PuFu
May 23 2011, 10:49
SCOPE:
To Gather all the questions regarding A3 in one single place, so that BI developers could have an overview, and hopefully answer some of these questions, without needing to navigate through all the existing threads.
There is a possibility of an interview with one of the developers further down the road, based on those questions (please don't ask about dates,
RULES:
be brief
be informative - use examples if you feel it is necessary, but between SPOILER tags
don't start a debate on any of the topics/questions - create a new thread if you feel that you really need to, or use an existing one
all question will be posted on the first page - some rephrasing and formating might occur
follow the given format
Please use the report function for posts which not comply with the above rules
HOW TO:
In order to pose a question, please use the following format (will be easier to read as well as make my job easier to move it on the first page):
Category
Question
Additional information/reference
IE:
08.Scripting
Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?
Additional information/reference
Python syntax, as well as its continuous development support would allow more users to use their existing skills within A3 engine
QUESTIONS:
01. Gameplay
Q: Will melee combat (knives/bayonets) be added to A3?
Q: Will it be possible to move inside vehicles?
Q: Will it be possible to shoot from vehicles?
Q: Will realistic bullet drop (ballistics) be modeled into the game per each caliber?
Q: Will the terrain of Lemnos feature caves?
Q: How will the customizations of gear and weapons work? What restriction are planned?
Q: Will A3 feature a firemode selector separated from the action menu?
Q: Will women soldiers make their appearance in A3?
Q: Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend?
Q: Will the medic system and modules take a more realistic approach (similar to ACE wounding system) and will it feature detailed treatment?
Q: Will the body models have wounds based on hit position instead of the current wound texture?
Q: Will the measurement units remain metric, or will they change to imperial? Could this be added as a profile option?
Q: Will A3 feature a cover system and weapon rest similar to RO?
Q: Will it be possible to use both the laser and flashlight on the same weapon, or switch between them?
Q: Will the underwater environment allow interaction and combat, for units, and for vehicles?
Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options?
Q: Will the buildings be open/free to enter like in OA?
Q: Will there be a interactive interior in vehicles (Tanks, APC, Cars)?
Q: Will there be a working co-pilot seat in the helicopters?
Q: Will there be basements in the buildings? Related to terrain.
Q: Will players be able to break animations half way through?
Q: Will there be a working loader position in future tanks?
Q: Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want?
Q: Can we have two grenade throwing mode like what in Rainbow Six 3?
Q: Can grenade launcher\RPG have zeroing feature similar to other weapons available in OA?
Q: Will hands move with vehicle wheels/weapons?
Q: Will there be full animations such as opening the door when player gets in/out?
Q: Will weight simulation or loading system be added in ARMA3, which can at least impact player's activity and equipment choice? Will weight criterion replace the traditional gear column limit.
Q: Will the limit regarding the secondary weapons be removed, enabling players and AI to carry two bullet based weapons?
Q: Will the unit of the ammo for shotguns be changed to bullet rather than magazine - currently in OA?
02. Story
Q: Who is the Enemy Force?
Q: Who is the Allied Force?
Q: Can the player "change" the story and is he more responsible for his own actions and leadership?
Q: Will A3 feature an Opfor campaign?
03. Graphics
Q: Is DX11 planned?
A: Yes, it is one of the targets (http://forums.bistudio.com/showpost.php?p=1933404&postcount=45) of the development team
Q: Will there be more gfx options for individual settings, such as shader detail, foliage detail, bloom, etc?
Q: Are current cards able to handle A3 on normal/high settings?
Q: Will there be a list of HW recommendations?
Q: Are all clouds volumetric or you still use the good old sky-texture?
Q: Will smoke move with wind and/or be interactive with the environment and objects?
04. Artificial Intelligence
Q: Will the AI be able to communicate between squats/units that are not in the same team?
Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire.
Q: Will the AI recognize weapons and there purpose.
A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout
Q: Will the AI be able to engage on longer ranges than 300 meters?
Q: Will the AI change formation on its own?
Q: Will the AI call off map support?
Q: Will the AI recognize a superior force and not charge in to its doom?
Q: Will the AI recognize houses and there interior as cover?
Q: Will the AI make use of the drag function of the first Aid module?
Q: Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall?
Q: Will AI improve their aiming, responding and activity ability in the room CQB?
Q: Will there be improvements in terms of the way AI is reacting in relation to camo/clothes/ghillie, gras, bushes, trees & forests?
05. User Interface
Q: Will it be possible to customize the ingame UI per user needs?
Q: Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style?
06. Editor
Q: Will there be a fully functioning 3d editor?
Q: Will the editor feature UI-based loadout and side selections, without additional script snipes be needed?
Q: Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting prupose?
Q: Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers?
Q: Will there be improvements to the town generator module
07. Multiplayer
Q: Will there be an integrated addon synchronization tool, similar to the community made six updater or yoma?
Q: Will there be more infos about mission and required addons/mods eg something like an little window?
Q: Will the netcode be improved/worked on?
Q: Will BattleEye remain the default anti-cheat system for A3?
08. Scripting
Q: Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?
Q: Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL?
I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios,
many military operations are lasting longer than just 2 hrs.
Not to mention the Impact of ACRE to the Comm.
Q: Will the delay on scheduled environments introduced in Arma 2 still be present in Arma 3 or are there any modifications on it?
09. Modding/Tools/Plugins
Q: Will BIS Tools 2(3?) be complemented by plugins for the major commercial 3d modeling software?
Q: Will BIS release updated tools for texture, terrain, object, image manipulation, such as Visitor3?
Q: Will the weapon proxy handling on planes/choppers be improved in any way?
Mainly, will it include "proxies on proxy"?
As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod.
10. Technical
Q: Since some tech is being ported from TOH are there any plans to port more than the clouds?
Q: Will 6DOF be supported ?
Q: Will ragdoll be implemented together with the physiX?
Q: Will there be support for deferred lighting system?
Q: What does it mean "revamped animation system"?
Q: Will vehicles have modeled destructible parts?
Q: Will the AUDIO engine support 3d/spacial effects? Will it deal better with stereo image?
Q: Will the new engine support multiple light sources and/or soft shadows?
For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion.
Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc
Q: Is render-to-texture/picture-in-picture planned?
Q: What will be the maximum draw distance for objects and terrain?
Q: Will parallax mapping be applied and/or support for more than just terrain ground, like on walls of buildings?
Q: Will Arma3 continue using the current system for clans/teams. A "Squad.xml" file, same as in ofp & Arma(1&2)?
11. Content
Q: Which NEW vehicles are confirmed to appear in ArmA3?
Q: What types and sizes of watercraft can we expect and how many are static only?
Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes?
Q: What types of animals can we expect ingame?
Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos
Q: Will there be sharks available in A3, or any sort of natural underwater danger?
Q: Will there be naval battle between ships?
NOTES:
Due to the size of this thread, i have added all questions under spoiler tags
To Gather all the questions regarding A3 in one single place, so that BI developers could have an overview, and hopefully answer some of these questions, without needing to navigate through all the existing threads.
There is a possibility of an interview with one of the developers further down the road, based on those questions (please don't ask about dates,
RULES:
be brief
be informative - use examples if you feel it is necessary, but between SPOILER tags
don't start a debate on any of the topics/questions - create a new thread if you feel that you really need to, or use an existing one
all question will be posted on the first page - some rephrasing and formating might occur
follow the given format
Please use the report function for posts which not comply with the above rules
HOW TO:
In order to pose a question, please use the following format (will be easier to read as well as make my job easier to move it on the first page):
Category
Question
Additional information/reference
IE:
08.Scripting
Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?
Additional information/reference
Python syntax, as well as its continuous development support would allow more users to use their existing skills within A3 engine
QUESTIONS:
01. Gameplay
Q: Will melee combat (knives/bayonets) be added to A3?
Q: Will it be possible to move inside vehicles?
Q: Will it be possible to shoot from vehicles?
Q: Will realistic bullet drop (ballistics) be modeled into the game per each caliber?
Q: Will the terrain of Lemnos feature caves?
Q: How will the customizations of gear and weapons work? What restriction are planned?
Q: Will A3 feature a firemode selector separated from the action menu?
Q: Will women soldiers make their appearance in A3?
Q: Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend?
Q: Will the medic system and modules take a more realistic approach (similar to ACE wounding system) and will it feature detailed treatment?
Q: Will the body models have wounds based on hit position instead of the current wound texture?
Q: Will the measurement units remain metric, or will they change to imperial? Could this be added as a profile option?
Q: Will A3 feature a cover system and weapon rest similar to RO?
Q: Will it be possible to use both the laser and flashlight on the same weapon, or switch between them?
Q: Will the underwater environment allow interaction and combat, for units, and for vehicles?
Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options?
Q: Will the buildings be open/free to enter like in OA?
Q: Will there be a interactive interior in vehicles (Tanks, APC, Cars)?
Q: Will there be a working co-pilot seat in the helicopters?
Q: Will there be basements in the buildings? Related to terrain.
Q: Will players be able to break animations half way through?
Q: Will there be a working loader position in future tanks?
Q: Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want?
Q: Can we have two grenade throwing mode like what in Rainbow Six 3?
Q: Can grenade launcher\RPG have zeroing feature similar to other weapons available in OA?
Q: Will hands move with vehicle wheels/weapons?
Q: Will there be full animations such as opening the door when player gets in/out?
Q: Will weight simulation or loading system be added in ARMA3, which can at least impact player's activity and equipment choice? Will weight criterion replace the traditional gear column limit.
Q: Will the limit regarding the secondary weapons be removed, enabling players and AI to carry two bullet based weapons?
Q: Will the unit of the ammo for shotguns be changed to bullet rather than magazine - currently in OA?
02. Story
Q: Who is the Enemy Force?
Q: Who is the Allied Force?
Q: Can the player "change" the story and is he more responsible for his own actions and leadership?
Q: Will A3 feature an Opfor campaign?
03. Graphics
Q: Is DX11 planned?
A: Yes, it is one of the targets (http://forums.bistudio.com/showpost.php?p=1933404&postcount=45) of the development team
Q: Will there be more gfx options for individual settings, such as shader detail, foliage detail, bloom, etc?
Q: Are current cards able to handle A3 on normal/high settings?
Q: Will there be a list of HW recommendations?
Q: Are all clouds volumetric or you still use the good old sky-texture?
Q: Will smoke move with wind and/or be interactive with the environment and objects?
04. Artificial Intelligence
Q: Will the AI be able to communicate between squats/units that are not in the same team?
Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire.
Q: Will the AI recognize weapons and there purpose.
A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout
Q: Will the AI be able to engage on longer ranges than 300 meters?
Q: Will the AI change formation on its own?
Q: Will the AI call off map support?
Q: Will the AI recognize a superior force and not charge in to its doom?
Q: Will the AI recognize houses and there interior as cover?
Q: Will the AI make use of the drag function of the first Aid module?
Q: Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall?
Q: Will AI improve their aiming, responding and activity ability in the room CQB?
Q: Will there be improvements in terms of the way AI is reacting in relation to camo/clothes/ghillie, gras, bushes, trees & forests?
05. User Interface
Q: Will it be possible to customize the ingame UI per user needs?
Q: Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style?
06. Editor
Q: Will there be a fully functioning 3d editor?
Q: Will the editor feature UI-based loadout and side selections, without additional script snipes be needed?
Q: Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting prupose?
Q: Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers?
Q: Will there be improvements to the town generator module
07. Multiplayer
Q: Will there be an integrated addon synchronization tool, similar to the community made six updater or yoma?
Q: Will there be more infos about mission and required addons/mods eg something like an little window?
Q: Will the netcode be improved/worked on?
Q: Will BattleEye remain the default anti-cheat system for A3?
08. Scripting
Q: Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?
Q: Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL?
I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios,
many military operations are lasting longer than just 2 hrs.
Not to mention the Impact of ACRE to the Comm.
Q: Will the delay on scheduled environments introduced in Arma 2 still be present in Arma 3 or are there any modifications on it?
09. Modding/Tools/Plugins
Q: Will BIS Tools 2(3?) be complemented by plugins for the major commercial 3d modeling software?
Q: Will BIS release updated tools for texture, terrain, object, image manipulation, such as Visitor3?
Q: Will the weapon proxy handling on planes/choppers be improved in any way?
Mainly, will it include "proxies on proxy"?
As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod.
10. Technical
Q: Since some tech is being ported from TOH are there any plans to port more than the clouds?
Q: Will 6DOF be supported ?
Q: Will ragdoll be implemented together with the physiX?
Q: Will there be support for deferred lighting system?
Q: What does it mean "revamped animation system"?
Q: Will vehicles have modeled destructible parts?
Q: Will the AUDIO engine support 3d/spacial effects? Will it deal better with stereo image?
Q: Will the new engine support multiple light sources and/or soft shadows?
For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion.
Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc
Q: Is render-to-texture/picture-in-picture planned?
Q: What will be the maximum draw distance for objects and terrain?
Q: Will parallax mapping be applied and/or support for more than just terrain ground, like on walls of buildings?
Q: Will Arma3 continue using the current system for clans/teams. A "Squad.xml" file, same as in ofp & Arma(1&2)?
11. Content
Q: Which NEW vehicles are confirmed to appear in ArmA3?
Q: What types and sizes of watercraft can we expect and how many are static only?
Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes?
Q: What types of animals can we expect ingame?
Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos
Q: Will there be sharks available in A3, or any sort of natural underwater danger?
Q: Will there be naval battle between ships?
NOTES:
Due to the size of this thread, i have added all questions under spoiler tags