to the waypoint as well. EHSI also shows distance to waypoint, but here it will be i nautical miles even if his map is still metric.

3) New DME instrument. Not realistic, but you either hit a key to switch source, or it shows 3 sources simultaneously.

4) For aircraft that features an RMI (currently they don't do anything), I propose to have the VOR needle (thin) always point to the main airport, and the ADF needle (thick) either points towards secondary closest airport if we have more than one main airport (Takistan), or to a point on the extended runway centerline on the main airports ILS approach to simulate an approach marker (closest NDB marker if airport have multiple ILS approaches).

5) Altimeter and Vertical Speed Indicators should work in feet and of course in ASL rather than AGL.

6) Airspeed indicator should measure in knots, and possibly account for wind, but can easily drop calibrated and true airspeeds and any errors associated with pitot tube attitude (position error?) - they don't matter in our application.

For the hardcore pilots among us, we can mod out the GUI leaving us with true instruments based on real units, while not alienating the game to those just entering. I don't get this "only for professionals" attitude. Uberhard flight simulation (I'd like to see many of those here who wants realistic helicopter controls have a go at realistic helicopter controls - just saying ;)). Noobs won't stop crash aircraft no matter how realistic they are. It's like twin engine aircraft - it only takes you faster to the site of the accident :D

And while they're at it:
7) No more compass roses rotating the wrong way, VSI based on AGL, non working pitch attitudes, or excessive roll indicators, and a working turn coordinator would be cool too (if we get to turn off auto coordination).

As for wind, I think it should be user controllable if he wants this level of realism or not. For those new to the game, even normal landings can be a challenge (I think they should have the Cessna back to practice with :D). Did you ever try heavy crosswind landings in flightsim using only keyboard and mouse? I can't imagine trying to manage crossed controls while flaring (assuming a crabbed approach). As a game, it should be playable with only these. In flight sim I use yoke, pedals, and throttles of course. But in Arma, I do all my flying with keyboard and mouse since flying is secondary (I'm infantry normally).

Also, it wouldn't be possible to nicely do crosswind simulations without being able to fly with crossed controls (auto coordination off). How would the AN-2 (taildraggers are special kind of beasts) behave in crosswind?

Had a couple of threads about this specific issue, the units of measurements and such, got shot down in flames.....i even put this in as a dev-heaven ticket ages back and even then it was voted down...instead we got shoulder tapping:mad:

Patterson[75thR]
Jun 10 2011, 18:57
Knots are your friends

Joehunk
Jun 10 2011, 19:21
Since my separate thread on the issue was locked:

Mod sync. Some ability to auto-download mods from a server that is hosting a modded game. It would be great if the game could cache all mods on a pbo-by-pbo basis and only download what you need.

It would also be great if a server admin could host large mods (like ACE, which was over a gig for Arma 2) on a separate FTP or HTTP server to manage bandwidth issues, and also the ability to download large mods in the background while doing something else.

-Coulum-
Jun 10 2011, 20:27
Ai reaction to Suppressive fire.
Ie.
When shot at Ai should:
-Seek cover and hide behind it so the player cannot shoot at them directly
-fire less
-not move as much
-be less accurate

Would really help lengthen firefights and make real world tactics more applicable.

Eclipse4349
Jun 10 2011, 20:41
Ai reaction to Suppressive fire.
Ie.
When shot at Ai should:
-Seek cover and hide behind it so the player cannot shoot at them directly
-fire less
-not move as much
-be less accurate

Would really help lengthen firefights and make real world tactics more applicable.

Yeah, stop, drop, kneel, stand, run 10m, stop, drop, and repeat isn't the most realistic of tactics... I would like to see multiplayer issues like desync and warping get fixed so that we can hopefully see an explosion in the player base and have HUMAN opponents!

-Coulum-
Jun 10 2011, 23:27
I would like to see multiplayer issues like desync and warping get fixed so that we can hopefully see an explosion in the player base and have HUMAN opponents!
totally understand what you mean. Human opponents are Definitely better to play against... Unfortunately my Internet connection is way to slow to play online. Stuck with the ai.

Primarch
Jun 10 2011, 23:29
I would like to see multiplayer issues like warping and warping get fixed so that we can hopefully play in multiplayer without losing all immersion in the warping bullshit. I don't care if there won't be PVP player base boost but I care if I can not play with a few friends in the same city in a dedicated server without warping against AI.

Eclipse4349
Jun 11 2011, 02:08
I would like to see multiplayer issues like warping and warping get fixed so that we can hopefully play in multiplayer without losing all immersion in the warping bullshit. I don't care if there won't be PVP player base boost but I care if I can not play with a few friends in the same city in a dedicated server without warping against AI.

Couldn't agree more!

77Lupin1
Jun 11 2011, 03:48
My suggestions:

Better voice acting.

Better voice acting.

And better AI speech (such as when an AI teammate is giving coordinants, etc.)

That voice acting killed ArmA 2 for me and just ruined any sense of immersion.
I don't mean to be "That Guy" but the newer Operation Flashpoint titles had overall better voice acting and better blending of the AI sound files.

CameronMcDonald
Jun 11 2011, 04:33
My suggestions:

Better voice acting.

Better voice acting.

And better AI speech (such as when an AI teammate is giving coordinants, etc.)

That voice acting killed ArmA 2 for me and just ruined any sense of immersion.
I don't mean to be "That Guy" but the newer Operation Flashpoint titles had overall better voice acting and better blending of the AI sound files.

For sure. The Codies titles have always had better voice actors - and I'm sure you would have noticed that the voices in CWC were much less... er... retarded than the ArmA and ArmA 2 ones? This was Codies' work as well.

...pretty much the only good thing they contributed.

Innomadic
Jun 11 2011, 04:53
To be fair though, Sgt McRacist does have one good line...but thats about it.

CameronMcDonald
Jun 11 2011, 06:13
To be fair though, Sgt McRacist does have one good line...but thats about it.

Now, now, I'm referring to quality, not content, funk no.

Alwarren
Jun 11 2011, 08:26
One feature I would like to see is more predefined animations for characters, even if those are not used in the campaign. Usually, when I am trying to do a cutscene I am struggling to find some generic looking animations.

As an example:


Someone using a cell phone, pacing around/standing still.
Putting hand on earpiece of your comms equipment, talking to HQ, standing and/or kneeling.
Entering a door, looking around inside, maybe with a flashlight in hand
Walking up to a laptop on a table, starting to type something.
Sitting on a table/desk, writing or typing
Running away in panic, looking over shoulder often to check for pursuit.

Things like that. Nothing big, just generic stuff that can be used by mission makers to flesh out their cutscenes.

Ebolavirus
Jun 11 2011, 08:46
Editor Modules. I very much liked the concept behind the Town Generator. I'd like to see this kept for A3. I'd also like to see modules for:

populating sea life,
creating shipping traffic and convoys
populating underwater wrecks,
SecOPs expanded to include water based objectives
Enabling Electrical grid for city lights at night

I would also like to see the inclusion of a couple of oil rigs off the coast, with helipad access.

AstroMan
Jun 11 2011, 08:47
I'd love to see smoke cast a shadow.

PurePassion
Jun 11 2011, 09:50
well during the presentation of ToH it was said that the volumetric clouds cause shadows. So with the new particle system this could be possible.

Tobie
Jun 11 2011, 10:03
i totally agree with the whole stuff in the 1st post =)

z0rrer0
Jun 11 2011, 11:46
I'm going to assume that you're not trolling.

You just haven't the slightest clue when it comes to video games, do ya?

:p


I'm not trolling, it's just my opinion. Could you explain yourself a bit more?

Regards

danny96
Jun 11 2011, 12:14
So we will have 3D editor, full physics, better artifical inteligence, diving underwater.... It looks like ARMAIII will be overall better than ofp,armaI,armaII... But what about to make some extra smaller features? Like deformating vehicles (like in operation flashpoint I or GTAIV), destructable terrain(holes in ground after grenade/tank shell/IED/Mine explosion),walls and melee fights!

Kieran
Jun 11 2011, 16:25
I like the idea of some explosions causing small crator/trench/ditch in the ground that you could crawl is for some extra cover after nearly geting hit with a tank round.

I would like to see diffrent rounds for mortar and artillary
such as Chemical/Smoke/Air burst/MRSI types would be a great addition :)

mycatsaid
Jun 11 2011, 16:38
Did anyone say fix the jumpy/laggy AI animations yet. Sick of that in multiplayer. About time they did something about it after all this time.

PurePassion
Jun 11 2011, 17:08
I'm not trolling, it's just my opinion. Could you explain yourself a bit more?

Regards

give me a reason why you should use a complete new engine for ARMA III, then think about reasons why you should not.

And then compare those points....

SpetS15
Jun 11 2011, 20:24
Explosives!! :D
- Hand Grenades explodes and also trhows shrapnels made with a particle system
- a Bomb impact, big explosion, big loud sound, and finaly a rain of rocks and debris in a certain radious

I want a lot of smoke/dust/debris, a little ground shake, and most important, the sound FX, it should be loud an realistic as possible, also for distant explosions and other fx

77Lupin1
Jun 11 2011, 20:32
To be fair though, Sgt McRacist does have one good line...but thats about it.

Thats Staff Sgt McRacist too you.

NodUnit
Jun 11 2011, 21:25
I'm not trolling, it's just my opinion. Could you explain yourself a bit more?

Regards

changing the engine would mean starting everything from scratch, learning the nuances and limits of those engines. A new editor would have to be made (if it could) and entirely new toolkit which would take a long time to set up then make user friendly and document.

Also what the engine can do must be explored, the problem is for all their beauty most engines today just don't do what RV does, take Crysis for example, beautiful engine but when employed AI must be set up with where they can walk, out of bounds areas, where they take cover, what weapon they have can they be in vehicles and all this must be done on a per mission basis.
Then you look at the vehicles, very simple stuff, one button to move at a given speed, no need for secondary crew since the driver controls everything, while the editor is nice and all the area of operation is still far more limited in comparison.

Just about all engines are similar in how they act, driver=gunner, vehicles=1 set speed, at the current battlefield has the most advanced flight physics for mainstream games and from what I've seen on BC that actually dropped since BF2 nose down twisting gravity be damned.
Looking at the RV engine you can- place infantry types on the spot and they will control themselves, vehicles have more depth in that they have different speeds, this may seem trivial but it actually does come in handy, multiple crew making cooperation and teamwork a necessity, a huge map range for operations and so on.

Then you take a look at the community aspect, what can we do there as opposed to what we can do here..well, between diverse community projects it has been proven that Arma can be turned into a full blown simulation in many aspects, tanks with FCR and penetration, infantry with bleeding, white/black outs gas masks stuning weapons and so on.
Ground missiles with tracking systems of long range and precision, air units with diverse weapons loadouts, communications mirroring how it works in reality with distance and obstructions and much much more.

In the end it boils down to cost vs time vs capability, how much will it cost to move, how much time will it take to adapt, what can the engine do as opposed to what we have.

BobcatBob
Jun 11 2011, 21:56
To be fair though, Sgt McRacist does have one good line...but thats about it.

Lol, which one is that?

CarlosTex
Jun 11 2011, 23:01
i have one suggestion. All the previous games content into A3 as a DLC. I'll buy that.

Steakslim
Jun 11 2011, 23:04
i have one suggestion. All the previous games content into A3 as a DLC. I'll buy that.

That'd be one hell of a dlc

froggyluv
Jun 11 2011, 23:15
Yes yes! A DLC of OFP using Arma3's engine with a slight revisionist bent:

Operation FlashPuff The Sunken Dragon

A remastered version in which Armstrong, Hammer and Gostovski must overcome the evil Eagle Master Lenton and his band of way too loyal Boy Scout cronies.

NodUnit
Jun 11 2011, 23:17
There is a pinch of irony in there somewhere.

Steakslim
Jun 11 2011, 23:19
band of way too loyal Boy Scout cronies.

You must forgive me Canteen Boy...my chest is quite hairy..

http://27.media.tumblr.com/tumblr_lgy9cdad9p1qdo0goo1_500.jpg

PuFu
Jun 11 2011, 23:23
You must forgive me Canteen Boy...my chest is quite hairy..

i think it's closer to this one:
http://i51.tinypic.com/14ocd91.jpg

NodUnit
Jun 11 2011, 23:29
http://www.mostphotos.com/preview/128068/two-coconuts.jpg

froggyluv
Jun 12 2011, 00:07
I believe twas Shakespeare: "What evil and most unpleasant putrid debauchery doth lurk in thine forums unknownst mind"....


...or maybe it was Freud.

5LEvEN
Jun 12 2011, 00:45
OP please add to the list the following:
Full support for proper throttles. (a throttle works like a real throttle on a joystick)

The option to have one button on a controller fire a gun and another button fire a missile. (like in real life)

A squad awareness system something similar to the sthud by dslyecxi http://www.dslyecxi.com/sthud.html

Infantry body armor and accurate simulation of it

A better damage system for vehicles and infantry

More research done to accurately simulate weapons effects on vehicles. For example listen to or read about real stories like the history channel did for this sad video:
http://www.youtube.com/watch?v=TVlajvTcLYI&feature=related :(

Realistic maverick targeting on vehicles. Here is an example of an a10 from dcs http://www.youtube.com/watch?v=U4JNuNTGH3E&feature=fvst

User2010
Jun 12 2011, 06:01
Can we have a defined multiplayer gameplay? something like PR mod for BF2? no need to get rid of the editor, but having a defined multiplayer would help lessen confusion to new players and attract more players to PVP arma3.

If its too late to do for Arma3 then a sepcial DLC a few months later would be great.

arigram
Jun 12 2011, 07:40
It was requested that I repost my "wishlist" regarding naval warfare in here, even though I don't see the point in having multiple postings of the same ideas. In any case, here you are:

... I am really looking forward to a new naval warfare dynamic that has been missing from the previous games. Since there is only one island in the map though (I doubt that Agios Eustathios will be included together) I wonder if there will be any motivation for mission makers and players to fight at sea and not just use the water for insertions at the start of a mission, which are more or less unnecessary and are included as a cinematic effect.

Scuba diving seems also to be of limited potential, unless there are real reasons to go underwater for extended periods or more complex missions. They mentioned that a diver would be able to sabotage a vessel, but the submarine so far has only been a motionless prop and the only displayed ship has been the fictional gunboat.
They also mentioned that you can "salvage" from wrecks, which in gaming terms it would be an underwater crate to get equipment from.

To really take advantage of the water, IMHO, they need:

1) A large body of water that is treated as a battleground and doesn't just surround the island. For that, "endless water" is not enough, there has to be some motivation to be in it and not just cross it as quickly as possible to get to land. As such, there is no point to even begin, let alone place, a mission in water.

2) Lemnos by itself wouldn't be enough to encourage players to play in the surrounding water. Agios Eustathios should be placed on the same map as to be able to construct operations at the sea between the two landmasses.

3) What would be great, is the inclusion of a secondary map, of smaller dimensions and simpler details that would feature a few islets, either completely barren or maybe with just a house or two. Of course, a map like this can easily be provided by the modding community, but the inclusion at the base game would give players motivation to create scenarios (and game types) utilizing naval units. Such scenarios would be fairly realistic as well, considering the altercations between the two Aegean neighbors.

4) Naval warfare game type. Mission structures, objectives and in general motivation to fight at sea should be part of a special game type, or an important part of Warfare or existing game type, to encourage naval warfare.

5) There has been a mention of a hovercraft I think and that would be simply awesome (in the actual meaning of the word). An Air-cushioned landing craft like the monstrous Zubr (operated by the Russian and Greek navies), the Chinese Jingsah II LCAC, the British Griffon 2000TD, the US Navy LCAC, or a fictional one would make a whole lot of sense. They carry troops, vehicles and equipment so they would play an important part in a war in the Aegean. They are also armed to the teeth, especially the Zubr and would make them a formidable opponent by themselves and can become even water based mobile bases. The Zubr is also armed with mines and artillery to defend and attack positions on land. Such a vehicle would be an impressive demonstration by itself, as a model, as a technology (turrets, missiles, defense systems, equipment-vehicle-personnel storage, etc) and could be a major selling point for the game. No other game has something close to it!

6) To actually have some sort of naval warfare, ships bigger and badder than the small gunboats and inflatables have to be in. I know modders such as Gnat can add them, but BI has to have one missile boat or destroyer as a demonstrator at least, to motivate players to play with them. Also, if their functionality is present in the base game (such as missiles and countermeasures, like those of Mandoble) it will demonstrate a serious approach to naval warfare make the game feel more complete.

7) I do not know if the new engine will allow it, but walking or firing from moving vehicles would add to the firefights on water. Soldiers wouldn't be sitting ducks on boats and ships anymore and a bigger ship like a destroyer or an amphibious assault ship can be more than a land-like prop and be an actual game mechanic. I can envision a game type, perhaps more arcade-ish, where the ship becomes a sort of mini Carrier Command and has to attack islands and other vessels with troops and weapons while defending itself. Or even imagine a couple or more operating together.

8) The submarine doesn't have to have interiors. Or be walkable. But it should be steerable, even if it only presents a simple HUD and a periscope view. It can behave like any other vehicle in game, with seats for troops and weapons, like missiles, torpedoes and a remote controlled canon or machine gun. I don't see why it couldn't be possible.

9) UAVs should be able to be launch from and land on ships.

10) If weather affects the sea state, from calm to stormy, with the waves rising and presenting a danger or at least a difficulty to steering the (smaller) boats, it would add much to the immersion and atmosphere of a battle. The water looks perfect so far, both the color and the behavior of the waves.

11) I've seen the fish on the video and heard the confirmation that more will be made, but would also like to see something bigger, like dolphins, sea turtles and even (dangerous) sharks.

12) There is a case for melee fighting among divers equipped with knives. I am not sure what underwater weapons exist (or could exist in the future), but I know that the speargun has very limited ammo, its very slow to reload and difficult to use.

That's all I can think of now.
The whole matter reminds me of the Total War games, where naval warfare was neglected until it became a major feature.

NodUnit
Jun 12 2011, 07:47
I know you added numbers but it may not hurt to shift+enter when finishing the request of the current numbers.

-FinLynx-
Jun 12 2011, 08:10
My wishes may be brought up already, but I write them anyway.

- Boat tilt when turning at higher speeds... I didn't notice it on video.

- Wind humming on windshield/wing mirrors while driving cars and in ears on boats... expecially at higher speeds.

- Hope you make the sound world little different if character wears active hearing protection like they do in most pictures (ear damaging sounds will cut off, highfreq. sounds are stronger... you can actually hear better, try real ones and you get my point).

- Try to make feeling of diving as close real as possible (sounds like breathing, bubbles http://www.youtube.com/watch?v=VQ1RZY9LJXI ..., diving speed should be reduced from what seen on walktrough-video... in combat gear speed could be more like 0.7-1 ft/sec. And you shouldn't be able to dive too deep either... 30m max... diving deeper could cause dissynes and blurry eye sight after while and finally unconsciousness and death.)

Good luck with the entire project!!

arigram
Jun 12 2011, 08:37
I know it is more than silly to request one's national army to be featured in the base game, but I think including the Hellenic Army is warranted in this case. After all, the war will take place on a Greek island!

It might not fit the story so far. Considering that the Armaverse scenario is that of a World War, the campaign taking place in Arma 3 is after prolonged warfare, the island is already occupied by invading forces and the defenders aren't doing so well, it might well be the case that the Hellenic Army has lost the war and is destroyed.

Even so, I would still like a tribute to the national defenders of the island. Maybe just a ship or vehicle, or a handful of special forces, something to make the point that Greece is not just a randomly picked battleground.

I would like to see maybe a missile boat, a gunboat, or a IFV or APC, such as the Russian-made BMP-3, Leonidas 2 or even the real-world canceled Kentaurus http://www.elbo.gr/images/kentauros01.jpg

or, even a trireme ;)
http://raote.files.wordpress.com/2009/08/trireme.jpg?w=504&h=329

Of course, if Greek partisans aren't featured, I will never talk to you again!

Pundaria
Jun 12 2011, 10:04
Can we have naval bombardment this time?

1conu59
Jun 12 2011, 11:39
I saw a short video on facebook and especially the divers...
I tried to represent my vision of the immersed interface.

http://img827.imageshack.us/img827/2783/masque.jpg

Liquidpinky
Jun 12 2011, 12:12
I saw a short video on facebook and especially the divers...
I tried to represent my vision of the immersed interface.

http://img827.imageshack.us/img827/2783/masque.jpg

Unless it is tweaked for triple monitors, no thanks.
You should try watching your hard earned hardware doing nothing when you are wearing NVGs, only the centre monitor has an image. Why I will instantly quit a mission if it is fully night time scenario, I will still play if it is light enough to not need the NVGs.



My own wish, ground effect and ground effect vehicles please.
Modern day/futuristic Orlyonok (http://3.bp.blogspot.com/_lWjaeTyaIY8/TPT3EF3pFvI/AAAAAAAAAYI/Btky4B1cuRE/s1600/EP_10_orlyonok.jpg) or Lun (http://upload.wikimedia.org/wikipedia/en/5/5f/Lun_Ekranoplan.jpg) would be nice.

http://www.youtube.com/watch?v=wvyXdcLRfFs&feature=related

1conu59
Jun 12 2011, 13:13
Unless it is tweaked for triple monitors, no thanks.
You should try watching your hard earned hardware doing nothing when you are wearing NVGs, only the centre monitor has an image.

I agree with you... But I think the big problem is the modeling of sight to dive, night vision or in some vehicles too. Actually it's just in 2D and it's really ugly and a shame. I imagine 3D goggles with drops of water which flowing on the glasses when we go out of the sea etc...

Look the rain effect in this game...

http://www.youtube.com/watch?v=HdrH8i5guOY

Eclipse4349
Jun 12 2011, 13:23
Can we have a defined multiplayer gameplay? something like PR mod for BF2? no need to get rid of the editor, but having a defined multiplayer would help lessen confusion to new players and attract more players to PVP arma3.

If its too late to do for Arma3 then a sepcial DLC a few months later would be great.

Completely agree here!! Relying on the community so much to make MP missions turns a lot of potential ARMA addicts away!! It has to be "out of tje box" though, a few months after release is too late!!

NodUnit
Jun 12 2011, 13:23
You mean bubbles I hope, generally if you can see drops of water around your goggles then that is not a good sign. And how would you go about making "3D goggles", in the end 2D is the best answer since you could blur it and simulate the eyes lack of focus to the object around your face (FOV would need to be wider than that though)

Kanelbolle
Jun 12 2011, 13:37
Aircraft - CCIP
Implement CCIP bombing in the HUD of aircraft's.

It's easy to use and hand to use, don't really see why this is not in the recent games..

OnlyRazor
Jun 12 2011, 13:38
God, 3D would just be a waste of dev time. Maybe add it in after everything else is finished but, seriously, do the *important* stuff first.

Paintface
Jun 12 2011, 13:54
that server admins can put urls to downloads of required mods in the server settings, this way the arma client can download any required mod and stay up to date.

this would enhance the experience greatly and keep mods a viable option to use on the server so enough people can enjoy it.

should honestly be patched into arma 2 ( as excuse to beta test it for arma 3 )

RangerX3X
Jun 12 2011, 15:16
Forgive me if these points were raised previously:

1) Please change the central character from Captain Scott Miller to something else. The Ghost Recon Series has used Captain Scott Mitchell forever, and the decision to go with a Captain Scott Miller character seems like nothing but a cheap rip-off.

2) Drop the RAH-66 Comanche - The RAH-66 program was canceled in 2004 before it was fielded. It is not needed in this game when there are other more viable and real alternatives that could be used.

3) FFS - fix these issues once and for all:

AI controlled convoys
AI suppression fire
AI helicopter flight pathing and landing under fire

Thank you.

Celery
Jun 12 2011, 15:29
1) Please change the central character from Captain Scott Miller to something else. The Ghost Recon Series has used Captain Scott Mitchell forever, and the decision to go with a Captain Scott Miller character seems like nothing but a cheap rip-off.
It's hard enough to generate a <first name> <last name> without having fictional namesakes in one game (or movie) or another. Now they have to consider close shaves too?
As somewhat related trivia, Duke Nukem was originally a villain in the Captain Planet cartoon series. The name was later taken by a popular video game character.


2) Drop the RAH-66 Comanche - The RAH-66 program was canceled in 2004 before it was fielded. It is not needed in this game when there are other more viable and real alternatives that could be used.
In an E3 video the BI rep says that the Comanche was not shitcanned in the Armaverse.