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Papanowel
Aug 23 2011, 20:43
Probably you often play as a sniper in the game and underestimate the knife) I'm always attack, and very often go up to the enemy close, use a knife for me, it is often necessary

So use your pistol with silencer ;)

tyler2
Aug 23 2011, 21:11
So use your pistol with silencer ;)

Possession of a knife is one of the oldest martial arts, no matter what weapon would be the soldiers of the future with him will always be his faithful friend, a combat knife ...

wiggie
Aug 23 2011, 21:23
Call me stupid if you would like, but I would like to see something along the lines of tents in ARMA 3.

Now I know for most they seem irrelivent, but let me explain. With the new fatigue system in the game, carrying a tent in the backpack could be very useful, for many reasons. Firstly, tents come from one man (more a bivi-bag or survival bag) all the way up to a squad sized tent that would need to be stowed in vehicles. Whilst inside, time can skip forward if the game allows it, but more importantly, characters recover quicker, and the tents would be made of some special material that has no thermal signature and no NV signature, thus making those inside at night invisible. It could also be used for storage too, making it a valid asset for players who like sandbox missions or sustained operations, especially in multiplayer.

Next, call me crazy again, an option to turn on a survival mode where players need to keep warm,sleep, eat and drink. Things like that, not hard to do, just a few bars that tick down, and if they hit zero, things start to go south. Thus carrying water, rations, tents and stoves and stuff becomes important, and another thing for some players to consider when doing milsim missions or sustained operations like me and a few friends wan't to do.

Along the tent lines, simples, camo nets (in varying sizes) that can be deployed to conceal anything from sniper teams, to artillery, to vehicles. And finally, larger drones such as the Crusher with multiple variations including a pack mule version, just for those special ops teams who need something for fire support or gear hauling where vehicles aren't apropriate.

Also, mega customization please :D

SAbre4809
Aug 23 2011, 21:27
Finally get RTE and AAR from VBS2 / or something similar.
http://developer.vbs2.com/manuals/Content/Admin_Manual/AAR_Playback.htm


Next, call me crazy again, an option to turn on a survival mode where players need to keep warm,sleep, eat and drink. Things like that, not hard to do, just a few bars that tick down, and if they hit zero, things start to go south. Thus carrying water, rations, tents and stoves and stuff becomes important, and another thing for some players to consider when doing milsim missions or sustained operations like me and a few friends wan't to do.Meh, aslong as eating and drinking gets automatically done, keep the need to have it/carry it.
Would get abit gimmicky and forgotten down the line though.

Steakslim
Aug 23 2011, 22:31
Dunno if it's been mentioned, but how about the ability for the AI to determine someone is inside a building/structure to where they will use explosives on it, for instance a tank firing HE shells on a building occupied by opponents, or an enemy heli doing something similar. Right now you are pretty safe inside a structure so long as you keep low from the machine gun fire or the occasional BMP cannon fire. Aside from that, nothing will try to destroy the building to get to you outright accept for direct fire from artillery and that's only because they (the artillery gunners) have no other option to shoot yah with.

MisTyK
Aug 23 2011, 23:39
Want Picture in picture :RTT like that !! :hehe:

http://img33.imageshack.us/img33/7372/arma2oa2011062715222412.jpg 180kb. Please check your filesizes people. Forum rule of max 100kb. Thanks. /Alex

DementedFool117
Aug 24 2011, 01:48
Well, most likely people already said it, but here I go:
1. Camo like in OFP (2001); hide in a Bush, wearing a ghilliesuit, and enemy AI's walk right past you without noticing; but since Arma 1, the (especially) enemy "spotability" just went from realistic to "X-Ray-FullBright-Thermal-Hawkeye-Vision". While the enemy see's you even when wearing a ghilliesuit and lying in tall grass, you own friendly AI's never shoot somebody unless they are in range to beat them to death with a stick. :-/
2. AI's like in OFP: AI's where actually moving, but since Arma1 and even worse Arma2, they hesitate to even walk 5 steps before lying down, screaming "MOVING", and eventually get shot after 5 seconds. And why are only the enemy AI's shooting, but the friendlies never kill anything?

Polar Bear
Aug 24 2011, 07:33
For me ArmA2/OA has always been primarily a long-range combat game. The reason is that moving around inside buildings is frustrating. The simulation of your body is nice, but the mechanics of actually getting yourself through a door and oriented the right way is just clunky.

In real life I can move through doorways without even thinking about it. I can edge around corners without bumping into them. In the game that's always been somewhat difficult.

If there is one single improvement made to the physics/engine in ArmA3 I really, really, really would like to see smoother and more fluid movement through close spaces like the interiors of buildings.

I understand the challenges in a simulator. I leave it to others how to address those challenges, but it really harms the playability in city settings. I hate getting shot because I can't figure out how to fit my body through a door and get to cover...

---------- Post added at 03:24 AM ---------- Previous post was at 03:23 AM ----------

Wish #2 - Better AI.

Obvious point is obvious--better AI is always better. The AI is an important part of this game.

---------- Post added at 03:28 AM ---------- Previous post was at 03:24 AM ----------

WISH #3 -

*NOT* more guns/vehicles/etc, there are LOADS of these in ArmA/OA/BAF/PMC/etc. and they can ALWAYS be added via DLC.

It's not that I don't think there is room for more.

It's that I think you guys should devote your time and energy to the fundamentals of the game, the engine, the mechanics, the housekeeping, getting the bugs out, and so on. If ArmA3 comes out of the box with vanilla guns and equipment but an AWESOME platform, then all the frills like new weapons and vehicles can come later via DLC.

---------- Post added at 03:33 AM ---------- Previous post was at 03:28 AM ----------

WISH #4 - Debug Tools / Support for Scripting

I tried my hand at scripting a bunch of scenarios in ArmA2 and it was lots and lots of fun, but sometimes it was really really frustrating. The frustrating moments were when something just didn't work, and there was no obvious reason why it wasn't working. In the end I'd find out that I'd put something in a wrong context, an object wasn't created at that point in time, or I'd got some arguments to a script command wrong. Sometimes I would never figure it out, and find some other way to do things.

But it would always be a big mystery, and take me hours of hunting through forums and trying things out to find out why.

Improving the ability to debug scripts would be amazing. I don't know how this could work--maybe better debug logs? Or some tools? Better static or runtime analysis to catch basic script errors? Or I don't know, I'll leave it for you guys to figure out.

But if you could improve the experience of finding and fixing problems in scripts that would be great.

On a related note, better and more complete reference documentation for the script commands, with commented examples. Some of the script commands I didn't really understand until I googled them and found 3rd party uses. That makes it all a kind of black magic, when really it should be documented better. I know that's boring.. but scripting is a big part of ArmA! So it should be well supported.

HyperU2
Aug 24 2011, 07:44
Yeah that old movement in buildings issue is the sole reason I'd never really attempt too much PVP, frustrating enough against AI.

Blake
Aug 24 2011, 07:51
I wish there was some way to continue large coop missions on dedicated server where you left off. Lets say you have huge coop map lasting 2-3 hours without respawns and 30 people playing it. Then after 1 hour entire team is killed by some unfortunate mishap. After that you could decide to continue where you left off after couple of days with the same 30 guys.

Full savegames could be problematic on dedicated server, but how about some "rallying point" or "checkpoint" half way in the mission where you'd be able continue. This would not have as much data as save files, since enemies killed before "checkpoint" would just vanish and no unit locations or damage would be stored etc. Just the data or info that you start the mission at certain point.
This "checkpoint" could be defined by the mission designer in the editor and triggered automatically when eg. certain amount of objectives are met. In the mission selection then the server admin could then prompted wheter he'd like to continue the mission from the "checkpoint" or start from scratch.

Such system if properly implemented would allow sort of "save games" on dedicated servers without the need for large save files and synch problems and thus probably allow even campaigns on dedicated servers.

NZXSHADOWS
Aug 24 2011, 23:49
Can I suggest something for vehicle dampers maybe get RotationZ to work with TranslationY on the dampers to give a bend effect. Not just a linear motion. Below is a small examine of what I would like to see working ingame For ARMA III.

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

John1000
Aug 25 2011, 00:26
What I woul like to see is a Swedish Combat Boat 90 with waterjet engine that could quickley make raids into enemy costal installments and be able to launch and recover diver
s and manage thier own combat missions with a map"drag and drop" feature so that the player can get home fast to a safehouse somewhere.Perhaps it`s possible to make a "door"
to accsess the Sub,adding a large room (invisable)to it and a "move Object to a MapGrid" in a certain timeframe to make it move there (autopilot).
Add Spearguns to the divers and the ability to drop a explosive device somewhere close to/attach to enemy diver.Maybe even a flaregun or homing beacon to find him out on the open sea.

SpetS15
Aug 25 2011, 00:34
Epic and realistic explosions, with epic and realistic sound FX included

John1000
Aug 25 2011, 01:33
What would be so cool to see in Arma3 is using the user made helicopters,the ability to "Add the Brain",flight characteristics of TOH to them and make the AI`s be able to jump into the water like Navy Seals from them.Please ,also fix the problems with Halo,HAHO that
people have talked about.Free moving inside of planes,Static Line jumping and maybe even
COD-Style sights/shooting.
What I like to see is Radio operators in game.And a change to the Armoury;to be able to use All item out of the box;testing that armoured Limo and its minigun and instantly putting it into my mission editor and go back for more.A drop down list to pick a script and randomizer to insert any action on the fly for any unit and a easy way to drop and drag any event ,gun or action,timed or not,onto any car,any seat ,any weapon station,change or replace any parts of any vessel,change coulor and so on in some sort of "Wehicle Editor".

---------- Post added at 01:20 AM ---------- Previous post was at 12:50 AM ----------

A personel editor to be able to change any ones outfitt on my team.A diver might have a Speargun or a Crossbow,A Pilot might have a an invisable suit inderneath a pilot gear,maybe a ghile suit to be able to hide in the presence of the enemy,a loadout screen to pick out gear for that event he get shot down,to have 2 gear on him at once.
The ability to add action on the fly(Seals:Find and Recover that Pilot) as I`m playing.
The ability to try out various things like setting the propability that the enemy can/will spot me to 50%,Visibility to 75% and Vind Direction on the fly.
Randomize enemy actions.
Be able to "Spawn weapon in the hands of Player,setting Direction in degrees,through a car window.
Be able to overhear what player on the other team is saying to one another,if close.
To build houses of premade parts.To clear houses as Rainbow Six game.
To have auto-download of Patch and to Revert to Previous Build,too.
To be able to have some sort of system that check that an add on are combatable,working
and not cousing any instability and if,can deacivate parts that makes system become unstable,looking and downloading updates and new version of addon,when availeble.
Make possible to make own plug-in program that can run a unit OUTSIDE of Arma 3,if need be,making it less CPU demanding.

---------- Post added at 01:33 AM ---------- Previous post was at 01:20 AM ----------

Make editor that can make any item movable and placeble possable to interact with,placing
trigger onto an item,IED onto a BackPack a Flaregun attached to a Zone Alarm with SCRIPT
"If_PLAYER_WALKS_INTO_ZONE_"BLUE"_SOUND_ALARM_4_PLAY_"WAR MUSIC"_"NUMBER_4".(or whatever).
Script linked to music ,everything ready via auto-download of New Functions from websites
like Armahollic.IN DropDown list please.

6StringShredder
Aug 25 2011, 01:56
This may have been mentioned.. Id like a more realistically destructible environment.. For example instead of a building falling apart in the same way every time, it actually falls apart where the damage was taken.. Sand bags fall apart and spill sand after enough bullets strike them. Trees get blown in half, or in quarter portions. Perhaps craters from arty and mortors wont just be black spots with a little bit of a dip but a big hole instead? Just some ideas

5LEvEN
Aug 25 2011, 02:30
COD-Style sights/shooting.


I am sorry, but what? Why? I don't think anyone (except you) wants that.... Then again its a wish list...

Flash Thunder
Aug 25 2011, 02:36
Want Picture in picture :RTT like that


Thats already in the game.......

wolfbite
Aug 25 2011, 18:09
COD-Style sights/shooting.

*Monacle pops out, Spits out tea*
Dear god man....
*Looks for lynching club*

dale0404
Aug 25 2011, 18:33
I am sorry, but what? Why? I don't think anyone (except you) wants that.... Then again its a wish list...

I am with you on that one!

Nielsen
Aug 25 2011, 19:05
*Monacle pops out, Spits out tea*
Dear god man....
*Looks for lynching club*

LOL... I feel you. People should know better than to use the C word in here :D

Cyper
Aug 25 2011, 19:26
It would be kinda pointless to make the game more like COD due to the fact that probably (my guess) 90% of all games out there tries to imitate COD more or less. Unfortunately, I'm worried that the game will be more like COD, whenever it is codified by 2% or 30%..its bad.

***LeGeNDK1LLER***
Aug 25 2011, 19:37
we will not face that risk, dont you... ;)

wiggie
Aug 25 2011, 19:55
Another one from me after once again scouring Armaholic for skins.

With customization supposedly playing a big part in the game, for gods sake make it good. I will post down how I think it should be done, and then after that, the features I think should be put in to make it even better.

Tier one of customization is simple, clothes. Slam in a wide variety of boots, trousers, belts, gloves, tops, hats and accessiories such as; Watches, heart rate monitors, knee/elbow pads, glasses, scarfs, goggles, ect. Just so that even without armour, we can trick ourselves out to look cool, best example, just like Rainbow Six Vegas 2 did. Make customization actually custom.

Tier two, after your clothing and accessories are set, you pick your combat gear, for this there will be body items such as tactical vests, bandoliers, webbing and other load bearing equipment. Helmets, combat visors and other such stuff should come in after that, but bear in mind that these should be blank slates, just the vest itself or helmet instead. And also, seing as its becoming more popular with modern soldiers, other armour such as arm guards, shin pads, shoulder guards, neck protectors and the like too.

Finally, and this is where the real dreams start to take fold, have pouches custom fitted to the gear, not as in, pouch layout 1 - 6, as in, you pick the pouches you wan't on your character, whether that be on his vest, his belt, or whatever. If there are MOLLE strips, and enough space, you can strap pouches to it. The effect of this would be that it dictactes what you carry in game. So, if I have no magazine pouches, I can't carry magazines, and so on and so forth.

Also on this tier, add backpacks (lots of them) including hydration packs and the like, let us put some more pouches on thigh rigs, belts and even let us tool up our helmet and gear with other accessories such as IR strobes, cats eyes, NVG's, goggles, flashlights, chemlights, zip-cuffs, camera's and all that other jaz that makes playing a soldier cool.

Plus with the gun customization that already sounds promising, not only will you have amazing looking soldiers, and great variety, but also, an extremely happy fanbase! I know it sounds overkill, but if its worth doing its worth doing well, plus its easy to randomly genorate for things like AI.

On an ending not, add in lots of camo's that can be applied to every piece of gear, and for the love of god please let us add pouches to backpacks and vests and such in game, though the idea is sound, if I pick up an enemy tacvest, I would like to rip my pouches off of my vest and stick it on there.

Thats my dream though :D

CarlGustaffa
Aug 25 2011, 20:00
Naah, we don't want no action game features here. That would mean no infantry 3rd person, something that is desperately needed by 70% (http://forums.bistudio.com/showthread.php?t=124062) of the sim players :p /sarcasm

And just for the record -> :p

Katipo66
Aug 25 2011, 20:08
It's only the editor that has carried Arma for me, but now ive uninstalled the game because I'm no coder/scripter and im tired of wasting precious time trying to get things to work... And I've wasted a lot off time in the editor and MP is dead unless you belong to a clan etc!

I think they have picked up their game and will be providing a lot of features that are old hat in other shooters like rag doll, physics etc.. We've been wanting that for a long time now but for me it feels too little too late.

In hind sight my only wish is they provide tools to be able to create big epic ongoing (persistent) SP battles in the editor with AI respawn, some sort of re-capturable zones etc, that's what sets Arma apart is it's sheer size and awesome user addons, but you cannot really use them in any "Arma" kind off way? Unless you're an uber scripter or use some off the cool add ons like DAC/Ups

I doubt they will provide any new editor tools etc so Arma is pretty much dead for me now, but will give PR a go as maybe they will finally provide some worthy online gameplay

DMarkwick
Aug 25 2011, 21:29
It's only the editor that has carried Arma for me, but now ive uninstalled the game because I'm no coder/scripter and im tired of wasting precious time trying to get things to work... And I've wasted a lot off time in the editor and MP is dead unless you belong to a clan etc!

I think they have picked up their game and will be providing a lot of features that are old hat in other shooters like rag doll, physics etc.. We've been wanting that for a long time now but for me it feels too little too late.

In hind sight my only wish is they provide tools to be able to create big epic ongoing (persistent) SP battles in the editor with AI respawn, some sort of re-capturable zones etc, that's what sets Arma apart is it's sheer size and awesome user addons, but you cannot really use them in any "Arma" kind off way? Unless you're an uber scripter or use some off the cool add ons like DAC/Ups

I doubt they will provide any new editor tools etc so Arma is pretty much dead for me now, but will give PR a go as maybe they will finally provide some worthy online gameplay

... wish? ... idea? :)

Blu3sman
Aug 25 2011, 21:41
I expect to see an FCS for AM/sniper rifles. Just like in modern tanks.
Aim at target, press 'lase' and it computes distance, elevation, windage, temperature, humidity and whatnot.
That's the future.

Though personally I don't like it cause it's for pussies :p

***LeGeNDK1LLER***
Aug 25 2011, 21:49
I expect to see an FCS for AM/sniper rifles. Just like in modern tanks.
Aim at target, press 'lase' and it computes distance, elevation, windage, temperature, humidity and whatnot.
That's the future.

Though personally I don't like it cause it's for pussies :p

you are trolling us, isn't it?

5LEvEN
Aug 26 2011, 02:48
That the admins for servers of Arma 3 put some good coop missions on the server, OTHER then domi... I mean come one guys, aren't you bored of that.............. It's almost impossible to find coop missions now....

NouberNou
Aug 26 2011, 03:59
Need to find a community to play with. Totally public co-op seems like it'd be horrible.

Rhodesy77
Aug 26 2011, 07:08
Need to find a community to play with. Totally public co-op seems like it'd be horrible.

this man speaks the truth, i stoped playing dom after joining a group. so much better now. but dont even need to do that, just any active community can run some awesome missions.

SpetS15
Aug 26 2011, 11:23
this game sim was made for that, teamplay, communication, planification, etc, etc, not for lonewolf rambo wannabe

but... EPIC EXPLOSIONS PLEASE! xD

Bars91
Aug 26 2011, 11:28
DINOSAURUZ!!!! And lots of 'em! Other than that some minor totally non-important stuff like engine optimisation, wind as global variable affecting everything it should and proper sound would be nice too... )))

J-Guid
Aug 26 2011, 13:09
Must beed added in Arma 3! Or addons again?
Sound, noise meter for stealth missions, and not only (similarity of Splinter Cell)
-Voice recording, audio sonar to scan the terrain (forests, home), the presence of sources of sound, noise enemy.

Booby-traps responsive to sound, noise and signal transmission to the player (remote mic), noise-killer as a means to deal with such devices.
The charge for a bullet or a grenade launcher for the sniper rifle with a camera and microphone, which can fire and stick to any object

-Collideble and brokable light sources (lights, headlights from cars, light poles)

CarlGustaffa
Aug 26 2011, 13:17
Not sure what a "noise meter" would do. In the OA stealth mission I once crawled around the whole base with an enemy following me around while I planted satchels. He knew I was there. He knew I was "interesting". But he didn't figure out if I was enemy. I lured him outside, and killed him the second I blew the charges and ran for the hills. This issue might have been fixed, and if not could have been fixed by them using flares with attached #lightpoint objects (I use this technique in my mission, and they do make positive id on you because of it). What would you base your "noise meter" on?

BigShot
Aug 26 2011, 13:38
BIS devs, please see this post:
http://forums.bistudio.com/showthread.php?t=124207

I'd like to see an improved coop version of the Warfare missions to continue and be included in Arma3.

J-Guid
Aug 26 2011, 13:53
Not sure what a "noise meter" would do. In the OA stealth mission I once crawled around the whole base with an enemy following me around while I planted satchels. He knew I was there. He knew I was "interesting". But he didn't figure out if I was enemy. I lured him outside, and killed him the second I blew the charges and ran for the hills. This issue might have been fixed, and if not could have been fixed by them using flares with attached #lightpoint objects (I use this technique in my mission, and they do make positive id on you because of it). What would you base your "noise meter" on?

How match more you deal a noice and enemy (noice indicator)
http://en.wikipedia.org/wiki/Sound_level_meter ...
If you run fast, you deal more noice, if you walk silently, your noice is low, and noice meter show thath!

Affects the level of detection, and distribution steps in multiplayer

DMarkwick
Aug 26 2011, 14:04
I don't see the purpose of a noise meter if you know that moving fast = noisy and moving slow = quiet.

GossamerSolid
Aug 26 2011, 14:07
I don't see the purpose of a noise meter if you know that moving fast = noisy and moving slow = quiet.

Common sense, how it is lacking these days :p

MattXR
Aug 26 2011, 14:14
An old nostalgic theme which is fitting for ArmA 3 ... sang for the The guns of Navarone which were on a Greek Island :P

Maybe ArmA 3 will get such a song for the game for old times sake ;)

Wq7GBwWom5s
http://www.youtube.com/watch?v=Wq7GBwWom5s

Polar Bear
Aug 26 2011, 15:00
ArmA should provide more Event Handlers to units, to cover all of the things the AI is aware of, and allow a script to over-ride the default behavior or add to it.

For example, we know that the AI's detect other units, because they will yell out things like "Man 200 meters ahead" or "Enemy man 200 meters ahead".

Yet there is no event handler that fires on this information, so you can't script behavior for it. You can come close by creating a trigger that fires when enemies are detected in an area, but that is a kludge, and is not quite the same thing.

The simplest use case for a handler like "enemy detected" would be for a unit that is posted as a sentry, or on patrol. What's it going to do when it spots an enemy? Perhaps it should NOT actually open fire, but instead stealthily observe while calling in reinforcements. The possibilities are endless.

In any case that's just one example. There are all sorts of things that the AI obviously is aware of that do not have any associated event handler. There should be an event handler for pretty much anything the AI knows about.

---------- Post added at 11:00 AM ---------- Previous post was at 10:50 AM ----------
Re-usable Waypoints

I would like to create some waypoints on the map that are not associated with any particular unit. I would then like to be able to use events in the game, triggers or eventhandlers, to assign a unit to that waypoint.

For example, if there is a strong point I could create some waypoints that model an attack on that strongpoint. A patrol wandering the map may then run across this strong point, and find an enemy inside. On detecting an enemy there via a trigger I could assign the patrol to the attack waypoint.

Another use is that you can lay down a bunch of generic behaviors on a map, save it, and then re-use it on multiple missions conveniently, assigning units to the re-usable waypoints.

You could also have a patrol route with different patrols following the same waypoints, but at different points along the route.

Anyway again, lots of possibilities here.

DMarkwick
Aug 26 2011, 15:13
ArmA should provide more Event Handlers to units, to cover all of the things the AI is aware of, and allow a script to over-ride the default behavior or add to it.

For example, we know that the AI's detect other units, because they will yell out things like "Man 200 meters ahead" or "Enemy man 200 meters ahead".

Yet there is no event handler that fires on this information, so you can't script behavior for it. You can come close by creating a trigger that fires when enemies are detected in an area, but that is a kludge, and is not quite the same thing.

The simplest use case for a handler like "enemy detected" would be for a unit that is posted as a sentry, or on patrol. What's it going to do when it spots an enemy? Perhaps it should NOT actually open fire, but instead stealthily observe while calling in reinforcements. The possibilities are endless.

In any case that's just one example. There are all sorts of things that the AI obviously is aware of that do not have any associated event handler. There should be an event handler for pretty much anything the AI knows about.

Yep :) I should like to break into the "enemy detected" event too, if the detecting group assesses that they themselves have not been detected, then they go into hide or ambush activity, instead of the default attack activity.


I would like to create some waypoints on the map that are not associated with any particular unit. I would then like to be able to use events in the game, triggers or eventhandlers, to assign a unit to that waypoint.

For example, if there is a strong point I could create some waypoints that model an attack on that strongpoint. A patrol wandering the map may then run across this strong point, and find an enemy inside. On detecting an enemy there via a trigger I could assign the patrol to the attack waypoint.

Another use is that you can lay down a bunch of generic behaviors on a map, save it, and then re-use it on multiple missions conveniently, assigning units to the re-usable waypoints.

You could also have a patrol route with different patrols following the same waypoints, but at different points along the route.

Anyway again, lots of possibilities here.

Can't logic units have waypoints attributed to them? You could use these as waypoint libraries ready for use :)

Khalashnikovf
Aug 26 2011, 16:58
I would be really graetful for this:
- Once there was comfirmed that blasts will create actually Shockwave I would like to be able set how Strong will that blast be from classic C4 to H-Bomb.
And just dont forget to make soldier and other vehicle classes to be able cover in, or behind house, well with some possibilitties that house will fall in ruins on them :)

- Improve AI fight in buildings once there will be every single one able to enter. I would like to see some Ambush actions with not stupid looking AI watching in other way and standing in one position in house (House patrol scripts are good, but still restricted by some rules)

- Make zeroing at Grenade launchers animated (so it will not so "jump" with any change)

- Animated entering and leaving vehicles !!!

- make it possible to change position in vehicle, or better said STANCE, so Soldier can cover crouching him self (they should be also able to look at window like driver when he wants to over drive someone or co-drivers to shoot)

J-Guid
Aug 26 2011, 17:50
I don't see the purpose of a noise meter if you know that moving fast = noisy and moving slow = quiet.

Add a speed walk control on mouse scroll - look a video about Splinter Cell DA,PT - Defalut you move faster, if you scrolling mouse wheel down, your speed begin deruced, and you noice to ;) :ghostface: :shhh:

kylania
Aug 26 2011, 19:40
Add a speed walk control on mouse scroll - look a video about Splinter Cell DA,PT - Defalut you move faster, if you scrolling mouse wheel down, your speed begin deruced, and you noice to ;) :ghostface: :shhh:

Like the Shift key you mean?

J-Guid
Aug 26 2011, 19:53
Like the Shift key you mean?

Shift key its fixed switcher between modes, mose wheel its a a floating switch!
Belive me, it will make movement of characters livelier and more dynamic!
In real life you cant move with any speed, you movements not fixed, you are not a robot :)! Again, look videos about Splinter Cell - this must have!!!

Float movements (http://www.youtube.com/watch?v=LL7b7fLpx7k&feature=related)
Stealth kill with float switch (http://www.youtube.com/watch?v=hEFfGBlETmA&feature=related)
MP with float controled speed of movements! (http://www.youtube.com/watch?v=PRhaF2S6EJw&feature=related)

Mouse wheel scroll up - increase walk speed
Mouse wheel scroll down - decrease walk speed
its switching slowly and not have a fixed presets!
In Arma character moving like a stone golems (movements is trapped and have no smooth)

SpetS15
Aug 26 2011, 21:17
How match more you deal a noice and enemy (noice indicator)
http://en.wikipedia.org/wiki/Sound_level_meter ...
If you run fast, you deal more noice, if you walk silently, your noice is low, and noice meter show thath!

Affects the level of detection, and distribution steps in multiplayer

why would you need a sound meter? USE YOUR OWN EARS!!!

J-Guid
Aug 26 2011, 21:29
Ok no sound meter, but smooth and float controlled movements must been HAVE!

DMarkwick
Aug 26 2011, 21:34
Ok no sound meter, but smooth and float controlled movements must been HAVE!

I actually did like the speed increments that Hidden & Dangerous 2 allowed with its mouse wheel. All the way from sprint right down to creep, it was a very intuitive control.

J-Guid
Aug 26 2011, 21:43
I actually did like the speed increments that Hidden & Dangerous 2 allowed with its mouse wheel. All the way from sprint right down to creep, it was a very intuitive control.

so here I am talking about this! in Arma it would be great in all situations, please enter it in Arma 3! movement speed 0.0 - 1.0 maby only for walk speed - run is run :)


Key modifier - Shift + Scroll, or an another!

DMarkwick
Aug 26 2011, 21:58
Would be kind of cool to have a smooth animation speed transition for walking. I'd expect it'd need an animation system overhaul though, unless the animation blending mentioned somewhere allows for it.

But, in principle I'm all for it. Smooth animation blending between slow (0) & fast (1) walk speeds, which then transition to slow (0) & fast (1) run speeds with mouse wheel, with default behaviour attached to the shift key?

As the mouse wheel is already utilised for UI needs, there would need to be some amount of UI development, and that conversation never goes well :D

Flash Thunder
Aug 26 2011, 22:24
Would be kind of cool to have a smooth animation speed transition for walking. I'd expect it'd need an animation system overhaul though, unless the animation blending mentioned somewhere allows for it.

But, in principle I'm all for it. Smooth animation blending between slow (0) & fast (1) walk speeds, which then transition to slow (0) & fast (1) run speeds with mouse wheel, with default behaviour attached to the shift key?

As the mouse wheel is already utilised for UI needs, there would need to be some amount of UI development, and that conversation never goes well :D

Agreed.

Something that "other game" FPDR but it was Red River that did it nice....ly

when you would move around in crouched state it was fluid and you would lift your leg up when you shifted positions and when you got off your knee if was very convincing.

small little details in animations are always big polish points to me in a game, like when your in a truck riding in the back with a bunch of other soldiers have them moving around, fiddling with their equipment and fingers, looking over their shoulder.

J-Guid
Aug 27 2011, 07:48
DMarkwick, any another key modifier (ALT, CTRL), but shift now is default modifier, select any key...

Please Confirm this feature, it's been boom-great!

Rye
Aug 27 2011, 07:53
Same with the smooth transition from raising and lowering weapon with double cntrl. If it was smoother and you could still move/fire while doing it, it would be great!

RobertHammer
Aug 27 2011, 08:03
Same with the smooth transition from raising and lowering weapon with double cntrl. If it was smoother and you could still move/fire while doing it, it would be great!

You want fire the weapon while you lowering your weapon , it sounds little silly ,but ok :p

Rye
Aug 27 2011, 08:12
No while raising. But hey, I might want to shoot my own toes? :)

EDIT: or when you click to shoot, you naturally bring the weapon back up to aim, while doing so or not e.g. click to bring it back up, keep clicking to keep firing while bringing it up.

djfluffwug
Aug 27 2011, 11:03
I have always loved ArmA for it's large battlefields compared to other games but I find it a bit boring when there are 5 players spread out over 400km.

So what I would like to see is a player limit increase. It would be amazing to have say, 300 people on one server battling it out.

PuFu
Aug 27 2011, 12:28
there is no such thing as a maximum/cap limit, server side or mission wise. The only cap is the bandwidth and the server specs (100+ players with no AI (or very little) is possible in A2/OA).

Polar Bear
Aug 27 2011, 13:46
I have always loved ArmA for it's large battlefields compared to other games but I find it a bit boring when there are 5 players spread out over 400km.

So what I would like to see is a player limit increase. It would be amazing to have say, 300 people on one server battling it out.

To achieve this the game has to be made more accessible. It has to be easier for people to learn. It has to be easier for people to get connected to a server (all the mods properly installed).

This has to do with popularity, not with any technical issue other than things that would build up the size of the community.

djfluffwug
Aug 27 2011, 13:51
Ahh must just be a lack of populated servers then compared to other games I guess :p

Other wishes I have:

Less clunky close quarter controls.

I find that in close quarters it is really hard to move around without hitting some objects and totally stopping and moving over obstacles etc.

It would be really great if that could be improves.


Falling Animations

Instead of just plonking onto the ground when you fall, it would be cool if when you fell from a large height that you would actually fall down with an animation and maybe even have a chance of dropping your weapon.

I find it is the little things that make the game more immersive.



Less Smooth Terrain

It feels like in OA the terrain has been artificially made instead of having a believable environment. The terrain feels way to smooth.

I know this is just a problem with terrain resolution vs performance but it would be cool to have less smooth ground while still keeping the ground from looking like pointy polygons :D

Polar Bear
Aug 27 2011, 14:56
Every army in the world trains its soldiers to charge, but you can't order a charge in ArmA. By charge I mean ordering the units to advance even though they are under fire. It can be necessary to take this risk sometimes, not only to attack a position but also to get out of a bad situation.

For example if pinned down in an open road instead of lying on the ground exposed it makes more sense to run across open ground to nearby cover.

However in arma2 the AI generally won't do this. Need a "charge" command to tell the AI to temporarily find some courage and rush forward, attacking if necessary.

DeclaredEvol
Aug 27 2011, 18:24
**My list will change over time, updates will be shown by date**


My Wishlist as of [08/27/11]

1) Bohemia Interactive hosted server's' where players can go to for the best Player vs. Player action. Most servers would not get enough attention to have a major amount of players versus players... hopefully this would be done for the sake of online gameplay.

2) Bohemia Interactive server and other servers to allow Client [ONLY] modifications and changes, optimized for players purposes. When playing online, it wouldn't effect other players... only locally and client side.

3) Downloading to servers, AKA. Missions, Islands, Weapons, other mods such as ACE... what ever, what not.

4) MAJOR Importance!! I feel since generally in reality, people would ALWAYS try to keep them selves concealed from enemies sight... is it possible for you guys to make AI a little less impatient when it comes to being exposed? It spoils the point of a fire fight because they don't mind standing up and advancing while getting shot at, or being spotted. I feel that in every BIS game, its been nearly impossible for an AI to care for its survival. That is a key factor in making ArmA 3 a very good game offline and online, it also would finally compete with Battlefield 2 Project Reality and ArmA 2 Project Reality.

metalcraze
Aug 27 2011, 20:24
Meet a VBS2 screenshot. It's from a game sharing the engine with ArmA 1.

http://i080.radikal.ru/1108/39/86e63c2ca9ef.jpg

It wants ArmA3 to have a lot of microdetail in the distance so the infantry on the ground won't be as noticable with all those rocks and bushes

killercam
Aug 27 2011, 21:07
climbing onto cars riding on them inteligent AI riding on cars climbing onto roof etc and holding on

Steakslim
Aug 27 2011, 21:09
climbing onto cars riding on them inteligent AI riding on cars climbing onto roof etc and holding on

Huh? What you described sounds like Just Cause 2.

HyperU2
Aug 27 2011, 21:13
I liked Just Cause 2, because it wasn't in ARMA.

PurePassion
Aug 27 2011, 21:17
loool wuut??

are you serious now? ^^

Falkenhayn
Aug 27 2011, 21:40
-Better UI: Get rid of the text action menu, this has been done far far better already in many other games for more than 5 years. It takes away a lot of immersion and playability.
-Destructible environment "a la" Breach or BF3. I know this is complex but it would be huge.
-Firing and moving inside vehicles.
-Small details like resting weapons over low walls for accuracy, etc.
-Different loadouts affecting your capabilities differently. For example, having a full helmet reduces your hearing and increases your weight, but reduces head damage;

Otherwise, keep up the good work. The E3 trailers look very promising, especially in the physics department!

HyperU2
Aug 27 2011, 22:15
loool wuut??

are you serious now? ^^

Serious that those actions should stay in that game.

PurePassion
Aug 27 2011, 22:52
it was ment to be @<hidden> of course ;) :)

HyperU2
Aug 27 2011, 23:15
Well for my wishlist, get rid of those moments when you can clearly see your target, and tell your muzzle isn't close to a building but when you fire the bullet hits it anyway.

Rye
Aug 28 2011, 04:59
Well for my wishlist, get rid of those moments when you can clearly see your target, and tell your muzzle isn't close to a building but when you fire the bullet hits it anyway.

That was happening to me yesterday during a TvT. The most annoying thing ever.

metalcraze
Aug 28 2011, 08:28
I want my bullet to automatically jump over obstacles just like two other guys above me, yes.
Down with ballistics

Rye
Aug 28 2011, 08:30
He's talking about clipping. ;) Learn to read.

As in 'invisible' walls you hit above or around an object as you fire over it. As in the bore line is clear of obstacles, but it is stopped by an object's collisions where there shouldn't be any.

HyperU2
Aug 28 2011, 09:55
Yeah it's not about ballistics other than making me go ballistic.

wolfbite
Aug 28 2011, 12:41
Palettes and a palette lod that can be made?
E'g you have a truck mod... it comes with a palette addon .. drive truck onto palette... you attach and then it just swaps to the model of it properly buckled down so it can be loaded on c-130 and paradropped out...

sarge4267
Aug 28 2011, 14:01
death animations that transition into the ragdoll (like in L4D2)

wolfbite
Aug 28 2011, 15:03
Dude needs to lean more when leaning.....

Smurf
Aug 28 2011, 15:55
Limping instead of prone when get shoot in the leg\suffer minor injuries.

sarge4267
Aug 28 2011, 16:03
usable hookers :D

J-Guid
Aug 28 2011, 19:02
usable hookers :D

I pomise, i made that mod special for you, man!!! :cool: :D:D:D

PurePassion
Aug 28 2011, 19:41
Very simple request:

Sound of breathing in when you hold your breath while looking through your scope.

ProfTournesol
Aug 28 2011, 20:31
Very simple request:

Sound for holding your breath when looking through your scope.

It does already exist when you're zooming while aiming.

PurePassion
Aug 28 2011, 20:45
I can only hear the soldier breathing heavy when you hold it too long

ProfTournesol
Aug 28 2011, 20:46
I can only hear the soldier breathing heavy when you hold it too long

Yep, that's because he was holding his breath :)

PurePassion
Aug 28 2011, 20:51
Post corrected ;)

ProfTournesol
Aug 28 2011, 20:54
Post corrected ;)

Yes, breathing in would be nice.

PurePassion
Aug 28 2011, 21:06
You know, those are the small details that make a great and fascinating atmosphere. Especially as a marksman, a shot is more than a shot. It is a combination of body control, precision and patience. It is almost as if you would be meditating and correct breathing is an essential element of an succesfull shot. Having this sound as an sort of introduction to the section of highest concentration would round up this experience and not require lot of effort.
Small amount of work- great impact on gameplay :)

HyperU2
Aug 28 2011, 21:23
I like the concentration and all but then when ARMA throws fatigue and stress into the mix and you have no control over it that breaks realism to me.

Smurf
Aug 28 2011, 21:39
When shooting isn´t better to exhale instead of inhale?

PurePassion
Aug 28 2011, 21:45
you actually shoot during the natural respiratory pause

HyperU2
Aug 28 2011, 21:48
When shooting isn´t better to exhale instead of inhale?


Nope.

J-Guid
Aug 29 2011, 09:20
Deleted

PuFu
Aug 29 2011, 10:24
- Close combat mode!

knock out weapons from the hands of the enemy (with some chance, butt or kick) - Eat stamina...
- Strong kicks
- Ability to knock out legs the door
- Capture and counter capture the characters in the melee to further strangulation or breaking the neck

I can already see the answer Arma3: Mortal Kombat - now with strong kicks!!

Here is your official answer, to any melee related desires:
http://forums.bistudio.com/showpost.php?p=2001882&postcount=29

ProfTournesol
Aug 29 2011, 13:59
Here is your official answer, to any melee related desires:
http://forums.bistudio.com/showpost.php?p=2001882&postcount=29

Mmm.. not the most convincing official answer ever :rolleyes:

OnlyRazor
Aug 29 2011, 16:57
I'd actually like to see someone get close enough to an enemy without being shot several times.

HyperU2
Aug 29 2011, 18:24
Fast and dirty not so sneaky knife vid.
7j1RbdKOV-8

paecmaker
Aug 29 2011, 19:18
I'd actually like to see someone get close enough to an enemy without being shot several times.

If you mean in arma I have done it, was at a few meters and unleashed hell with me machinegun :yay:

doc.brown
Aug 29 2011, 19:51
my first wish is::pray:

better ai !

i only play warefare and my ai´s sometimes are stupide:confused:,sometimes they are lazy,sometimes they dont use roads to drive to a town far away,sometimes they stuck on walls stones or into wood,sometimes they dont shoot when enemys next to them:eek:,sometimes they are killing me or teammember, most of time i am playing warefare they are driving me crazy!

pls fix them !its the only wish for today i have .


PS:sometimes they make all right and i love my ai ,realy

Polar Bear
Aug 29 2011, 19:58
If you mean in arma I have done it, was at a few meters and unleashed hell with me machinegun :yay:

If the enemy is the AI and it's nighttime, just crawl along the ground. They will step over you.

(There's a wish here...)

Nielsen
Aug 29 2011, 23:26
You know, those are the small details that make a great and fascinating atmosphere. Especially as a marksman, a shot is more than a shot.

I totally agree. The small things can make a huge difference in game experience... I like the idea of the sound of breathing in. It would add alot to marksmanship. But it should have to be sufficiently subtle so as to not be irritating when you do it all the time as a regular rifleman.

Speaking of the little things, I still would love to have a way to toggle the forward motion, so I could walk forward without holding the 'w' key. (Maybe 'shift+W->W' ?) That is maybe not so much related to immersion, but it would really increase my gameplay experience... I do strive for realism, but only in some aspects. And some nights I go more 'all in' on realism than others. I would like to be able to take a drink of a soda while maintaining SA. Right now I have the option of loosing SA (hand off mouse), or loosing formation (hand off keyboard).. If I could walk without holding 'w' I could spoil myself to a soda or a smoke while scanning my sector :cool:. It would be especially cool when marching to a checkpoint or objective from several klicks out... Also with trackIR you would be able to walk and look around hands off (in safe areas ;)). That would be more realistic imo.

Zorg_DK
Aug 30 2011, 09:26
I totally agree. The small things can make a huge difference in game experience... I like the idea of the sound of breathing in. It would add alot to marksmanship. But it should have to be sufficiently subtle so as to not be irritating when you do it all the time as a regular rifleman.

Speaking of the little things, I still would love to have a way to toggle the forward motion, so I could walk forward without holding the 'w' key. (Maybe 'shift+W->W' ?) That is maybe not so much related to immersion, but it would really increase my gameplay experience... I do strive for realism, but only in some aspects. And some nights I go more 'all in' on realism than others. I would like to be able to take a drink of a soda while maintaining SA. Right now I have the option of loosing SA (hand off mouse), or loosing formation (hand off keyboard).. If I could walk without holding 'w' I could spoil myself to a soda or a smoke while scanning my sector :cool:. It would be especially cool when marching to a checkpoint or objective from several klicks out... Also with trackIR you would be able to walk and look around hands off (in safe areas ;)). That would be more realistic imo.

Hi, I'm from Cph too:). I use the slider on my x52 pro throttle to toggle walk/run on/off in Arma2. Very handy. It's easily mapped in Arma2 options.

PurePassion
Aug 30 2011, 09:27
you can simply map this in the controls menu ;)



edit: dammn those ninjas are everywhere ^^

Nielsen
Aug 30 2011, 11:44
Would you fellas please tell me where, cause I have spent my fair share of hours setting my controls just the way I like them, and have not seen this setting? :o
Are you understanding me correctly? You realize that I'm not talking about toggle-walk so that I walk instead of running. I want to move forward without touching the keyboard!

Could I really have missed this control setting for years? I hope so.:D

@<hidden>: En fornøjelse at møde dig :)

PurePassion
Aug 30 2011, 12:07
if you use a joystick throttle, you can put the throttle to full where it stays and you no longer have to touch it.

zGuba
Aug 30 2011, 13:55
Regarding my wishes about A3:

- fixed controllers. Driving vehicles in A2 suffers very much from enforced xbox compatibility of controllers like driving wheels. Now, that hands moving with steering wheel are confirmed, I'd like to see the driving smooth as well, with no annoying understeering issue.

- working parallax sights. I really don't think that reticles painted on the glass are convincing people about game being realistic military simulation.

- even better modding ability, for example programmable custom animation sources, fire control systems, missile guidance and countermeasures :)

samas
Aug 30 2011, 17:15
Speaking of the little things, I still would love to have a way to toggle the forward motion, so I could walk forward without holding the 'w' key. (Maybe 'shift+W->W' ?) That is maybe not so much related to immersion, but it would really increase my gameplay experience... I do strive for realism, but only in some aspects. And some nights I go more 'all in' on realism than others. I would like to be able to take a drink of a soda while maintaining SA. Right now I have the option of loosing SA (hand off mouse), or loosing formation (hand off keyboard).. If I could walk without holding 'w' I could spoil myself to a soda or a smoke while scanning my sector :cool:. It would be especially cool when marching to a checkpoint or objective from several klicks out... Also with trackIR you would be able to walk and look around hands off (in safe areas ;)). That would be more realistic imo.

I would like to see this implemented on vehicles as a throttle lock (or cruise control), especially ground vehicles.

J-Guid
Aug 30 2011, 17:43
PLEASE do not forget to add a small but very useful fichu! Reflected (mirrored texture in scope lens) in sight rifle, that would be seen what is happening behind, and I could see when someone is sneaking up :cool:
I think, BIS's miss this because his lazy :((((

PurePassion
Aug 30 2011, 17:46
ehhm what?? turn around if you think someone is sneaking up on you ^^

BIS doesnt miss that because they are lazy but because they care about your performance!

J-Guid
Aug 30 2011, 18:00
Only for client side, in other games all ok with this...

PuFu
Aug 30 2011, 19:42
PLEASE do not forget to add a small but very useful fichu! Reflected (mirrored texture in scope lens) in sight rifle, that would be seen what is happening behind, and I could see when someone is sneaking up :cool:
I think, BIS's miss this because his lazy :((((
FPDR
dude...are you for real?

walker
Aug 30 2011, 19:52
Hi all

With regard to the poll and thread about aspects of: jamming, rounds cooking off and the effects of continuous fire in degrading various aspects of an automatic weapon.

Rounds are far more likely to cook off in closed bolt (http://en.wikipedia.org/wiki/Closed_bolt) type weapons such as a standard current era assault rifle in continuous fire mode.

Specialist automatic weapons like the M249 SAW and many MGs like the M240 are open bolt (http://en.wikipedia.org/wiki/Open_bolt). The main problem for these weapons is sand and crap getting into the firing mechanism through the open bolt or firing when banged or dropped.

Even older weapons like the M2 now have open bolt options.
http://www.vingtech.com.au/vingtech-aus/products/weapon-improvement/special-products/m2-open-bolt/

Modern weapons like the LWRC M6 have a selectable open or closed bolt operation.

So I would suggest including simulation of these factors:
General:
Decreased accuracy since last barrel change due to Barrel wear
Decreased accuracy for prolonged fire caused by heat induced Warping.
Open Bolt operation:
Wore likely to jam as time since last cleaning increases
More likely to jam due environmental factors, rain means MUD!
Slam Fire, Accidental discharge due to running around or diving to ground, or bolt retention failure causing continuous fire without trigger being pressed
Last round fire should require a bolt cock action on reload
Closed Bolt operation:
Cook offs
More accuracy

Kind Regards walker

SgtH3nry3
Aug 30 2011, 19:53
Regarding my wishes about A3:

- fixed controllers. Driving vehicles in A2 suffers very much from enforced xbox compatibility of controllers like driving wheels. Now, that hands moving with steering wheel are confirmed, I'd like to see the driving smooth as well, with no annoying understeering issue.I have a G25 steering wheel, but I never use it in ArmA 2 because it simply doesn't work as it should.

At the moment the angle of rotation simply increases/decrease the turning speed of the steering wheel in the game or it is exponentially mapped.

What I hope to see is lineair (1:1) mapping just like in games such as the original Mafia or any race game.

ST_Dux
Aug 30 2011, 20:23
Last round fire should require a bolt cock action on reload
This is the case with closed bolt weapons, not open bolt; there is no bullet in the chamber prior to squeezing the trigger in an open bolt weapon. The rest of your list looks pretty good, though. I would add that if a closed bolt weapon is reloaded while not empty, the round left in the chamber should be recognized (e.g., if you reload an M-16 with a 30-round clip after firing only 15 shots, you should have 31 bullets ready to fire after reloading: 30 in the magazine and one left in the chamber from before).

Primarch
Aug 30 2011, 20:32
An idea, not sure if notified by someone else: DirectX 11 is locked in atleast test build as a different exe. http://aijaa.com/v.php?i=005178596045.jpg Secondary image for the profile, looked up in Steam Community through right-clicking the name and selecting "View steam profile" http://www.aijaa.com/v.php?i=003768596059.jpg

Nielsen
Aug 30 2011, 22:19
if you use a joystick throttle, you can put the throttle to full where it stays and you no longer have to touch it.

AHA! Very clever :dance1:...
So that was what Zorg_DK was talking about with his X52...

Thanks for the tip :bounce3:

NB: I still would like to be able to map it to a keyboard key - just for convenience ;)


I would like to see this implemented on vehicles as a throttle lock (or cruise control), especially ground vehicles.
I really like the idea of cruise control :)

ozzbik
Aug 31 2011, 06:28
I would like to have ingame voice control (to control AI squad).

When i was using windows XP i used a freeware program (pilfius) with the microsoft speechpack.
In windows 7 voice recognition software is included, but for game control you need to buy something like VAC (Voice Activated Commands).
Would like it ingame though.

paecmaker
Aug 31 2011, 08:53
I would like to have ingame voice control (to control AI squad).

When i was using windows XP i used a freeware program (pilfius) with the microsoft speechpack.
In windows 7 voice recognition software is included, but for game control you need to buy something like VAC (Voice Activated Commands).
Would like it ingame though.


you mean as in endwar, right ?

It could work if you can use them without it too, and if it is good enough so it wont give the wrong orders to the soldiers.

Noricum
Aug 31 2011, 08:57
Some new multiplayer modes would be awesome

MadDogX
Aug 31 2011, 09:00
Some new multiplayer modes would be awesome
So true. If only the game came with a mission editor, so people could make any kind of mission they wanted. That would be so awesome!

Relevart
Aug 31 2011, 09:13
Uhm, with the better AI (patrol inside houses etc) will be great if there is an implementation of various gasmasks, tear gas etc for close quarter combat inside buildings / IA spec ops assaults when player is trenched in a building.

Also, as the IEDs works great in OA + ACE2, make a EOD division, both sides!

Rye
Aug 31 2011, 09:19
Though that stuff is a cool idea, it won't work when grenades fall through the roof mate. :D And you throw them like a highschool girl with retarded hands.

MadDogX
Aug 31 2011, 09:33
Though that stuff is a cool idea, it won't work when grenades fall through the roof mate. :D And you throw them like a highschool girl with retarded hands.
Something tells me that grenades falling through the roof will be a thing of the past in Arma3. PhysX will roundhouse kick its ass to the floor and teabag it to death. ;)

Zorg_DK
Aug 31 2011, 09:39
AHA! Very clever :dance1:...
So that was what Zorg_DK was talking about with his X52...

Thanks for the tip :bounce3:

NB: I still would like to be able to map it to a keyboard key - just for convenience ;)


I really like the idea of cruise control :)


Though that stuff is a cool idea, it won't work when grenades fall through the roof mate. :D And you throw them like a highschool girl with retarded hands.

It works with vehicles too. Here's where you map it. I agree it would be nice if it worked with a keyboard key too.

http://img37.imageshack.us/img37/8991/arma2oa2011083111292130.png

ozzbik
Aug 31 2011, 10:32
you mean as in endwar, right ?

It could work if you can use them without it too, and if it is good enough so it wont give the wrong orders to the soldiers.

After watching the voice control trailer of Endwar... exactly :)

Here's an example of how voice control can work in Arma 3 (VAC).
http://www.youtube.com/watch?v=WsQiu_QzbXE

PurePassion
Aug 31 2011, 11:26
THIS would be an absolutely awesome addition. Making those profiles does not require too much work but after some personal testing, the gameplay experience is simply stunning. Its an completely new level of tactical abilities and effectiveness. It is now easy to control multiple squads and you no longer have to fizzle around with spacebar etc. Maybe it is possible to get a licence and work together with a small companie like eg http://www.dwvac.com/ .
I would love to see this supported in Arma 3 by vanilla :)

Spooky Lynx
Aug 31 2011, 13:27
Now my main wish - to have modern real-life weapons/gear/units but not some futuristic stuff.

MadDogX
Aug 31 2011, 13:33
Now my main wish - to have modern real-life weapons/gear/units but not some futuristic stuff.
It will have both. Deal with it.

On second thought, as far as I can tell the game will not contain anything "futuristic".

- Railgun tech is current, albeit still in need of some development. Not futuristic.
- The Mi-48 Kajman is fictional, not futuristic.
- Commanche is dicontinued, not futuristic.

So all in all it looks like you're getting your wish! Yay!

Relevart
Aug 31 2011, 13:49
Though that stuff is a cool idea, it won't work when grenades fall through the roof mate. :D And you throw them like a highschool girl with retarded hands.

Lol, I never noticed that!
As MadDogX says, I hope physX will fix it!

Spooky Lynx
Aug 31 2011, 13:57
It will have both. Deal with it.

On second thought, as far as I can tell the game will not contain anything "futuristic".

- Railgun tech is current, albeit still in need of some development. Not futuristic.
- The Mi-48 Kajman is fictional, not futuristic.
- Commanche is dicontinued, not futuristic.

So all in all it looks like you're getting your wish! Yay!
And what about infantry gear? As I saw at some screenshots, helmets etc look like Crysis-style. And yeah, I'm a bit mistaken - not futuristic but also fictional:) I don't like it. There're lots of conflicts from 1945 till nowadays to recreate in Armaverse, so ArmA engine and possibilities can give us great game without any fictionals or future projects. Leave them to Crysis-like games, let ArmA be unique 'true-story' game with real and proved weapons/gear/units.

Blu3sman
Aug 31 2011, 14:13
And what about infantry gear? As I saw at some screenshots, helmets etc look like Crysis-style. And yeah, I'm a bit mistaken - not futuristic but also fictional:) I don't like it. There're lots of conflicts from 1945 till nowadays to recreate in Armaverse, so ArmA engine and possibilities can give us great game without any fictionals or future projects. Leave them to Crysis-like games, let ArmA be unique 'true-story' game with real and proved weapons/gear/units.

Does the future makes game worse because in most minds "future == Crysis-like game"?
It's like saying that this film (http://en.wikipedia.org/wiki/2001:_A_Space_Odyssey_(film)) is fantasy unrealistic shit because Star Wars also has spaceships.

wolfbite
Aug 31 2011, 14:27
let ArmA be unique 'true-story' game with real and proved weapons/gear/units.
Oh sheep Sahranin was real?! Fork maybe it is OK for me to have flashbacks!!

You werent there man.... You werent there....

*Edit to make it less sweary :P*

Bars91
Aug 31 2011, 14:58
Do want Armstrong as a general!!!@<hidden>@<hidden>@<hidden>!!! )))

kotov12345
Aug 31 2011, 15:12
1.Lower accuracy for guns - or changeable depending on difficulty settings (compare sniper videos in arma2 and in real life).
2.Give life to tanks - please add delay to locking by TAB on guided rockets or implement different locking system(eg planes can guide/hit only 1 moving tank/target at time)
3.realistic data for anti tank rockets(e.g.smaw rage 600m etc)
4.realistic view distance/island - better decrease view distance and see all objects on range up to 1km than have 4km vd with 2km drawing distance and lag at clients and servers.

Noricum
Aug 31 2011, 16:13
So true. If only the game came with a mission editor, so people could make any kind of mission they wanted. That would be so awesome!

Sorry? sarcasm or?

Btw i was speaking about MODES not MISSIONS!

MadDogX
Aug 31 2011, 16:30
Sorry? sarcasm or?

Btw i was speaking about MODES not MISSIONS!
Sarcasm indeed. ;)

And there is no practical difference between a "mode" and a "mission". Every mission can be whatever mode the author likes, even something completely unheard of... like "Seek and Hold the Prostitute"!

Zoz
Aug 31 2011, 16:39
1.Lower accuracy for guns - or changeable depending on difficulty settings (compare sniper videos in arma2 and in real life)

Guns shoots where you point them and bullets drop according to physics.
What do you mean?

Noricum
Aug 31 2011, 17:13
Sarcasm indeed. ;)

And there is no practical difference between a "mode" and a "mission". Every mission can be whatever mode the author likes, even something completely unheard of... like "Seek and Hold the Prostitute"!

^^

But the original BIS provided mp content is a bad joke. Even DLCs didn't make it better.

I mean most people buy a game to play and not to develop something.
So my wish for ARMA3 is, that BIS should do more for the MP community.

Other wishes:
- More realistic flight behaviour/instruments.
- better AI (house patrols, hiding inside houses, roofs etc without a 3rd party script).
- a safemode for scripting/editing (preventing game crashes caused by a missing }; or whatever).

kotov12345
Aug 31 2011, 19:53
Guns shoots where you point them and bullets drop according to physics.
What do you mean?
load arma2 take sniper riffle and easy kill targets at 1000m.
Go to real life and see difference.No way you can have same accuracy - even trained sniper.
Exactly same situation are for all guns.

bradp191
Aug 31 2011, 20:09
I don't know. I picked up an M40 for the first time in my life one day and easily put 5 shots on B mod target (that's a silhouette of a standing man's head and torso from the waist up) at 800 meters. That was at range Hathcock at Stone Bay.

You are right about it being hard for a trained sniper, though. They were doing most of the shooting at that range, and they did terrible. Its easy so long as you remember the fundamentals of shooting a rifle. Some guys get that "sniper" title and think they're above all that. I guess a little humility and remembering my training is what made me qualify expert every time I went to the range and made them fail to qualify.

Steakslim
Aug 31 2011, 22:50
load arma2 take sniper riffle and easy kill targets at 1000m.
Go to real life and see difference.No way you can have same accuracy - even trained sniper.
Exactly same situation are for all guns.

Wind would change that. Kinda what vanilla ArmA2 is missing. If you play around in ACE mod, you encounter wind shifting your bullets trajectories around quite a bit.

BIS did mention that they are not likely to add wind into vanilla over some claim that it'd affect the AI, even though the AI seem to handle wind just fine in mods.

ArmAriffic
Sep 1 2011, 00:57
Make it so the damn game does not crash when there is an error in the description.ext, that is so annoying

Spooky Lynx
Sep 1 2011, 06:11
Does the future makes game worse because in most minds "future == Crysis-like game"?
It's like saying that this film (http://en.wikipedia.org/wiki/2001:_A_Space_Odyssey_(film)) is fantasy unrealistic shit because Star Wars also has spaceships.
Imagine "Saving private Ryan 2" with Wolfenstein-like story:) Or with spaceships and at the other planet. Will it be good?

Oh sheep Sahranin was real?! Fork maybe it is OK for me to have flashbacks!!

You werent there man.... You werent there....

*Edit to make it less sweary :P*
I haven't played Sahrani often, because mid-european forests cannot be so near to tropical environment.

Mr Butlertron
Sep 1 2011, 09:18
Requesting the Neopup "Personal Assualt Weapon" (assault rifle/greande launcher hybrid) be included. Never used in a video game before and would fit with Iran's arsenal. Would also be a nice mirror version of BLUEFOR's XM25.

http://www.military.com/video/guns/grenade-launchers/neopup-semi-auto-grenade-launcher/1128989897001/?ESRC=marine-a.nl

http://www.neopup.co.za/images/frontmain20mmpic.jpg

Jump Artist
Sep 1 2011, 13:10
All I want is this rubber banding fixed from this
http://www.youtube.com/watch?v=TR98RrCwBYE
to this
http://www.youtube.com/watch?v=t4Xi6ekghVs

and 3d scopes


Oh and a stat system for MP as good as this guys... Briliiant!!
http://www.armalive.com/

MacScottie
Sep 1 2011, 14:40
All I want is this rubber banding fixed from this
http://www.youtube.com/watch?v=TR98RrCwBYE


To emphasize this:

http://www.youtube.com/watch?v=LuWN4TMU1PI

Additionally,

PLEASE give us a choice for our menu screens to have a 2d menu screen instead of a 3d one! The 3d ones look amazing, of course, but I don't want to wait 5 minutes for my menu screen to load just so I can then wait 5 minuted for my mission to load! Almost everyone I know has it disabled. PLEASE give us 2d, quick loading menu screens. At the very least as a selectable option.

Landmine
Sep 1 2011, 15:42
I'm not sure if it was put in before, but adding different heights and weight for people would be a welcome change (and an awesome challenge for snipers).

sarge4267
Sep 1 2011, 17:05
I'm not sure if it was put in before, but adding different heights and weight for people would be a welcome change (and an awesome challenge for snipers).

+1 for this

msy
Sep 2 2011, 04:10
If no one has talked about this... I think ARMA3 should improve kinds of bullet craters or hols rather than a simple solo color round texture.

TheBlessedPig
Sep 2 2011, 13:29
My wish would be to have separate crosshair setting for client and server. Client would be limited by the server so it would look like this.

If client with crosshairs set to off connects to server with crosshairs on, the given client will not see the crosshairs until he would switch the setting. So some clients would have crosshairs whilst others wouldn't. So the setting would be entirely on the client, if he wants crosshairs or not.

If client with crosshairs set to on connects to server with crosshairs off, the given client will not have crosshairs at all, just like the rest of the server. So this would be enforced server side.

It would serve one purpose and I am sure many ArmA veterans will agree with me now. The crosshairs have become as much of a curse for me (and surely many more), it annoys me when I see them, when I move 2 meters and they get bigger and they are on way too many servers.

Now you will react that it would not be fair, when some players would have crosshairs on and some wouldn't. Well you are right, but! Firstly nobody would force you to turn them off (aside from the server of course) and secondly players playing with crosshairs are probably too noob to hit anything so or so.

SpetS15
Sep 2 2011, 15:13
AI Spawn system similar to Murk Spawn addon. We use the Murk Spawn on our coop missions and it prevents a lot of server lag and CPU comsuption.
The Murk Spawn allows many options as waypoints, AI behaviour, etc. It just delete all the AIs on the map and then spawn it when a trigger is activated. But it have some bugs, like freezed AIs and problems mounting in weapons and vehicles

InstaGoat
Sep 2 2011, 17:23
Working parallax has probably been stated already. Here´s an example:

http://i.imgur.com/a9BDXl.jpg

Because it´s clearly doable in Arma 2, as evident from this, totally not photoshopped picture, it should also be easy to do in Arma 3. Totally.

(But in all seriousness, it´d be nice, albeit not a high priority.)

Daniel
Sep 2 2011, 17:30
Not a very high priority perhaps, but it is one of the primary reasons and advantages for using that type of sight. It would be nice to see.

NouberNou
Sep 2 2011, 17:57
I'd like the ability to add collimators as well.

ciutarobert
Sep 2 2011, 19:33
Romanian Army :D

Rye
Sep 3 2011, 01:53
Romanian Army :D

Only if we can hit stacks of burning bricks while they are on fire.

SgtH3nry3
Sep 3 2011, 21:51
I'm hoping for an authentic storyline. It is obvious that the NATO is involved, but I'd like to see as little US and West-European Forces as possible.

By 2015 there should be an operational Balkan Battlegroup, by that time the West-Balkan is either part of the EU or in accession to the EU. Turkey should play a big role aswell.

The Romanian Army isn't a bad idea actually. Considering that the storyline involves "battered NATO forces" anything Albanian, Bulgarian, Croatian, Greek, Romanian, Slovenian and if not withdrawn also the Turkish should be involved. Not to mention countries currently acceding to the NATO (Bosnian, Georgia, Macedonia, Montenegro) and allies. Somehow I'd love to see a bit of all, especially the Greek and the Turks.

I'd love to see the opponents of the NATO aswell, but I think it is better to be surprised when everybody starts up the game.

kotov12345
Sep 4 2011, 00:47
I'm hoping for an authentic storyline...
Imho idea to use real nations and countries in game completely disgusting and rubbish - do not support idea of ARMY FREE WORLD.As I mention before game needed to be based on idea of team x fight against team y without allocation to real nations.I understand that many of you specially who have washed brain want to see how American or Russian troops killing other nations of each other - but believe me it is real stupid to use this in game and I'M SURE such games will be BANNED in near future.

NouberNou
Sep 4 2011, 00:59
Imho idea to use real nations and countries in game completely disgusting and rubbish - do not support idea of ARMY FREE WORLD.As I mention before game needed to be based on idea of team x fight against team y without allocation to real nations.I understand that many of you specially who have washed brain want to see how American or Russian troops killing other nations of each other - but believe me it is real stupid to use this in game and I'M SURE such games will be BANNED in near future.

what the fuck... :oh:

CameronMcDonald
Sep 4 2011, 03:22
Imho idea to use real nations and countries in game completely disgusting and rubbish - do not support idea of ARMY FREE WORLD.As I mention before game needed to be based on idea of team x fight against team y without allocation to real nations.I understand that many of you specially who have washed brain want to see how American or Russian troops killing other nations of each other - but believe me it is real stupid to use this in game and I'M SURE such games will be BANNED in near future.

'nother post o-the-decade candidate right thar.

SgtH3nry3
Sep 4 2011, 06:46
Imho idea to use real nations and countries in game completely disgusting and rubbish - do not support idea of ARMY FREE WORLD.As I mention before game needed to be based on idea of team x fight against team y without allocation to real nations.I understand that many of you specially who have washed brain want to see how American or Russian troops killing other nations of each other - but believe me it is real stupid to use this in game and I'M SURE such games will be BANNED in near future.As long as it is kept politically correct there is no problem. There should also be two campaigns, one for BLUFOR and one for OPFOR.

Cripsis
Sep 4 2011, 06:55
Imho idea to use real nations and countries in game completely disgusting and rubbish - do not support idea of ARMY FREE WORLD.As I mention before game needed to be based on idea of team x fight against team y without allocation to real nations.I understand that many of you specially who have washed brain want to see how American or Russian troops killing other nations of each other - but believe me it is real stupid to use this in game and I'M SURE such games will be BANNED in near future.

So essentially your suggesting that it's perfectly fine to develop a game that simulates human beings deliberately maiming and killing other human beings, but it would be completely disgusting to imitate real world military organizations. Interesting viewpoint.

Tom1
Sep 4 2011, 07:25
http://forums.bistudio.com/showthread.php?p=2016983#post2016983

^realistic wounds, treatment, ammunition and body armour.

Blu3sman
Sep 4 2011, 20:00
Please add option to disable bloom in countdown timer (arma3.com).:p

NouberNou
Sep 4 2011, 21:55
Allow override of model.cfg configs in binarized models. There is so much I could do with existing BIS models if I could just override some of the animations in the models! :(

ruebe
Sep 4 2011, 23:38
We finally need to be able to tweak config-files on the fly. That is, we need overloading of classes (if possible) and the option to simply create new classes as we go, all with scripting.
If my mission needs a customized unit-class, a tweaked car or something, then I shouldn't be forced to bake my own addon.


Solve the friggin ponds, rivers and bridges problem. (and then show off with an awesome new map, featuring lots of fish ;))


More micro-terrain. I sometimes wonder, why humans in Armaland actually bothered to build roads at all. We need more unpassable terrain; by all or only by (some) vehicles. We need more roads (and bridges and paths), that can't simply be circumnavigated, if you want to get from A to B.

Guess this factor gets almost lost in translation/from downscaling. I don't know how this really works, but maybe stuff shouldn't be scaled linearly? And even if you'd cheat a little: I wouldn't mind a "spiced up" map by BIS artists, for the sake of a more interesting gameplay. :)

Sure, this is probably a question of AI/pathfinding too.
But still...


Dear 3D-artists from BIS: please take extra care while doing the "functional" LODs of all your nice models - especially since such model-fixes/data-patches are rather rare. It sucks when some special points aren't well defined or simply misplaced; stuff like ground-level of models, which shows if you're going to an attachTo-party.
And please make sure, we get a reasonable bounding-box. Or maybe we need a new special object, somewhere in some LOD, that defines a much better bounding-box, than what we have now (or end up with, given the ingame scripting commands).
The current state is simply aweful. Bounding boxes are usually much too generous, if not simply wrong (for lots of practical purposes), and also their (position-)offset is not reliable... (and as mentioned, even the z-offset/ground-level of some models are completely off, if attachedTo something) And let's not speak of those darn warefare-buildings, which come with like eight tons of sweat mother earth at their bottom, blowing the bounding box up into outer space.... :rolleyes:

Aweful, I tell you.

Currently, the only working solution is to measure all objectes "by hand/eye", which is stupid and tedious and noone sane would do that.. (yeah, hahaha (http://forums.bistudio.com/showthread.php?t=123740) :(, I don't wanna do that again for ArmA3).
Again: something is terribly wrong here. But I'm not quite sure, what we need; does the model actually need new extra information to return a better bounding box and do we need (a) new command(s) for this? Are there multiple bounding boxes of interest? The current one and a new "rectangle-packer-aproofed"-exact one?


More "generic" and perfectly scriptable animations (actions!), such as walking backwards, lifting, dragging, carrying (generic objects or even people), punching/chopping (generic), digging(!) and so on. A shovel and an axe. (http://dev-heaven.net/issues/8893)

Arma is more than only shooting stuff. :)


Lots of (small) objects. Any kind. Don't be shy. We're going to use it.


oh, and for sure: setFSM (to swap/disable danger/formation/"core" fsm) (http://dev-heaven.net/issues/23159)

J-Guid
Sep 5 2011, 10:10
Very need ability to server send code (sqf, sqs, etc.) to clinet and execute this code on client. This provide it will develop additional add-ons for the server, which as ACM (http://forums.bistudio.com/showthread.php?t=124071&highlight=ACM) and Spy statistics, with features not having come to upload the mission, as well as allow it to protect the missions from third-party code tinkering. the ability to run code on the client will greatly enhance the possibility of playing at the level of code!

As well as much needed commands are not read-only files but also for writing and creating files on both the client and the server!

Belive many addon developers have many probles thiout this functions!!!

PLEASE! Add this functions, its very important!

rfc
Sep 5 2011, 10:22
As well as much needed commands are not read-only files but also for writing and creating files on both the client and the server!

Count me out, definitely don't want to server to be able to tell the client (=my computer) such things. Privacy? Security? Anyone? At least not more then the current generation of Server<>Client does.

J-Guid
Sep 5 2011, 13:17
You dont unterstand, i think, because you not a scripter...

On Server sent code to clinet but we have troubles with launch this code on client side, and need special commands like some - GlobalExecute in CBA...

neokika
Sep 5 2011, 13:38
You dont unterstand, i think, because you not a scripter...

On Server sent code to clinet but we have troubles with launch this code on client side, and need special commands like some - GlobalExecute in CBA...

Hi,

Arma 2 already has such functions, within the Functions module, called Remote Execution (RE).

Check here (http://community.bistudio.com/wiki/Multiplayer_framework) for more info.

_neo_

SpetS15
Sep 5 2011, 14:04
I agre with that closed post about animations, Operation Flashpoint 2 Dragon Rising have nice animations, althoug I dont like that game

PuFu
Sep 5 2011, 15:33
there is no such thing as OFP2. CM's game is called Dragon Rising.
Anyways, the animations that they were showing in some previews were never implemented within the actual game...

rfc
Sep 5 2011, 16:12
Please add option to disable bloom in countdown timer (arma3.com).:p

lol, easy, use Internet Exploder :p

sarge4267
Sep 5 2011, 16:15
about the animations: I would like to see some idle animations.
Whenever a soldier is turned out of a tank he just stares in front of him.
Maybe add some movement and reset that movement whenever you move your mouse

SgtH3nry3
Sep 5 2011, 16:34
about the animations: I would like to see some idle animations.
Whenever a soldier is turned out of a tank he just stares in front of him.
Maybe add some movement and reset that movement whenever you move your mouseI'd love to see proper behavior like AI heads directed at what they are actually looking at when in vehicles/turned-out.

sarge4267
Sep 5 2011, 19:04
As for the animation system.
Maybe add some actions like they have in swat4 to arrest people and finally make use of those plastic handcuffs which are modelled but never used:
http://www.youtube.com/watch?v=szhzsQXWxcM

J-Guid
Sep 5 2011, 20:56
Hi,

Arma 2 already has such functions, within the Functions module, called Remote Execution (RE).

Check here (http://community.bistudio.com/wiki/Multiplayer_framework) for more info.

_neo_

Hmm, thanks for link :), but need a create and write files (sqf, sqs, etc.) on client side!

Need create file on client, after, need send code to created file (WriteTextToFile), and after call RE evecVM "recived_code.sqf"
if you know how make it, send to me PM mesage :) i give you a MEDAL!

neokika
Sep 5 2011, 21:20
Hi J-Guid,

I was responding to this part of your post:


On Server sent code to clinet but we have troubles with launch this code on client side, and need special commands like some - GlobalExecute in CBA...

_neo_

ozzbik
Sep 6 2011, 05:28
Appending to AI animation request (by sarge4267):
How about an idle stance (at ease).
Soldiers walking around/sitting on there own, until called to attention.

DMarkwick
Sep 6 2011, 08:50
Appending to AI animation request (by sarge4267):
How about an idle stance (at ease).
Soldiers walking around/sitting on there own, until called to attention.

"Dismiss" waypoint ;)

ozzbik
Sep 6 2011, 09:09
"Dismiss" waypoint ;)

:rolleyes: blimey.... missed that...sorry..

I really need to read the biki better..

CarlGustaffa
Sep 6 2011, 13:52
"Dismiss" waypoint suffers two pretty important problems though:
1) There is no way to manually complete it. So they won't react to any switched waypoints until they actually see an enemy themselves.
2) There is no way to control the area limiting their freedom of movement. One of the radiuses could have been used to determine dismissal radius.

Sniperwolf572
Sep 6 2011, 17:13
Please add option to disable bloom in countdown timer (arma3.com).:p

Fixed, install this (http://db.tt/u9rlTv3) if you're using Chrome or Firefox with GreaseMonkey. :p

tangowrangler
Sep 6 2011, 19:12
AMRA 3 Wants:
1. Tunneling system - allows for a new dimension within ARMA for underground combat and tunnels and caves have been used by all forces for hundreds of years.
2. Customized weapon system - each mod for every weapon is given an ID and depending on the weapon there can X number of mods made. All of the mods for all systems are then universal for the game, so each player can customize and store their settings and join any server with those settings.
a. Example:
M4 with 2 picatinny rails on the hand guards - allows for 7 mod points
Add tactical light right side for 3 points
Add IR laser (an/paq-4c) for 4 points
***ARMA players are gear heads and would love to utilize accessories if they actually work. Do not implement this or anything else if it doesn’t work as this is not an Airsoft game.
3. Scuba diving for military use should be implemented within the game to add another way to infiltrate and assault objectives.
4. Alter the ammo create concept into a more realistic armory at the base locations. There should not be any interactions with AI to receive weapons, which would take too long. Each player should have a clipboard or kneeboard that contains requisition forms for gear and weapons as well as other items. These can be completed, saved, and submitted in order to obtain the gear at the armory. The form should have details and pictures of the gear like a catalog to add value for the player’s experience.
5. The use of a point system should be used for gear similar to the MOLLE system used widely today. The player could add pouches for their gear in the correct location on thigh rigs, chest harnesses, etc. The player could use their points to add a trauma plate to their chest rig and receive an armor value for chest area. The players could put a backup pistol on the back, so that another player could access it if they ran out of ammo.
6. Consider a generation system within the game, but this is a massive undertaking and would be ARMA 4 or 5. The game could consist of the various decades. 1960-1970, 1971-1980, 1981-1990, 1991-2000, 2001-2010, 2011-2020. Each decade has the correct gear and options available to soldiers during that timeframe. You enable a never ending game experience for the player as one day he could be in Vietnam experiencing malaria and exploring tunnels. The next mission he could be in Afghanistan shooting Taliban through a TV screen on a UAZ.

Blu3sman
Sep 6 2011, 19:14
Fixed, install this (http://db.tt/u9rlTv3) if you're using Chrome or Firefox with GreaseMonkey. :p

I use Opera...

That's a discrimination!:pet5:

Again BIS u do nothin and comunity has to do all job for you!!!11 Stop drinking beer and fix the glowing font!!:mad:
:D

jopiaa
Sep 6 2011, 19:21
i like games with al LOT of diffrend weapons vehicle's and outfits.

i hope the explotions will be more realistic and if it is possible i like if you can edit you uniform with your flag and rank

(http://www.canstockphoto.nl/ons-vlaggen-1275137.html)

i realy hope you apply this in the game

succes!

ps. arma 3 shall be the best game ever!!!

KrAziKilla
Sep 6 2011, 19:25
OMG is this my threat? :D
Nice thats the way i wanted that its used!

Just to tell one of my most important wishes again:
Pls make weapon rest possible on ground, obstacles, vehicles, bipods :)
(Like in ACE)

maionaze
Sep 6 2011, 19:52
AMRA 3 Wants:
1. Tunneling system - allows for a new dimension within ARMA for underground combat and tunnels and caves have been used by all forces for hundreds of years.
The devs are thinking of implementing underground structures.

2. Customized weapon system - each mod for every weapon is given an ID and depending on the weapon there can X number of mods made
...

Weapon modding is already a game feature. Only that it's location ( hardpoint) based:
Scopes and holo sights on the upper receiver, PEQ's and torches on the sides of the handguard, GL and grips ( I think?!) on the lower side of the handguard and flash hiders and sillencers on the barrel end.

3. Scuba diving for military use should be implemented within the game to add another way to infiltrate and assault objectives.

Already a game feature.

ruebe
Sep 6 2011, 22:27
Another one: please update all commands (addAction, eventHandlers, ...) that take code as an argument, but only as a string, to also take (already compiled) code. That would be sweet. :)

Corvinus
Sep 7 2011, 04:39
I know that it's sounds silly, but anyway:

How about customizing not only your appearance through a variety of vests, but customization of these vests themselves, utilizing MOLLE system? That is, on a separate menu you have an empty vest basis, on which you can put on a variety of pouches, and you can hitch them to different places, leading to a change of mass, center of gravity and other characteristics. For example, if you playing as a marksman, you'll choose six sniper pouches and place them on the sides of the torso + pistol with two magazines on the hip platform - so it's easier to crawl, to reload while prone and you're running faster, but your center of gravity is quite high, which slow down the transition to the prone and standing up, if you're infantryman with assault rifle - you select an eight STANAG 30R pouches and place them at your waist zone + dump bug - as a result you're running slower and crawling slower and noisier, but you have greater protection. Likewise, you can modify helmets - with NVGs, helmet-mounted lights and the like. I hope you got the glimpse.

Sorry for my bad English.

http://img705.imageshack.us/img705/3039/7c67c5e0552d87b7fb750f1.jpg

http://img24.imageshack.us/img24/3250/87094759e344.jpg

Metalmoura
Sep 7 2011, 06:54
I would love to see some sort of ghillie suit system, where it would just be some sort of mesh webbing item or clothing over your BDU's and there would be some sort of system where when you are in a area with vegetation and grass you can pick from that area and blend in with that specific area. So say you are in a spot with dead dried up grass, your suit would blend into that, and if you where to venture out into a area with green grass you would no longer blend in, and would have to redo your camouflage. it would also be great if AI reacted to this and had a harder time spotting a player who was properly blended in.

Jahamo
Sep 7 2011, 12:20
My wishes

1. Better AI
2. AI that acts like normal soldiers
3. Better driving AI
4. Better AI thats cant shoot me from 10000km with an AK47
5. Persistant player upgrade, ie. when you run say your first 4 km you get fitter as your player, the more you kill the more accurate and stable you become after stopping running (so less wobble). This would make playing your soldier more fun as you can upgrade him. More things like, the more launcher kills you get the better at launchers you become. Have a level system for your player.

ArmAriffic
Sep 7 2011, 12:26
My wishes

1. Better AI
2. AI that acts like normal soldiers
3. Better driving AI
4. Better AI thats cant shoot me from 10000km with an AK47
5. Persistant player upgrade, ie. when you run say your first 4 km you get fitter as your player, the more you kill the more accurate and stable you become after stopping running (so less wobble). This would make playing your soldier more fun as you can upgrade him. More things like, the more launcher kills you get the better at launchers you become. Have a level system for your player.

I agree with all but 5, unlocks are for kiddie games like cod and battlefield

MadDogX
Sep 7 2011, 12:29
#2 is confirmed by Lord Buchta (he said they want to make AI more lifelike).

#4 is news to me. In fact, a recent beta patched fixed a bug that made the AI insanely inaccurate.

#5: NOOOOOOO!

SteveJA360
Sep 7 2011, 12:56
I cant tell you how infuriating i find unlocks!!!

Me "I want that gun because it is better suited to this enviroment and has attachments that increase its usefulness in this scenario"

Computer "no you must buy this DLC, play this game for 30 hours and have 5 extremely rare events happen before you can use this gun"

"why? dont you think i might have other things to do?"

"Computer says no"

Jahamo
Sep 7 2011, 13:00
Yeah your probably right... And a massive wish would be easier BIS tools to mod with :) this is a must as without alot of time and a massive base of knowledge making things such as terrains and textures is extreamly hard. Simpler or easier tools to learn would be awesome :)

---------- Post added at 02:00 PM ---------- Previous post was at 01:57 PM ----------

Steve, i dindnt mean unlocks like COD etc.. I mean like real life. Like if i run alot i become fitter and can maybe run faster and further without the gun wobble at the end. Or the more i kill the more stable i become sort of thing. It wouldnt be a huge advantage as such, just realistic in the scence that you have mortar experts in the military and snipers. So the more you use these weopns the more stable your player becomes at using them. Not like " damm i need 5 more kills to unlock the AK47" lol

MadDogX
Sep 7 2011, 13:08
Steve, i dindnt mean unlocks like COD etc.. I mean like real life. Like if i run alot i become fitter and can maybe run faster and further without the gun wobble at the end. Or the more i kill the more stable i become sort of thing. It wouldnt be a huge advantage as such, just realistic in the scence that you have mortar experts in the military and snipers. So the more you use these weopns the more stable your player becomes at using them. Not like " damm i need 5 more kills to unlock the AK47" lol
Even that would be undesirable, I think. Perhaps implemented in some long term missions like MSO, or on a per-campaign basis, but on the whole the game is too diverse for such things. :)

EDIT: Other possibilities would be RP servers on the one hand, and certain competitive MP servers on the other.

PurePassion
Sep 7 2011, 13:12
Keep in mind that the events in Arma 3 will take place in a very short amount of time. Therefore it is not necessary for the gamecharacter to evolve, you dont make an remarkable difference when you run 4km, do you?
There are no perks etc in real life.

To cover the aspect of "natural improvement", remember that the player itself gets better and better during his playtime ;)

PuFu
Sep 7 2011, 13:31
[/COLOR]Steve, i dindnt mean unlocks like COD etc.. I mean like real life. Like if i run alot i become fitter and can maybe run faster and further without the gun wobble at the end. Or the more i kill the more stable i become sort of thing. It wouldnt be a huge advantage as such, just realistic in the scence that you have mortar experts in the military and snipers. So the more you use these weopns the more stable your player becomes at using them. Not like " damm i need 5 more kills to unlock the AK47" lol
Even better, why wouldn't the game use your RL weight/height and fitness, eyesights etc to calculate how well you'll deal inside the game?
I am sure a lot of chubby-glass wearing gamers that can't even run a mile without coughing their loungs out will find that thrilling...
/sarcasm

Other than that, what purepassion said is true: the more you play, the better you are. That's enough with most of us.

Jahamo
Sep 7 2011, 14:20
More realistic warfare ? With front line's etc, with actual good tactics needed to win rather than just sending half of your troops to one city and the others to another. Id like to see the warfare become a massive part of the game and adding a deplomacy side to things. Just an adea. I havent a clue if this is at all possible.

SteveJA360
Sep 7 2011, 14:26
Steve, i dindnt mean unlocks like COD etc.. I mean like real life. Like if i run alot i become fitter and can maybe run faster and further without the gun wobble at the end. Or the more i kill the more stable i become sort of thing. It wouldnt be a huge advantage as such, just realistic in the scence that you have mortar experts in the military and snipers. So the more you use these weopns the more stable your player becomes at using them. Not like " damm i need 5 more kills to unlock the AK47" lol

No its alright i think i just saw unlocks and had a rage haha. Maybe for a roleplaying mission some sort of character building system would be great, but for arma in a whole it kinda goes against the "Be anyone, Do anything, Go anywhere" aspect.

[BierAIG]Cthulhu
Sep 7 2011, 16:54
ADAPTIVE, new cloaking system

A few days ago, on the 5th of September, the Swedish Weapon-System-Designer, BAE Systems, has released information about a new technology, called Adaptive, which is going to bring new dimensions of cloaking to the battlefield. Due to modern technology, it’s possible to completely hide a vehicle, not only in the infrared spectrum, but also in some other spectrums of electro-magnetic radiation.


Unlike traditional camouflage systems which rely on paint or nets to hide vehicles, ADAPTIV can instantly blend a vehicle into its background. The system can also be used on ships and fixed installations, allowing them to stay undetected by enemy surveillance units.

How does it work? The system seems to be quite simple: hexagonal, hand-sized, plates which can be individually cooled and heated by commercially available semi-conduction systems are mounted on the vehicle. Due to cameras, permanently analysing environment around the vehicle, the temperature of each plate can be set individually, so that the vehicle seems to be merging with the background, similar to pixels on a screen.

But that’s not the only opportunity this system gives to a vehicle to hide from the enemy. Due to that pixels, it’s possible to simulate any other thing which is sending heat radiation, for example a car (as seen in the video below), but this system can also be used to mark a vehicle as a friend, to prevent friendly fire.

I think this system is forward-looking and it would be great to see that, maybe in an advanced version, in ArmA 3.

What do you think??


Here you can find some more exactly information:

Official BAE Systems Homepage (http://www.baesystems.com/Businesses/LandArmaments/Divisions/GlobalCombatSystems/Vehicles/ProductsPlatforms/Adaptiv/index.htm)

Video (http://www.baesystems.com/Businesses/LandArmaments/Divisions/GlobalCombatSystems/Vehicles/ProductsPlatforms/Adaptiv/Adaptiv_video/index.htm)

grz CT

paecmaker
Sep 7 2011, 19:06
From what I understand is that its not really invisible from the naked its only invisible through infrared cameras and such?

b00ce
Sep 7 2011, 19:22
Even better, why wouldn't the game use your RL weight/height and fitness, eyesights etc to calculate how well you'll deal inside the game?
I am sure a lot of chubby-glass wearing gamers that can't even run a mile without coughing their loungs out will find that thrilling...
/sarcasm

I'm 6' 1 1/2", ~175lbs, 20/20 vision and cant run 3/4 of a mile without coughing my lungs out. :rolleyes:

And that cloak thing is for spoofing FLIR. Which wouldn't be hard to do, even in this engine to some extent, I imagine.

Steakslim
Sep 7 2011, 19:39
From what I understand is that its not really invisible from the naked its only invisible through infrared cameras and such?

Pretty much. It disguises it's IR signature to resemble civilian vehicles and such.

J-Guid
Sep 7 2011, 20:48
Hi,

Arma 2 already has such functions, within the Functions module, called Remote Execution (RE).

Check here (http://community.bistudio.com/wiki/Multiplayer_framework) for more info.

_neo_

RE works only if add on map module Functions!!!

We need a some like on " DoCode [while, bla bla bla] call RE;"

---------- Post added at 00:48 ---------- Previous post was at 00:41 ----------


Cthulhu;2018916']ADAPTIVE, new cloaking system

A few days ago, on the 5th of September, the Swedish Weapon-System-Designer, BAE Systems, has released information about a new technology, called Adaptive, which is going to bring new dimensions of cloaking to the battlefield. Due to modern technology, it’s possible to completely hide a vehicle, not only in the infrared spectrum, but also in some other spectrums of electro-magnetic radiation.



How does it work? The system seems to be quite simple: hexagonal, hand-sized, plates which can be individually cooled and heated by commercially available semi-conduction systems are mounted on the vehicle. Due to cameras, permanently analysing environment around the vehicle, the temperature of each plate can be set individually, so that the vehicle seems to be merging with the background, similar to pixels on a screen.

But that’s not the only opportunity this system gives to a vehicle to hide from the enemy. Due to that pixels, it’s possible to simulate any other thing which is sending heat radiation, for example a car (as seen in the video below), but this system can also be used to mark a vehicle as a friend, to prevent friendly fire.

I think this system is forward-looking and it would be great to see that, maybe in an advanced version, in ArmA 3.

What do you think??


Here you can find some more exactly information:

Official BAE Systems Homepage (http://www.baesystems.com/Businesses/LandArmaments/Divisions/GlobalCombatSystems/Vehicles/ProductsPlatforms/Adaptiv/index.htm)

Video (http://www.baesystems.com/Businesses/LandArmaments/Divisions/GlobalCombatSystems/Vehicles/ProductsPlatforms/Adaptiv/Adaptiv_video/index.htm)

grz CT

Damn, Adap tiv, is realy great idea to future Arma 3!
Maby can avaliable on different vehicles, or swicheble and have lmited time to use, and maby been reloadable (accumulators to generate filed)!

wolf359
Sep 7 2011, 21:26
the technology described here is called counter illumination that started in military aviation for low observable technology in the optical spectrum. It has been around for a while and many companies are working on it now as this will be very important in only a few years. BAE Systems is the first company to go public about it and uses the E-Ink technology similar to the one used in electronic newspapers for changing colors and metallic heating plates in the IR spectrum. Other technologies are also used or developed. Here is some more information:

Here an article from 2008 showing some early results from a flight test.
http://www.wired.com/dangerroom/2008/05/invisible-drone/

another article "hiding in plane sight" from 1997
http://jmrc.tripod.com/fa/stealth/stealth1.htm

an article on Boeing´s activities
http://findarticles.com/p/articles/mi_hb3126/is_668_57/ai_n28969738/

here a documentation mentioning a test on a british tank
http://www.youtube.com/watch?v=e0_SHeD-tSY

an article on the tank developments:
Published January 18, 2011
Invisible tanks -- and maybe invisible soldiers -- may soon be charging onto battlefields.

A British weapons manufacturer is making good on the promise of Wonder Woman's invisible jet, describing an "eCamouflage" system that uses electronic ink to disguise combat vehicles by projecting videos of the countryside onto them -- electronic squid ink of a sort.

Using highly sophisticated electronic sensors attached to a vehicle's hull, BAE Systems plans to project images of the surrounding environment back onto the outside of the vehicle -- enabling it to merge into the landscape and evade attack, explained London paper The Telegraph.

Unlike conventional forms of camouflage, the images on the hull would change in concert with the changing environment, always insuring that the vehicle remains disguised.

BAE Systems is working with an unnamed Swedish company that makes a technology similar to the e-ink screens in digital book readers like the Amazon Kindle and Sony Reader, explained Mike Sweeney, head of external communications for the company.

E-ink screens, as any e-book reader can attest, are both slow to refresh and black and white -- two clear obstacles to this technology. BAE has solved those problems, Sweeney told FoxNews.com.

"The guys in Sweden, together with some other companies we've been looking at, have the answer to that question," he said. BAE is starting with tanks, such as the CV90 (or Combat Vehicle 90, the Swedish equivalent of the Bradley tank) on which the first tests will be conducted. But the technology won't be limited to them, Sweeney said.

"We're also working on it for aircraft," he told FoxNews.com.

This isn't the first time the technology has been discussed. FoxNews.com wrote about invisible tanks in 2007, when they were merely a concept. And BAE isn't alone in its quest to make things vanish. Several companies have been working on similar technologies, all based on the same approach, as Sweeney was quick to note: They all use "a camera to capture the scene on the other side of the vehicle, then project that image on the other side of the vehicle so that it blends into the environment."

But BAE plans to make it happen, intending to test in Sweden at the end of the month a technology it calls "adaptive signature." And the next stage, Sweeney explained, will be transparent battle armor for soldiers.

[UKF] John R.
Sep 7 2011, 21:58
Here is an old wishlist for ArmA2 from the german community:


1.) Gameplay AI

- AI will react to audible shots in the environment
- AI can't see through fallen trees
- AI will try to take / storm occupied houses
- the effectivity of the AI shall be much more dependent on viewdistance suppressive fire weather and vegetation
- the AI shall no longer be allknowing so it can't hear the player when he tries to keep undected by sneaking lowered position or silenced weapons
- optimize the AI: pathfinding and action/reaction - hear and see with interaction between the groups so the acting is believable
- end the pinpointing of the AI
- suppressive fire that is not only done by the AI but also affects it

- possibility for a stepless raise or lowering of the body (e.g. when proning have a short view over small parts or when crouching behind cover cast a short glance over it)
- pick and dropable Backpacks that will increase the volume to carry for a unit. Dropped Backpacks keep their content and cann be picked up again at any time or transported by vehicles
- the more weight / equipment a unit is carrying the more it slows down or will loose stamina.
- a weapon / object pick that no longer depends on a slot system but will be dependent on weight and volume - each object has got a certain volume and weight. A unit can only pick a certain amount on objects / equipment (vest, helmet etc.)
- unit dependent object picking - special forces are able to carry more weight than regular units und do not loose stamina that fast on euqal weight.
- allow to carry two rifles - primary weapons (one usable - one shouldered)
- changed system for injuries, bleeding and blackouts
- allow to pull or carry inkured units und limit movement and healing inside vehicles by medic dependent on the kind of injury
- ragdoll effects

- you can sit on the load floor of pickups or offroad vehicles
- the possibility to attach stationary guns to trucks or load statinory machinge guns to trucks
- shoot out of a vehicle (e.g. drop a grenade from a littlebird)
- realistic pressure waves und damage model caused by explosions inside of buildings
- transport objects by vehicles (ammo boxes etc)
- longer duration for repair of vehicles
- move inside of moving vehicles
- roping out of air vehicles
- vehicle properties change by weather (changing behaviour of aircraft in storm - longer braking distance on wet weather - wheeled vehicles get stuck in heavy mud)
- realistic damage to vehicles - distinguished hit zones with conditioned hit - effectiveness
- realistig glass properties per vehicle

- more interaction with objects! e.g. Satchels in litterboxes or mailboxes - sit on benches or chairs - place something on tables
- no more empty buildings but enterable buildings which got furniture inside
- you can do more than shoot holes into houses . they can burn and when completely burned will be only a black ruin.
- the new damage model of buildings in a limited amount for infantrie and vehicles (maybe seperated body parts by mines - seperated wheels - hood doors and metal parts of vehicles which can do a colleteral damage in the close perimeter

- balanced landscapes with plains lakes rivers valleys hills and mountains
- bigger cities than on Sahrani
- harbours and major airports
- real civil infrastructure including buildings
- all seasons inside the game including wind weather having influence on the gameplay
- comprehensible Story with multiple main actors
- camaign with several endings /ends
- information and weappons/ammo collecting similar to OFP:Resistance
- decrease perfomance usage
- replay function


2.) Multiplayer

-startup parameters shall be set in the options
-a system like Massgate where gamers can chatt ingame
-an additional alternative to the existing respawn system like a spectator script
-setting of a password is possible during an ongoing online match
-a functional anti-cheat-system against cheats that take incluence on the server

- addons should be downloaded automatically from the server
- addons that the mission does not need shall be removed from the RAM
- including of addons and mission is possible while server is running
- remote administration for the dedicated server without connect by the game client
- remote administration of the server (webinterface)


3.) Weapons / accessory

-functional smoke grenade (AI view blocking)
- differnt smoke grenade/devices with differnt duration for the smoke
-differnt types of mines
- lasermaker on the barrel of the weaopns - simulatanous marking and shooting is possible
- teargas as new weapon (mapfact has shown that it is possible and how to do it) including gas mask as woking anti
- knife, sling to strangle
- claymores
- leaser distance measuring
- flashbangs

- the possibility to use explosives in different kind / doses (e.g. below an object laying on the ground as soon as it is picked up .... boom or open doors with it)
- realistic Mildot-System
- realistic hand grenade (see Americas Army)
- current (standard) weapon systems with real parameters - equipment that can be combined in the menu or during the game
- C4 placeable on the ground or stickable to objects

- differnt kinds of ammunition - single selectable
- realistic behavious of ammunition depending on kind and usage
- diving including Oxygen-bottles and breathing devices

- quick switch from weapon to pistol with possibilty to drop the weapon while changing magazine
- shorter duration of weapon switch animation


4.) Vehicles / Aircraft / Units

- more (water)vehicles and aircrafft with distinguished properties
- more civilian vehicles and trains
- more civilian (cinema - supermarket) and governmental establishments (hospital - shool)
- mini vehicles for airports which can push airplanes back
- movement possible inside of driving and flying vehicles and choosing seat position on entering a vehicle
- ejection from vehicles (air and land) on the position you take seat (e.g. in the Littlebird everybody ejects front left - no matter on which side of the heli he is seated)
- COM System for commanders of tanks
- an optical display how much more will fit into the "cargo bay" of a vehicle
- no more freaking "tank is hit beeping"
- drivable helicopters that can move on ground
- realistic HALO-Parachute jumps that can be steered
- reflecting rear mirrors
- realistic transport capabilities (aircraft, ship, flat bed trucks ) espeacially pioneers or logistics


5.) Community

- an open beta test which is used to eliminate all "startup problems" before it goes to the stores
- a demo that is released in time and a straight work with the BTS
- Eastereggs


6). Editor

- evolution of the script languages (hoping for object orientation of it)
- scripteditor integrated into the 2D editor (the switching between Desktop and game is not nice)
- maybe an option to set population and animal density (slightly - middel - strong populated - dependent on that X civilians on the towns spawning)
- assign faces (e.g. camouflage) or give/take weapons by menu selection
- more options - additional (fine) tuning options
- tolls as full version including manual



Its nice to see that you realised a lot of those wishes, it would be nicer if you realise the others too ;)

J-Guid
Sep 7 2011, 22:13
I say YES!
I quite agree...
All preaty, but dont forget realistic ARMOR and hit zones + pointed ipmact decals!

maionaze
Sep 8 2011, 12:49
-Glasses and eye protection to be a ingame selectable piece of equipment and have an actual effect (ex: sunglasses will help you cope with the sun better), the way ACE did it.
-Abilitty to sit down on chairs and benches.
- Night vission monocle. If helmet HUD's will be implemented, you can combine the two, without the need to remove one in favour of the other.

ozzbik
Sep 8 2011, 13:09
I'm sorry if this has been requested before (searching within threads is impossible?).

Other wishes/idea:
- GUI settings ingame (full screen without text or radar).
- Remote server manager (similar to Rcon/team duck's server manager).
- Auto hover when using map as pilot, or at least real "3d" map.
- A cutdown Arma Free version... so I can convert my collegues to Armaholism. :D

BobcatBob
Sep 8 2011, 23:15
http://www.theatlantic.com/magazine/archive/2011/07/invisible-inc/8523/3/

"Months passed. Then, this spring, Cramer invited me to his workshop. When I entered, he lowered the shades. Then he pulled up his iPad and showed me a video that depicted a cream-colored wall with a dark baseboard. In front of the wall stood something resembling a Japanese shoji screen, with panes as clear as Saran Wrap: I could see the wall behind it. In the video, a woman entered the room and walked behind the screen so that her head stuck out above it. And then I watched as her body disappeared. Her head floated above the screen, and I could see the wall. But nothing of her body. “We’re bending the entire spectrum of light—infrared, ultraviolet, thermal,” Cramer told me. “People are disappearing. It doesn’t use cameras or mirrors or require power.”"

I also heard this tech mentioned briefly during an NPR interview at the end recently.

horton
Sep 9 2011, 12:41
Hello guys, I wanted to add something to the "wish" list.

Dynamic Night vision, even tho all the modders out there make these kinds of things it's also good if Bohemia have it in the game :>

Gonna link a few things here,

http://www.youtube.com/watch?v=iSx1sXqaQSQ

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

http://www.youtube.com/watch?v=-V396uuiAsU

These things look amazing. I can't imagine anything more sexy than these types of airstrikes and particles flying around.

Anyway, hope you enjoy the clips and maybe add some nice effects:)

WarFX did a beautiful job in Arma 2 with these particles and explosions.

Just laying out the thoughts I had :9

btw seems like the YOUTUBE links don't work :o

DMarkwick
Sep 9 2011, 12:51
The hardcoded particle limit needs to be either increased a lot, or made into a config entry. I use particles a LOT, but mine are the type to stick around for a long time, and the hardcoded limit is very apparent when all your long-lasting smoke is suddenly culled because a couple of explosions have suddenly gone off...

horton
Sep 9 2011, 13:04
Okay, yeah well the third link looks amazing, the night vision there.

Also caves is also a badass thing to have.

jagheterjan
Sep 9 2011, 16:15
To add to my former post: In addition to an updated Oxygen, I'd like to see 3ds and Maya viewport shaders eventually released as part of the ArmA 3 SDK. Maybe even some official .p3d import/export scripts? Pretty pleeease?

Pirate.
Sep 9 2011, 23:52
1) Sniper targets on long range seem to "teleport" in ArmA2 (as most players know). Please fix it in ArmA3 if possible. I think it's probably a bandwidth saver but pretty annoying when you are sniping at the long ranges. Solution? Maybe check if sniper is zoomed in and only then allow more positional data to flow to the snipers client? But I'm just a user, I don't speak C++ ;)

2) Try to get semi-realistic friction coefficients on tires (tracks) and surfaces. I want to slip and slide down a 70° grass slope and not drive on it like I'm on rails. Maybe wet surfaces (rain?) can have even lower friction coefficients ;)

MadDogX
Sep 10 2011, 00:05
1) Sniper targets on long range seem to "teleport" in ArmA2 (as most players know). Please fix it in ArmA3 if possible. I think it's probably a bandwidth saver but pretty annoying when you are sniping at the long ranges. Solution? Maybe check if sniper is zoomed in and only then allow more positional data to flow to the snipers client? But I'm just a user, I don't speak C++ ;)
Already implemented in recent Arma2 betas. Expect it in the next patch, and in Arma3 of course.

PurePassion
Sep 10 2011, 00:11
2) Try to get semi-realistic friction coefficients on tires (tracks) and surfaces. I want to slip and slide down a 70° grass slope and not drive on it like I'm on rails. Maybe wet surfaces (rain?) can have even lower friction coefficients ;)

Thanks to PhysX, totally possible. If i remember correctly in one of the interviews talking about PhysX, this example has been mentioned

Solarghost
Sep 10 2011, 03:53
Thanks to PhysX, totally possible. If i remember correctly in one of the interviews talking about PhysX, this example has been mentioned

Like rain effects in Grand Theft Auto 4, you slip in slide in vehicles... lol

---------- Post added at 03:53 PM ---------- Previous post was at 03:47 PM ----------

MEDIC INVENTORY (MAKE IT SEPARATE)

Gear menu, and then you can also have a medic bag menu which has it's own gear in it.

Field dressings, tourniquets, haemostatic agents, morphine, smelling salts, AEDs (portable defibrillators), IV plasma bags adrenaline injectors.
A med kit will stop bleeding, take away pain, and refill the casualties blood meter (runs out when bleeding).

(Make an option that comes up to extract bullets from flesh)

Medics have a success rate of 90% of the time, and soldiers have a success rate of bullet extraction of about 15% chance.

The medic system currently in Arma 2 + OA is crap.

So... what we need is a separate medic bag so we can fill it with medic gear.

(An improved medic system can not be ignored for Arma 3)

Smurf
Sep 10 2011, 04:54
2) Try to get semi-realistic friction coefficients on tires (tracks) and surfaces. I want to slip and slide down a 70° grass slope and not drive on it like I'm on rails. Maybe wet surfaces (rain?) can have even lower friction coefficients ;)
Confirmed already, at least in part. In the last VBS2 there is an example of that.

AstroMan
Sep 10 2011, 06:14
I wanna request an awesome poster that comes with the purchase. I don't care if i have to pay 5-10 bucks more. Thanks

Tom1
Sep 10 2011, 10:47
Even if it is not uber realistic, some functioning body armour to add realism and the need to use armour piercing ammunition in some cases, whereas standard ammo is more effective against those without armour.

PurePassion
Sep 10 2011, 11:14
Since we already saw improved idling animations on characters ( breathing etc) I would love to see the same with plants moving in the wind. The models itself are already stunning but lifelike and detailed movement animations add a whole new touch to the visual quality.

czachoblachaPL
Sep 10 2011, 14:21
i want polish army!

DMarkwick
Sep 10 2011, 19:50
I wanna request an awesome poster that comes with the purchase. I don't care if i have to pay 5-10 bucks more. Thanks

Even better, a large paper map.

Daniel
Sep 10 2011, 20:07
Even better, a large paper map.

Yeah! And make it look like it's just been washed up after a battle! :D

You know, damp, sandy, a bit crispy round the edges...

AstroMan
Sep 10 2011, 22:36
^ yes. Like the Reinforcement map, put like you describe it.

Solarghost
Sep 11 2011, 02:24
Even if it is not uber realistic, some functioning body armour to add realism and the need to use armour piercing ammunition in some cases, whereas standard ammo is more effective against those without armour.

Body armour is already a confirmed feature in the game :yay:

KillerChimp
Sep 11 2011, 21:07
I am really excited to see some underwater missions. This has always lacking in games. This adds a wole new area of dynamics to explore and I hope these missions will be expanded on in the future.

ruebe
Sep 11 2011, 23:28
I am really excited to see some underwater missions. This has always lacking in games. This adds a wole new area of dynamics to explore and I hope these missions will be expanded on in the future.

IMHO first we should have AI that knows how to avoid water (ponds anyone?) and that actually knows how to use a damn bridge, or how to circumnavigate a lake or something.

But once we have that, I'm all for actually using the water.
Also I hope there's a lot of fish and sea anemone and stuff down there to look at. :)

Rye
Sep 12 2011, 00:08
^ AI have to learn one way or another... *gets out whip*

Qazdar
Sep 12 2011, 05:38
i copy paste this excellent request from another member:

After the nice technical realism in A2, i strongly wish at least some taste of realsim in gameplay.

1: No Tab-lock, 2-lock and auto-lock(A2:Metis, Nlaw..) or at least the possiblity to turn it off.
2: No Radar or only for Aircraft/AA showing air contacts only (like real radar).

To explain why those changes are needed to make the gameplay realistic i will use examples from the Arma2 Warfare mode, which i play mostly and in which i know peoples gameplay behaviour. Of course other gamemodes would benefit too.

Let's begin with the most critical part - aircraft. When playing Warfare in a chopper with guided weapons, you press the tab-button all the time to lock on every enemy vehicle/aircraft in your range(up to 9km) and to instantly shoot a missile everytime you lock something. This way you can "clean" an area, which only depends on your locking range, from enemy vehicles completely. You do not need to see anything, just press tab-fire-tab-fire-tab... rearm fast and get back up. - The kill messages will rain on the screen.
The effects of this gameplay mechanic are huge.
1. The victims view: You get killed from a chopper which is 5km away and which you cannot even see, as well as it can'T see you. Could something be more frustrating? Now you have 3 possibilities:
#1:Stop using heavy weapons, move on as an infantry man
#2:Buy another tank and use the minute untill you get shot again (and show them your base position with this)
#3:Get an AA-vehicle, turn the engine off(to prevent getting locked, if you are already locked it doesn'T help) an press tab like an idiot yourself - the faster guy wins!
2. Hiding, stealtch operations - adapting to your environment - becomes impossible. You are in a tank and saw multiple enemy tanks using a street? You want to move in a valley or a think line of shrubbery so they can't see and shoot you? You want to try to get behind the enemy lines in a vehicle without beeing seen? Well, if you are good, noone will see you. But... BOOM. Welcome to Arma!
3. War games/sims like Arma give us this fun, because they are competitive (you maybe noticed a lot more males than females playing it ) You try to play well - and to define how well you play you need others. Tab-lock makes a players success independant from his skills/intelligence. This might be an explaination why tab-lock ruins the fun of MP players so much.
4. There is no need for pilots to develop skills. Some maneuvers might look cool or give you a small benefit - but you don't necessarily need them to be succesful - there are no "pros" like in other games.

Next part - Tank gameplay. To use a tank effectively in PVP frontline fighting, you basicly do the same like in a chopper - get in the driver seat, ai in the gunner seat and spam tab. One Abrams tank round is enough to destroy or disable every other ground vehicle. So the tank which shoots the first round will win! Since the gunner aims for you, you don't have anything to do than pressing tab, waiting for the cannon to stop moving and press fire. Players behaviour in Warfare can be called "blind". You can stand in the open field, 400m away from the enemy moving tank and point an AT launcher at him, he won't see you. All the information needed are given by the radar and the locking results. Players watch the radar while driving a tank, not the outside.
-> There is no realism in gameplay, the abitilities of all vehicles might be realsitic, the physics might be realistic(thats a different topic) but players do not behave like they would do if this would be real!!!
-> The atmosphere of war, the thrilling tension in the air caused by the fact that you can never know where the next enemy might be won't come up. There is no realism in gameplay!

Infantry - Autolock weapons like Metis. I don't think i have to write much about this now. No skill needed - shoot and forget - get on a hilltop with some more missiles in a truck and destroy every single enemy vehicle or static defence from 4km away! Rape 60% of the map just by yourself! The 30 guys in the enemy team can't do much in the next time! And yeah where do the new locks move to? where do they come from? GZ! you found their base! -.-
-> the disbalance of infantry / tanks. You use infantry to fuck up tanks, not other way round, like it should be.

You should NEVER be allowed to shoot something you cannot see/don't know about! You cannot act without information!

When i go through the threads in this forums i can see so many threads concerning problems which were created by tab-lock or are results of the 3rd or 4th part of a causal chain leading back to it! It is sad that such a great game like Arma gets destroyed by relatively little things like tab-lock or netcode problems! I don't see a third problem coming close to the importance of these two.

Thank you for reading, i really hope very much that this doesn't get spammed away from the devs minds!

KrAziKilla
Sep 12 2011, 12:36
hmmmm

b00ce
Sep 12 2011, 18:09
You do realize that just about every single radar guided missile is essentially tab-shoot, right? In real life engagement ranges for radar guided Air to Air missiles is measured in the tens of nautical miles.

This goes even for IR systems where they essentially home in on heat sources by them selves, though it works best if you can actually see the target. (In the case of the AIM-9) Usually there is no definitive "lock" it just growls at you louder when it has a better view and it can home in better. Implementing true passive IR seekers would greatly improve the implementation of flares and add realism.

There are even some A-G weapons that are essentially tab-shoot. The AGM-65 Maverick has an IR sensor in the nose that displays an image of a heat source on a tv camera, the pilot tells the missile to lock on to it and hits the fire button. The missile then guides itself to the target, fire and forget. Same goes for the AGM-114L, it is a radar guided missile tied to the Longbow radar dome on the Apache. The radar can detect, identify and prioritize 128 targets from greatest to least threat. The gunner or pilot basically tells the targeting computer "That one!" and pulls the trigger, the missile guides itself to the target from there. These ARE tab-shoot IRL. (And even more effective in some cases than in ArmA.)

That said, I do want to see missile systems that behave like they should, the Metis, NLAW, Dragon and TOW should all be optically guided by the player, same with laser guided systems like the AGM-114K.

The only weapons systems that should NOT be tab-shoot are optically tracked or laser guided.

Edit:

During Desert Storm 1, A-10 pilots would use the seekers on their mavericks to find targets at night, essentially spamming the tab key to find SCUD launchers or tanks.

InstaGoat
Sep 12 2011, 18:19
You do realize that just about every single radar guided missile is essentially tab-shoot, right? In real life engagement ranges for radar guided Air to Air missiles is measured in the tens of nautical miles.

This goes even for IR systems where they essentially home in on heat sources by them selves, though it works best if you can actually see the target. (In the case of the AIM-9) Usually there is no definitive "lock" it just growls at you louder when it has a better view and it can home in better. Implementing true passive IR seekers would greatly improve the implementation of flares and add realism.

There are even some A-G weapons that are essentially tab-shoot. The AGM-65 Maverick has an IR sensor in the nose that displays an image of a heat source on a tv camera, the pilot tells the missile to lock on to it and hits the fire button. The missile then guides itself to the target, fire and forget. Same goes for the AGM-114L, it is a radar guided missile tied to the Longbow radar dome on the Apache. The radar can detect, identify and prioritize 128 targets from greatest to least threat. The gunner or pilot basically tells the targeting computer "That one!" and pulls the trigger, the missile guides itself to the target from there. These ARE tab-shoot IRL. (And even more effective in some cases than in ArmA.)

That said, I do want to see missile systems that behave like they should, the Metis, NLAW, Dragon and TOW should all be optically guided by the player, same with laser guided systems like the AGM-114K.

The only weapons systems that should NOT be tab-shoot are optically tracked or laser guided.

Edit:

During Desert Storm 1, A-10 pilots would use the seekers on their mavericks to find targets at night, essentially spamming the tab key to find SCUD launchers or tanks.

Good points there. The whole argument is about perceived "unfairness" more than "unrealism" in this case, I think. Modern combat is deadly, tanks out in the open will get sniped fast by enemy air power. The argument that "In real life you have to hit more switches" doesn´t count, because adding more controls only enables less players to do good in the game, because they have to fight the controls first. If you´re in a helo, you´re playing a trained individual who knows how to work the switches, so it´s realistic to assume that he can (even if the player can´t) work to detect and lock on targets very quickly.

The only thing that´s maybe a bit off balance is the speed and precision of the detection, as well as Identification. IFF would need to be implemented to make that more realistic: detected targets should be white by default, and manually be designated as "enemy" by the on-board AI (gunner) or the player himself. Don´t know how practicable that solution is though...

Cheerio

Insta

Qazdar
Sep 13 2011, 04:04
so let's sk developpers for inlimited viewdistance and no warping.

mrcash2009
Sep 13 2011, 09:27
One minor thing Id like to see for CQB (and sorry if this is posted already)

Use of mouse wheel to open & close doors gradually either fast or slow like Raven Shield!

No more fumbling to show "open door" in action menu and then only having the option of completely open or completely closed.

Also ... BIS default sound config for door opening & closing :)

(If its a repeat and already in for A3 then I apologise).

Polecat.uk
Sep 13 2011, 11:21
What i have in mind is a 2 stage roll first stage would be pressing Q or E once while prone would roll you onto your back and let you bring your weapon onto anyone sneaking up behind, the scope cant be used but you will be able to fire from the hip, stage 2 would be pressing Q or E twice would give you a full roll.

EDcase
Sep 13 2011, 11:48
These are more tweak wishes rather than new features request.

Could the post distance blur be reduced a bit or made an attribute in config? I love the idea but its just a bit too much at the moment.

Likewise the HDR effect is too agressive. Looking at the ground gets really bright but if a tiny bit of sky is visible it goes to the other extreme and goes really dark.
The sensitivity of brightness needs to be less. Or thinking in camera terms (which this simulates), the exposure metering should be more central to the view.

J-Guid
Sep 13 2011, 12:19
- WISH!!!

Remote controled vehicles with laser guidance, and turrets. looks like a SWAT robots, or RC toys!

maionaze
Sep 13 2011, 12:44
- WISH!!!

Remote controled vehicles with laser guidance, and turrets. looks like a SWAT robots, or RC toys!

Already in-game :)

PurePassion
Sep 13 2011, 12:48
take a look here ;)

http://www.youtube.com/watch?v=LnM2oCHcEME

:)

TALON's and similar are already on the "confirmed" list

Antrix
Sep 13 2011, 20:36
I want the machines to can pull trailers or other machines if they are broken, or something like that. Because it would be really nice to make convoys with Trucks with trailers or howitzers.

MadDogX
Sep 13 2011, 20:39
I want the machines to can pull trailers or other machines if they are broken, or something like that. Because it would be really nice to make convoys with Trucks with trailers or howitzers.
Towing has pretty much been confirmed in one of the texts on the new Arma3 website.

See here (http://www.arma3.com/arma-3-overview/armory/) under "soft vehicles".


Some vehicles are sparse in the area of operation; if they break, tow them to a repair station.

PurePassion
Sep 13 2011, 20:45
wouldn't the possibility of breaking your car in rough terrain stand for an extremely enhanced damage model? (simulated axis etc)

Mr.Tuckty
Sep 13 2011, 20:47
Transhumanism! Deus ex style :)

wolfbite
Sep 14 2011, 11:24
The ability to hide ground vehicles from aircraft radar eg with ground clutter or covers... If radar wasnt 360 for everything but a cone it would help too... sweep times for older radars would further help the situation... Being able to put AA/Artillery in batteries that co-operate with each other instead of just spamming a target... And an ability to give all vehicles different behavioural patterns...

Same goes for vehicles using I'r if something hasnt been turned on yet and is cold.. tab shouldnt just auto lock them.. Ir and radar should be blocked by obstacles..

ECM... for aircraft... ecm for trucks against IED's

Snipers/SF should try to be stealthier... Tanks shouldnt just drive into the middle of everything.. Bombers shouldnt be diving on everything... Hinds should do really fast passes ... Apache's should use pop up and hide... Medics should prioritize healing

Oh yeah smoke and I.R scramblers for various vehicles too..

Just A Copy
Sep 14 2011, 14:36
My personal wishes:

Gras:
in Arma 2, the AI doesn't really recognize gras.
My Solution: So... fix the AI or don't implement high gras like in Arma 2. Or both.

Trees:
Arma2: The AI doesn't recognize fallen trees and can see through them but the player can't see through them.
So my wish is don't let the AI see through fallen/dead trees. I

vehicle & tanks vs. trees and fences:
Arma2: Many vehicle vs object collisions aren't very comprehensible.
Like a m1a1 driving over a treetype 1 which has a small trunk and get's stopped but if it drives over a group of treetype 2 which has a bigger trunk it doesn't even get slowed down. And there is a treetype 3 which has a trunk like type 2 but has the same effect like type 1. :P

So my whish is ... make vehicle vs object collisions more comprehensible.


View inside a vehicle
Arma2: Some vehicles like the BTR-90 (i think) have no useable invehicle view, especially the driver's view.
No more of that please. Very disturbing if first person is forced.


Harriers:
Currently i have no clue if you include harriers again but if you do make it possible for the harrier to perform a vertical take-off like it should do.


I think you'll get my points ;)

DM
Sep 14 2011, 14:40
Harriers:
Currently i have no clue if you include harriers again but if you do make it possible for the harrier to perform a vertical take-off like it should do.

Harriers with a full war load (as depicted in A2) are not capable of vertical take off.