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marcusjm
Sep 17 2005, 16:18
The screens looks great but personally graphics were never a problem for me.

What I'm interested in is whether there will be any actual gameplay updates in  this. I'm talking about smarter team AI (ie no default Rambo rushes with all AI dieing type of faults).

Scripting is nice but i would like to see better handling of the group, especially when you are not a squad leader yourself. Not the type where one man is sent off to die in a piecemal fashion. Even if certain scripts can help I haven't found any configuration which really satisfies me in solo play.

Do I have to wait for game no 2 for any AI improvements whatsoever?

I would pay 100$ just for suppressive fire to be added. To heck with all texture improvements http://forums.bistudio.com/oldsmileys/smile_o.gif.

marcus

Stealth3
Sep 17 2005, 16:53
I agree. Also looking forward for better colition effects and more interaction with the gaming world.

bravo 6
Sep 17 2005, 17:25
<span style='font-size:12pt;line-height:100%'>Oh boy.. here we go again..</span> http://forums.bistudio.com/oldsmileys/smile_o.gif

(i said nothing.. continue plz..) http://forums.bistudio.com/oldsmileys/whistle.gif

imported_bör
Sep 17 2005, 18:22
A flashpoint AI that seeks for cover when under fire, gives surpressing fire, wants to stay actually alive... My dream of sleepless nights.

alacasam
Sep 17 2005, 19:57
I dont know whats wrong with all of you  about graphics, better grafics is one of the best thing arma will offer (even small ameliorations), gameplay wll be ameliorated for sure ,would you think bis would release the same game as flashpoint without amelioration to gameplay ,still  graphics is important &#33;
wait and see ....
ps this thread is almost closed  http://forums.bistudio.com/oldsmileys/whistle.gif

marcusjm
Sep 17 2005, 23:33
Why would that be? I can&#39;t think of a single fault with that question. It&#39;s a simple consumer question which decides whether purchasing is worthwhile. Browsing through the 4 pages I don&#39;t see it asked yet either.

If graphics updates is all there is to it then I&#39;ll simply wait for game no 2. I never thought OFP as a game for graphics fantasts but rather for those who wanted realistic infantry/combined arms maneuvers simulated. If both then nice but i prefer the last one.

The one thing that made me hopeful was that they said updates were expected from the "pro version" of OFP. I never played that, but I sort of expected that version to have better use of tactics from AI. I doubt Human Waves ala USSR anno 1940 style tactics is used by any real army http://forums.bistudio.com/oldsmileys/smile_o.gif.

Btw, if asking questions is so sensitive then I&#39;d suggest putting the entire forum on hold until important parts are worked out. New users might be scared when they see an entire forum with only locked threads.

marcus

stakex
Sep 19 2005, 16:51
Well gameplay is a broud catagory... we really dont know if there are going to be thoes kinds of AI improvements. There are def going to be some improvements, but to what, only the devs know. Durring hte recent interview it was said that this game is shapeing into a game2 of its own... so that means there are likely many new additions and changes. So its just a waiting game now.

the_shadow
Sep 19 2005, 21:58
mm, yeah.... a AI that seeks cover when taking fire, then evaluates the threat (in about the same time a human would, also depending on skill and rank), sets up a plan to coop with the threat, and then orders each individual of the squad to act according to the threat and plan http://forums.bistudio.com/oldsmileys/biggrin_o.gif

like maybe the MG gunner sets up covering fire, the GL gunner lobs grenades into the target, the riflemen flanks/assaults and the medic/RTO (whatever might be available) stays behind with the squad leader (if a RTO unit it may call for CAS, artillery or any other available support) http://forums.bistudio.com/oldsmileys/biggrin_o.gif

that would be very nice, however, i think thats something for game 2 to incorporate all those changes, but maybe, hopefully and probably ArmA will feture some of them http://forums.bistudio.com/oldsmileys/smile_o.gif

seeing as ArmA is a new engine (or atleast heavily upgraded) i see it very unlikely that the AI behaviour has NOT been upgraded, especially since that has been a request from the community since the game was first released.

if all this changes was/is incorporated it would defenitly rais the difficulty a hundred levels and also make for much longer and intense firfights (as both side would continualy adapt to eachother and change it´s tactics/aproaces)

marcusjm
Sep 21 2005, 08:45
the_shadow describes the dream game http://forums.bistudio.com/oldsmileys/smile_o.gif.

At least some sort of "event" for soldiers going prone when shots are fired nearby. I mean, the animations etc already exists so it would (hopefully) just require some new events or something.

I doubt this game will be budget priced so I expect at least some "real" updates as well as newer graphics.

Keeping my fingers crossed.

bm

Espectro
Sep 21 2005, 10:21
the_shadow describes the dream game http://forums.bistudio.com/oldsmileys/smile_o.gif.

At least some sort of "event" for soldiers going prone when shots are fired nearby. I mean, the animations etc already exists so it would (hopefully) just require some new events or something.

I doubt this game will be budget priced so I expect at least some "real" updates as well as newer graphics.

Keeping my fingers crossed.

bm
They allready do, dont they?

marcusjm
Sep 21 2005, 22:02
the_shadow describes the dream game http://forums.bistudio.com/oldsmileys/smile_o.gif.

At least some sort of "event" for soldiers going prone when shots are fired nearby. I mean, the animations etc already exists so it would (hopefully) just require some new events or something.

I doubt this game will be budget priced so I expect at least some "real" updates as well as newer graphics.

Keeping my fingers crossed.

bm
They allready do, dont they?
Well, the do get prone but not due to suppression fire. Just as often they charge or do something weird. You can of course use a script to simulate it but from my knowledge the best variant requires the use of disable AI commands (btw, wouldn&#39;t including an "enable AI" command be a small thing to code? If the other stuff is too heavy)

AI is good at flanking though.

BM

A.K.
Sep 24 2005, 02:10
lol it&#39;s the same shit as ofp, need to redo the whole game with new buildings, plants, trees, fuck it just make a brand new game.

Scrub
Sep 24 2005, 04:10
Wow, I&#39;m going to be interested to see how those words taste after release.. http://forums.bistudio.com/oldsmileys/rofl.gif


Time will tell. I for one am going to be interested to see the new collision detection and how the units maneuver indoors.

Heatseeker
Sep 24 2005, 08:20
Graphics, colision detection (no more clipping) and improved performance, i also look forward to the new island and campaign by BIS.
Gameplay wise i would like if they would take the oportunity to fix some small things like realistic hand grenades or make the weapons more realistic by improving the M16 fire rate and remove the burst mode from the Kalashnikovs.

The a.i. could use some tweaking, especialy helicopter pilots and side gunners http://forums.bistudio.com/oldsmileys/wink_o.gif . I dont really expect alot more than a more eficient and updated OPF, whatever more they add to it will be bonus for me http://forums.bistudio.com/oldsmileys/smile_o.gif .

Oh yeah, i would kill for a much improved sound engine and weapon sounds too http://forums.bistudio.com/oldsmileys/smile_o.gif .

Goeth
Sep 24 2005, 09:51
Oh yeah, i would kill for a much improved sound engine and weapon sounds too http://forums.bistudio.com/oldsmileys/smile_o.gif .
Yeah me too, atleast for improved sound engine.

CherokeeJack
Sep 26 2005, 08:29
I definitely hope for AI improvements as well as improved vehicle physics. I&#39;m not too sure that the ability to drift around corners in a BMP is entirely realistic...

The graphics changes are important for me as well, especially the lighting improvements. It gave me hope to see a soldier&#39;s shadow actually get shown on an individual forest tree in an OFP Elite video, and I hope that nighttime lighting has improved as well--the light given off by headlights/searchlights on vehicles, as well as static streetlamps isn&#39;t very pleasing to the eyes--my eyes at least. Here&#39;s hoping for the best, but I&#39;m not too worried--BIS knows their stuff.

TgNd
Sep 26 2005, 10:20
For me: I dont care much about eye-candy...but improved, more realistic gameplay and well written network code&#33;&#33;&#33;, and if there will be some graphics tuning, well, i could live with that&#33;  http://forums.bistudio.com/oldsmileys/smile_o.gif

Psylnz
Sep 27 2005, 12:20
While new graphics and the like are nice, I&#39;d be more than happy with simply, better collision detection, destructible buildings, and bundled mod tools with in depth tutorials, (same as used to make the game), upon release. Hell just add this stuff to the old game and I&#39;d pay for it.

Zombie_Mod
Oct 4 2005, 16:56
AI and squad communication in any mode has to be the priority IMHO.

Ex:
I&#39;m fed up of waiting for a squad member to say he&#39;s "injured" in a slow voice, after I just clicked "Reveal" on a sniper that&#39;s taking out my men.

I have to wait for "4" to finish his sentence before the sniper is revealed, a right pain in the ass.

When I say "Get Down&#33;" or "Sniper 6 o clock" , number 4 can go fuk himself at that moment.

As for the AI, well let&#39;s put it this way - the enemy spends too much time sitting in the open, being shot to bits. And, I have noticed the enemy waits a while before shooting at you, or runs right past you. In Multiplayer the AI is a complete liability.

BIS may have had the excuse back in 2001 that CPUs at the time were not powerful enough for the complex AI code required, but they do not have that excuse now.

colt
Oct 4 2005, 22:10
Is there any chance of some official information being released about engine / ai / improvements ? I think BIS mentioned that ArmA was much more than OFP 1.5 so it would be nice to know how far they&#39;ve moved on from the original.

Screenshots are nice but it&#39;s the enhancements to the gameplay and engine that I&#39;m interested in.

So pretty please, with sugar on top - give us some info...

Heatseeker
Oct 4 2005, 23:26
Screenshots are nice but it&#39;s the enhancements to the gameplay and engine that I&#39;m interested in.

So pretty please, with sugar on top - give us some info...
I believe we will have plenty of that once OPF:Elite comes out, atm their priority should be to advertise their next release, its obvious because they have put so much work in it, after that they will start advertising and spreading more arma info and footage i think, its hard to wait i know, i could imagine myself playing arma right now http://forums.bistudio.com/oldsmileys/pistols.gif .

marcusjm
Oct 5 2005, 16:40
ECP(and/or the OFPEC/OFP)  has come along way of improving AI but it&#39;s all script based. It would be better if these improvements were hardcoded/compiled into the engine.

Worst case they can hire ECP to do some changes in exchange of a free ArmA http://forums.bistudio.com/oldsmileys/wink_o.gif.

Btw. About the injured thing. Many of these things could be fully automated imho, if someone is injured then the nearest medic should simply go to action (think there are some scripts for this), same with no ammo. The micromanagement can sometimes be a real pain when you are in a heavy fire fight.

I&#39;m thinking of shortcutting certain common commands as well.

marcus

Zombie_Mod
Oct 5 2005, 17:04
Come to think of it, I&#39;d quite like to be able to lean around corners as well http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Of course, if the AI was shit you could lean out, kill one enemy, lean back in, wait, lean out... kill... repeat.

Wouldn&#39;t it be great (edit: for MP) though?

Maps like Hexenkessel CTF would be MUCH improved with leaning.

I&#39;ve not fired a gun in real life so if it&#39;s not realistic to lean and shoot, then so be it - keep the realism http://forums.bistudio.com/oldsmileys/pistols.gif

EricJ
Oct 5 2005, 21:26
Man, it is REALISTIC to lean and shoot, it&#39;s one of the basic things you need to know how to do (especially in urban combat). You keep a lower profile, and survive longer. Of course it should be in Armed Assault... whether SP or MP..

Heatseeker
Oct 5 2005, 22:05
Man, it is REALISTIC to lean and shoot, it&#39;s one of the basic things you need to know how to do (especially in urban combat).  You keep a lower profile, and survive longer.  Of course it should be in Armed Assault... whether SP or MP..
It is realistic to lean and to shoot but leaning and shooting at the same time sounds wrong, you cant hit nothing in rl if you do that, i would like to peek around corners to see if its safe to move or not but not shooting acurately while leaning, especialy if your leaning to the left http://forums.bistudio.com/oldsmileys/confused_o.gif .

Maybe if the game featured CQB and house to house urban fighting but over distance it would be wrong..

EricJ
Oct 5 2005, 22:39
Uh, have you actually done it?

t80
Oct 6 2005, 00:03
i hope they dont forget 4 crew in some tanks and 3 crew in others, and it would be nice with functional SHORA,ARENA, i think its possible.

SHORA:
http://armor.kiev.ua/fofanov/
ARENA:
http://armor.kiev.ua/fofanov/

Heatseeker
Oct 6 2005, 01:31
Uh, have you actually done it?
Well, i only did the 3 basic stances and wouldnt even consider it, the only leaning i would try would be leaning towards right (a bit) on a standing position, anything else would really make it too hard to aim, aiming and shooting is hard enough on normal stances, i cant imagine a right handed shooter leaning left to aim and shoot acurately, unsuported aiming and shooting is hard enough has it is let alone in a forced leaning position, thats why i think peeking around corners would be more realistic than leaning and shooting http://forums.bistudio.com/oldsmileys/smile_o.gif .

twisted
Oct 6 2005, 02:07
RE: lean and shoot

there is angling yourself to shoot around an obstacle. that works well and with sights up you can get some ok accuracy.

but leaning to shoot is pretty damn diffiicult. your rifle gets in the way.

and i know i&#39;d lose all sense of &#39;immersion&#39; if someone pops their head and shoots using a PKM or m60.

its not the cartoon bend at waist thing that computer games (and children playing war) use, its take position behind corner. pivot around, bring gun up (not knocking it into wall) while trying to aim. then shoot. even then your accuracy is less than normal due to the awkward angle and increased wobble. you can sometimes use the wall as support but most often you don&#39;t have the time or the angle is just wrong.

i dont like cartoon lean and shoot in games. damn human pendulums.

of course there&#39;s always the terrorist method of &#39;put gun around corner and spray&#39; but that&#39;s not very effective.

that said, if any dev can incoporate realistic lean and gun (that&#39;s not uber leet and has the right level of wobble/inaccuracy and the right animation movements and that it takes time - it&#39;s BIS)

tho i agree - its more peek and shoot.

Chipper
Oct 6 2005, 02:14
In that new xbox interview placebo said they added leaning at the last minute. so we can expect to see it in ArmA

CherokeeJack
Oct 6 2005, 02:34
Since it&#39;s last minute, like Placebo said, I don&#39;t think that we&#39;ll see AI soldiers leaning around corners in OFP:E, but that would be something cool to do for ArmA. Hopefully that&#39;s implemented.

marcusjm
Oct 6 2005, 10:01
However, mirrors like SWAT4 would be cool.

marcus

Murmur2k
Oct 6 2005, 15:01
Since it&#39;s last minute, like Placebo said, I don&#39;t think that we&#39;ll see AI soldiers leaning around corners in OFP:E, but that would be something cool to do for ArmA. Hopefully that&#39;s implemented.
The latest xbox interview indicates that there will be leaning in the OFP:E

Heatseeker
Oct 6 2005, 16:44
However, mirrors like SWAT4 would be cool.

marcus
Maybe kind of useless http://forums.bistudio.com/oldsmileys/confused_o.gif . I dont think the military uses those.
I also dont like the idea of leaning and shooting, reminds me of AA (americas army, not arma..), its there, its unrealistic and its useless most of the time, and unlike OPF AA:SF uses alot of small urban maps and cqb, in arma it wouldnt be that usefull imo.
One gameplay improvement i would like to see would be to see the player models raise their rifles to eye level when they use the sights, like the a.i. do, Suma explained once why this feature didnt make it but i would be very happy if they would consider it now http://forums.bistudio.com/oldsmileys/smile_o.gif .

Eda Mrcoch
Oct 6 2005, 18:05
Since it&#39;s last minute, like Placebo said, I don&#39;t think that we&#39;ll see AI soldiers leaning around corners in OFP:E, but that would be something cool to do for ArmA. Hopefully that&#39;s implemented.
The latest xbox interview indicates that there will be leaning in the OFP:E
He&#39;s talking about AI.


However, mirrors like SWAT4 would be cool.

marcus
Mirrors would be nice for vehicles, so we can do better in 1st person. If it is possible to make reflective water in DXDLL, could it be relatively easy to make engine support mirrors ? (I DO know shit about DirectX so correct me if I&#39;m wrong)

Edit; I&#39;m not asking for features, just thinking loud, it would be nice surprise for ArmA. http://forums.bistudio.com/oldsmileys/smile_o.gif

marcusjm
Oct 6 2005, 18:28
However, mirrors like SWAT4 would be cool.

marcus
Maybe kind of useless http://forums.bistudio.com/oldsmileys/confused_o.gif . I dont think the military uses those.
I also dont like the idea of leaning and shooting, reminds me of AA (americas army, not arma..), its there, its unrealistic and its useless most of the time, and unlike OPF AA:SF uses alot of small urban maps and cqb, in arma it wouldnt be that usefull imo.
One gameplay improvement i would like to see would be to see the player models raise their rifles to eye level when they use the sights, like the a.i. do, Suma explained once why this feature didnt make it but i would be very happy if they would consider it now http://forums.bistudio.com/oldsmileys/smile_o.gif .
I have actually seen US soldiers use those in Iraq on TV. Maybe it was just for show http://forums.bistudio.com/oldsmileys/wink_o.gif.

It does sound useful on paper at least. I&#39;d rather use a mirror than lean myself. Worst case one can use a pocket mirror.

marcus

dachrinne
Oct 6 2005, 18:45
hmm sombody could do an addon for mirrors ... or a team releases a CQB mod that would be cool

the_shadow
Oct 6 2005, 20:17
well, i think mirrors have been used since the invention of modern warfare (about ww2 then).
first in the shape of shaving mirrors attached to bayonets with bubblegum or anything else that´s sticky (watch saving private ryan and you get the idea).

it´s a very useful tool to watch around corners without exposing youreself.
ofcourse, nowdays you got all the fansy factorymade mirrors especially adapted to be used by the military, but the idea isnt old...

however, what does this have to do with ArmA?

AG.
Oct 8 2005, 08:25
Argh ... come on ... arent you tired of writing ideas again and again ... i believe that game is already created ... and dont think that they will add such nonsence like mirros at the last minute http://forums.bistudio.com/oldsmileys/rofl.gif

It is a game, wich looks like reality, but it is only a game ... you dont have to be afraid of being shot, you know that you will "reborn" after few minutes or seconds, moreover you always got plenty of ammo ... so you can sometimes make suicide missions&#33;

You sit in the bushes and look at the cornes of the building around you expecting for someone to come out ... and after few minutes of waiting you see someone trying to look at your location with mirror (or leaning around the corners) ... so what you do? You take grenade and throw to that direction&#33; ... or if its to far .. you take LAW (RPG) and ... you know what happens&#33;

I dont think that you will have time for all those fancy thingies (leaning/mirrors) on MP ... but in SP it would be interesting ... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

Metal Heart
Oct 8 2005, 10:15
There are other MP mission types besides ctf and c&h, AG. Some missions don&#39;t have respawn at all, some have limited ammo (say only one dude with rpgs) etc. Some might even have a realistic objective, not just some stupid flag to fight for.

And you wouldn&#39;t see a peeking soldier, tiny mirror or a periscope from a few hundreds of meters away with bare eyes.

AG.
Oct 8 2005, 12:22
Metal Heart, for your knowledge i hate CTF and c&h missions on OFP (res), i just think that these kind of missions do not fit on ofp, for Quake or Unreal it is ok... I love CTI and sometime Coop&#39;s

Sorry i couldnt express myself on previuos message... i just wanted to say, that leaning/mirror on OFP with its old AI thinking wouldnt fit&#33; For example:

1. Everyone knows that if you (or your bodypart (head)) gets into AI&#39;s "eye zone" you are "busted"&#33; AI turns into you and tries to eliminate you, or it uses grenades&#33; So leaning is only one operation you can do from one corner, after that you MUST run to another corner wich means that visionary information gathered on first corner will not fit your changed plan (you moved to another corner) of engagement, becouse AI after seing only one your body part (head) will "know" that you are somewhere in that corner&#33; If after leaning you will try to shot from the same corner you will be hitted by Ai who is already prepared and expecting you from that corner&#33; I want to mark, that AI&#39;s have eagle eyes (on OFP) and it brakes your sentence "wouldn&#39;t see a peeking soldier"&#33; For MP against other human players maybe it is OK&#33;
If AI turned with the back on you .. so everyone knows that you can get near him at 1m and AI would still stand with no emotion&#33;
Then leaning would wokr out .. but then .. leaning looses its matter&#33;
If AI&#39;s would be the same as at NOLF (No one Lives forever) it would be great : Wat iz dat? Ahhh probablyy a kat... Hu iz thee?
ehhh meybee i em tuu drunk... and leaning would work&#33;
Those guys that have good PCs (like me) and plays on 1600x1200 with huge distance .. knows that players have eagle eyes&#33; If OFP graphics engine would have some kind bare eye limitance or somekind of that when the picture far far away gets blur then i would agree to "And you wouldn&#39;t see a peeking soldier, tiny mirror or a periscope from a few hundreds of meters away with bare eyes"&#33; But i know that in old good OFP you see everything in good detail after udjusting your video settings http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

2. Have you asked the question, why you dont use grenades alot? Why you have a smile when you commander says "hit the ground"? Why you laugh when you see 10 AIs with weapons on their back? Why you "fu**... damn ... &^&#036;@<hidden>% ..." when you are shot becouse operation Binocular/weapon tooked too long?
In my opinion this is the OLD problem of OFP wich (i hope) will be repaired on ARMA. That means that mirror trick: getting the knife, chewing gum, mirror .. would take damn 3 secs. wich is too risky&#33; Pericope would be great in the high grass, but as wee seen in AMRA shots there wont be high grass&#33;
"Hit the ground" must look like hitting the ground, but not like going to bed with your girlfriend as in OFP&#33;

And i am a little bit shoked by the community ... you try to find new thingies to add to arma wich actually is not neccesary ... but nobody discuss about climbing the fences or jumping or getting thru the windows (or getting out) (i mean jumping, not like Quake ... uh uh uh uh)

Thank you ... and forgive me God for my terrible english...

Metal Heart
Oct 10 2005, 10:55
Well yeah, AI would have to be programmed not to react to small visible parts from further away. And yes, in MP experienced players would be constantly alert for some dude hiding behind a corner, but when moving (especially in a vehicle) it&#39;s very hard to identify a stationary object only a few pixels in size. So, in case you would fail to notice the mirror, the opposing dude would have a great advantage since he&#39;d know almost exactly where to aim before giving out his position.

And I was not suggesting adding this to ArmA, just saying that it could work in my opinion. Definately not a very high-priority feature, more in the "would be nice" department.

It was fun flipping in and out through windows in Soldner but I don&#39;t think that this feature would fit in OFP, being much more serious game and all. Jumping over a ditch/climbing over small obstacles would be ok, but not that important either in my opinion.

StealthTiger
Oct 10 2005, 13:34
Well, I play co-ops, c&h and ctf and enjoy them all equally because they all present different challenges and styles of gameplay.
I for one am interested in how the new features are going to effect and change the tactics used in these games.. the ability to adapt is going to be the difference between those who die quickly and unimaginably (ie. Rambo&#39;s) and those who&#39;re more successful. IMO.

Heatseeker
Oct 10 2005, 14:54
This thread is going away..
What i would like to read here would be what improvements over OFPR do we expect and would most welcome within realistic expectations.
We can expect improved colision detection wich i hope will afect not only the terrain but world buildings and objects, vehical physics also seem to have been greatly improved from what we can read about OPF:E but there are more things like the interface, the a.i., damage model, simulation levels, etc.
Always having in mind that ARMA is a reworked OPFR and not a whole new game engine like game 2 http://forums.bistudio.com/oldsmileys/wink_o.gif .

Heres some examples, i would like to see manual fire removed from most ground vehicals and to have a vehical instrument interface more based on panel instruments than on the display HUD, speed, altitude and fuel for example, stuff that would improve the realism and the simulation aspect of the game, i think people focus more on what should be added rather than what should be reworked or improved in the game.

Capt_Caveman
Oct 13 2005, 15:39
would it be possible to allow the use of vehicles to be used as distractions ie fill them with explosives and allow them to be rolled, pushed or similar into a camp or such?

Mr Reality
Oct 15 2005, 17:09
"Hit the ground" must look like hitting the ground, but not like going to bed with your girlfriend as in OFP&#33;
That is one of my "needed fixes" as i&#39;ve often lost 2 or 3 men while they hit the dirt not wanting to hurt there knees.. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif


... but nobody discuss about climbing the fences
Bravo...I hate it when the AI run through a fence or can&#39;t get passed it and i havn&#39;t got the option to climb or even kick it down.  http://forums.bistudio.com/oldsmileys/crazy_o.gif


i would like to see manual fire removed from most ground vehicals and to have a vehical instrument interface more based on panel instruments than on the display HUD, speed, altitude and fuel for example

Excellent suggestion, i too would like to see less HUD while in vehicles.


would it be possible to allow the use of vehicles to be used as distractions ie fill them with explosives and allow them to be rolled, pushed or similar into a camp or such?

Have you just watched "Predator".....I think this is only seen in movies as all the AI would have to do is look at the direction the vehicle came from, see you running away and snipe your cowardly ass... http://forums.bistudio.com/oldsmileys/tounge2.gif

It&#39;s probably been mentioned 100 times before but for me the the vehicles have to be improved on, not just in realistic movement but in combat. Also i wonder if retreating has been mentioned and i don&#39;t mean when the AI retreat then come back to attack the same location with even less men... http://forums.bistudio.com/oldsmileys/rofl.gif
(actually afaik ECP does do this better). Overall though i think BIS has got it pretty much sorted and we should be in for a nice supprise, if however i&#39;m just buying a slightly polished OFP then i&#39;ll be a bit ticked off as i would like at least VBS1 textures and models from the module packs [not the core]...

funnyguy1
Oct 16 2005, 06:09
good post on the page 3  AG
leaning IS important, everything what helpes you not to expose your whole body from a corner during the sorroundings check IS important.

So, leaning, mirrors and stuff is ok, It`s rather the way It might work in ofp is bad... I mean ofp ver 1.5, probably there`s no time for such things now...

I think we have to leave stuff like that for g2 (military robots in urban operations?, who uses the mirrors  http://forums.bistudio.com/oldsmileys/wink_o.gif )

Mr. Cheese
Oct 16 2005, 20:31
Not sure if this has been mentioned...

-The option to remove the in game kill notifications? Could prove interesting.

Espectro
Oct 16 2005, 20:37
yea, very nice for nading people... And the score should only be updated every time the mission stops as well if its enabled

Could be cool when having naded an area, then go investigate the area...

.pablo.
Oct 17 2005, 22:00
Not sure if this has been mentioned...

-The option to remove the in game kill notifications? Could prove interesting.
this has already been achieved by the WGL (http://www.squadengine.com/forums/index.php?showforum=28)team; we&#39;re still trying to figure out how to disable the scoreboard...

Scrub
Oct 19 2005, 03:17
Didn&#39;t find anything in the forums about this bone, so I&#39;ll throw it out..
From the Xbox&#39;s OFP:Elite - "Supports up to 14 players over Xbox Live and certain missions allow over 25 players using dedicated host mode." http://forums.bistudio.com/oldsmileys/xmas_o.gif

On a < 1Ghz Celeron proc, Nvidia 3 series GPU, with advanced physics & graphics, collision detection, and longer view distances&#33;? And this tech is coming over to ArmA? We may be looking quite silly being the only ones in our area dancing in the street. http://forums.bistudio.com/oldsmileys/tounge2.gif (Just for a minute, of course, then getting back to the huge CTI&#39;s going on)