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Use this thread to post your wishes and ideas regarding ArmA 3.
The list has 6 sections:
-Gameplay
-Game engine
-Content
-Modding&tools
-AI
-Scenarios
I have stopped updating the list. However feel free to keep posting, as the developers read the forums.
Please do not discuss in this thread. Use THIS thread to discuss them.
Please check the confirmed features thread before you post here.
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GAMEPLAY
- Weapon resting
- Get-In / Get-out animations for vehicles
- Manual gears in vehicles such as cars and bikes
- Ability to sit on chairs and benches
- Eye protection as an ingame item that can be equiped.
- Auto Match-Making/Rating
- Walkable vehicle interiors
- Drag and drop, thow small objects
- Helicopter sling loading
- Grenades selectable outside the "F" menu
- Advanced artillery fire mission requests. More then point and click.
- Chemical warfare
- Improved high command
- Animations: roll forward, lie on your back for aiming and firing up while lying
- Improved grenade throwing. The player should use one hand to aim.
- 6 DOF inside vehicles
- Leaning inside vehicles
- Animated vehicle doors
- WASD Turrets [Separate turret controls and camera controls]
- Traverse turret while turned out
- Do not force turn in when firing weapons/being engaged.
- Enter exit armor only when hatches/doors open
- Choose specifically where to enter/exit vehicle (VBS2)
- Spoiler:
- More varied sound effects for crawling through vegetation.
- More varied ambient sounds for animals.
- Beacon Lights
- Co-pilot to be able to take over controls after pilot has been hit
- Customizable tactical and ballistic vests
- Muzzle Breaks and Compensators
- Improved high command
- 3D interiors for all vehicles.
- Ability to merge into other squads if all your squad members have been killed or you're an ejected pilot or whatever.
- The ability to climb on waist-high objects by using the standard vault key.
- The ability to regulate the players speed through the mouse wheel.
- The ability to hold weapons in your left hand.
- Randomized decals, such as numbering and symbols. Similar to what RHS uses on their addons.
- The compass and the watch should be physical in game objects.
- MP game mode idea
- Individual detonation of multiple explosives and increased range
- Weapon customization system idea
- Hydration
- Shooting while running
- Stealth&CO
- Night sights for all in game weapons
- Only tracer rounds for fast firing weapon in game (mini-guns, AA)
- The ability ride on vehicles without the need to script it in
- The ability to choose a units position in a vehicle via a WISIWAG interface in the editor
- The ability to crawl in and out windows
- Buddy weapon mounts
- Down force effect on trees
- Extended ingame waypoint functionality
- Take on diving
- Separate bindings for Flaps and VTOL turbines/tiltroters. Include support for analog for precise control, instead of only allowing pre-set angles. Additionally, remove "Auto Hover" as a pre-requisite for putting an aircraft into hover mode. Auto hover should keep all aircraft stable.
- Low crawl stance
- Audible raindrops on vehicles
- Doors and gates closed by default
- Implementation of thermobaric weapons
- High energy laser weapon
- Simulation and propagation of gases
- Use of simple physical animations to simulate the movement of side skirts
- Option to switch off fake backgrounds ( the mountains)
- In game 3D Map.
- Simulation of earth's curvature
- Coriolis effect on projectiles
- Reduced/removed weapon sway when aiming own the sites
- Weapon handling based on weight
- Eyes should shine when viewed through NVG's
- Shallow water simulation
- Any user made marks on the map shall bear the name of the player
- CTI ideas
- More divers loading screens with tips&tactics.
- MP U.I. redesign
- Backblast simulation
- Targeting pods on aircraft for accurate GBU bombing and going crazy with mavericks
- No more 'butt packs' on the ground when you drop a magazine or a grenade; accurate models for all the equipment on the inventory, GPS and Map included.
- MP mission planning redesign
- Ability to filter ammo box content via a search field
- Car Radio
- A map marker legend
- Drag-able ammo crates
- Walk should be the default movement, and double tap for run
- In cars,by default, mouse should move head only, and keyboard move vehicle direction.
- Ability to listen on enemy coms once the radio is picked up
- Center mass body shots should count deadly.
- Separate key for fire mod selection.
- No dust clouds from ground vehicles on paved roads or on wet fields.
- Dynamic view distance check box
- Air view distance and Ground view distance sliders in game video settings.
- 2D backdrop pictures should be higher resolution the one on Operation Arrowhead is pixelated
- Satellite Imagery
- Empty shells left behind after a firefight
- The ability to add a primary weapon to the launcher/backpack slot.
- Option to order the AI to turn lights On/Off.
- Ability to respawn in single player similar to MP
- A confirmation dialogue box should appear once respwan is clicked
- Blood trails for wounded soldiers
- Logistics management idea
- Ability to filter servers based on difficulty
- Different sizes of the soldiers
- Rotative map
- Peripheral vision simulation idea
- Improved menus idea
- Improved rotor blade simulation
- Ability to lock the turret forward
- Grass rendering
- Ammo requirements info in the gear menu for lunchers
- Animals should not be listed in the peripheral vision
- Ability to turn on/off landing lights separately from the spotlight
- The ability to carry wounded on a stretcher
- High ready stance
- 3D models should change when changing magazine types
- Safe mode (fire mode) for weapons
- Overheating weapons with the appropriate visual representation
- Double tap "A" = fast sidestep left. double tap "D" = fast sidestep right. important for running under fire
- Dust clouds from footsteps on dirt
- Optical blicks for scopes (sniper scopes too), glass, goggles etc.
- Separated weaponry control for helicopters
- An animation for setting your NVG's with your hand
- Rye's GL extravaganza
GAME ENGINE
- Dynamic lights that cause shadows and are obstructed by objects and terrain
- Deferred lighting/shading
- Further improvements to the animation system besides the IK - splitting the animation even more than at the moment (lower and upper body).
- Vertex damage on vehicles
- More idle animations
- Breakable doors, windows and walls.
- Turned in / Turned out event handlers
- 3D intractable cockpits and environment (from TKOH)
- Flammability (Vehicle's, vehicle components, buildings, environment)
More diverse human modelling (size/weight differences)- Better crash/hit survivability (no more exploding choppers when hitting a tree at slow speed)
- Multi point tree damage (eg broken off tops)
- Voice control of AI.
- Weather effects on landscape
- Optimazation suggestion
- Bullet Hits and Parallax Mapping
- Subsurface scattering - this can do a lot for the visuals
- Underground structures and cave systems
- Temperature
- MP browsing based on addons
- Distinguishable damage sources on the environment.
- Improoved wrists
- FireGeo LODs accurized to the View one
- Crepuscular rays|Volumetric Lighting
- Thrust control on axis on joystick
- The ability for admins to type #savequit in multiplayer missions so that the mission is saved and can be resumed later.
- Avatar face features
- "Damage to model" system idea
- Server side option for wind effect on bullets
- Support of Colored specular map /not only the Green Channel ,but i liked to see to support all channels in specular map/ and Gloss map as separate texture not inside of SMDI
- Support of simple Emissive maps /not need special rvmats to make something glow
- Better Parallax mapping and ambient occlusion
- Possibility of adding admin privileges by adding players UID into server side list
- Numerical values for mouse sensitivity settings
- Ability to Modify the IN-GAME VON variables.... direction/attenuation/noise/signal insertions
- The "night" parameter used in simple expressions for ambient sound mods to go beyond 1 Spoiler:
- Add front/rear positional audio cues
- Improved stereo audio support
- FixedWingLib
- Make use of euphoria
- Enhanced server filters
A.I.
- Xaitment path-finding from VBS2!
- the ability to operate indoors (enter and navigate buildings on their own, like f.e. when they think an enemy is there or they think they can engage an enemy from a balcony or other position inside)
- the ability to use ammo from backpacks the ability to deploy smoke when squad member is wounded
- the ability for squad leaders to decide whether to dispatch a medic to heal a wounded soldier in a nearby squad (~30m) that has no medic
- crouch instead of standing in the open ground (prone stance should have the same priority, just switch standing and crouching importance levels)
- the ability for squads where squad leaders have radios to share info within certain distance (max effective distance is 500m if I'm not mistaken) - that includes would-be squad leaders, like soldiers becoming one after the current one dies - if they have radios then they should share info
- better reactions to enemies within 50m
- crawling through holes instead of walking through walls with holes!
- Surrendering causes AI to stop shooting you depending on your actions.
- AI being able to stack up and clear a building.
- AI moving along walls and cover when in urban areas
- Spotters that tell you wind and distance
- Ability to command the AI to land a heli on a spot.
- AI dynamic shouts
- Allow animals to be given way points.
- Loiter Waypoints
- Ability for A.I. mortar teams to assemble their mortars on their own.
- Ability for A.I. to shoot while running.
- Improve AI path finding on bridges, for preparation of modded islands that may feature bridges
- A.I. commands
- AI ability to drag/carry wounded. Particularly dragging wounded behind cover.
- Panic firing/blind firing for suppression
- DIVING into cover
- AI occupying buildings and using them for cover
- Menu command to terminate AI bounding over watch/"danger" mode.
- AI pilots able to land on helipads placed on rooftops.
- "Suppress That Building command
- The ability to assign AI members to rearguard
- Ability to order squad mates to watch "3 o'clock"Spoiler:
SCENARIOS
- More focus on small scenarios next to the story, with some of them being designed for Co-Op
CONTENT
Factions&units
- USMC
- K-9 units
- US Navy SEALS
- US Army Rangers
- SWCC
- SFOD-D
- USAF Pararesque
- SOAR (Nightstalkers)
- 24 STS
- ISA (Intelligence Support Activity)
- SAD (CIA's Special Activities Division)
- Turkish armed forces
- Australian armed forces
Map types:
- Snowy archipelago
- Easter African region
- Asian island
- Ukrainian or Kavkaz Mountains and Forests!
- Cyprus
Rifles(all categories):
- StG-44
- Steyr Aug A2/A3
- APS Underwater AR
- Galil ACE
- DSA SA58
- M4A1
- M-16A2/M-16A4
- M-16A1
- FAMAS
- FN FAL
- M-14
- M-107
- Dragunov SVD
- AK-47,AKM,AKS,AK-74,AK-74U,AKS-74U,AK-103
- FN SCAR (Mk. 16/Mk. 17)
- XM-8
- AX338 Sniper Rifle
- Largest Caliber Rifle .950 JDJ
- AN-94
- Barrett MRAD Rifle system
- SRSS BullDog762
- AR-7
- Keltec RFB
- Denel NTW 20
- H&K G36 series
- Remington ACR
- H&K HK416 series
- H&K HK417 series
- SKS (normal and one with a modernized stock)
- Remington 700 (.458)
- H&K MSG-90A1
- AS Val
- OTs-14 Groza
- VS-8
- ORSIS T-5000
- SV-338M1
- MSBS Radon
- Khaybar K-2002
- XM2010 ESR
- Ash-12
- AMR-2
- M99
- SA Vz.58
- XM29 OICW
- Daewoo K11
- vepr assault rifle
- SVDK
- rpk w/optic (marksman rifle)
- SAM-R
- H&K SL8 (marksman rifle)
- lee enfield mk.3(Iron sights & optic)
- AS50
- L1A1
- AK-12
- Leader 50
- Remington MSR
SMG's:
- MP5 series
- FN P90
- H&K UMP 45, UMP 40, and/or UMP 9
- H&K MP7A1
- Beretta M12
- Beretta MX4
- PP-2000
- AEK-919 K
- Calico M960
Shotguns:
- Ithaca 37
- M40E1
- M1014
- Remington 870
- SPAS-12
- Armsel Protecta
- Saiga-12 Bullpup
- M26 MASS
Machineguns&LMGs:
- M240B
- M249 SAW and FN Minimi
- MG-3
- MK43 Mod 1
- FN MK48 Mod 0 or Mod 1
- Ultimax 100 Mark 3
- M-60E4 and M-60E1
- RPD
- H&K HK21
Launchers:
- M-72 LAW
- AT-4
- FIM-92 Stinger
- M-47 Dragon
- FGIM-42 Javelin
- Carl-Gustaf m2,m3
- rpg-7 w/optic
- rpg 22,26,27
- SMAW
Pistols:
- Colt M1911 A1
- Luger P08
- M9
- Glock 18C
- Glock 17
- .44 Magnum/.357 Magnum
- CZ75 P-07
- Browning Hi-Power
- SIG P226R or SIG P229R
- SIG P220
- H&K USP 9, USP 40, USP 45
- Steyr M9-A1, M40-A1
- Glock 19
- Glock 21
- Glock 23
- Colt Python (8", 6", and/or 4")
- Colt Anaconda (8", 6", and/or 4")
- IMI Desert Eagle (.357, .44, .50AE, maybe even the long barrel variants)
- FN Five-Seven
- S&W M500
- HK 45
- S&W MP
Static:
- M119
- M109
- D-30
- ZU-23
- Igla Pod
- Mk. 19
- AGS-30
- M2
- KORD
- DShK
- Searchlight
- NBS C-RAM
Tracked vehicles
- M-113 (Browning M2, TOW, Mk. 19)
- T-34
- T-55
- T-64
- T-72
- T-80
- T-90
- M1A2 TUSK
- Leopard 2
- M2A3 Bradley
- M-48 Patton and M-60 Patton
- PT-76
- M-8 Greyhound
- Challenger 2
- CV90 9040 IFV
- MGC-1
- EFV
- TH-495
- WPB Anders
- Isu-152
- Koalition-SV
- Altay Tank
- Puma IFV
- Panzerhaubitze 2000
Wheeled vehicles
- Stryker ICV (M2, TOW, Cannons, No-Turret-Version) Also no caging on the sides
- BRDM-2 (AT, AA, IFV Versions)
- BTR-3 (Ukraine Version, IFV)
- BTR-40 (non-turret version)
- BTR-80a
- BTR-90
- Warrior
- MTVR
- HMMWV
- Willys Jeep
- Jackal
- Big Rig (Fuel and Cargo variants)
- Archer artillery platform
- Monster truck
- Land based Phalanx weapon system
- RG35 4X4 Reconnaissance Patrol Utility
- RG41 Wheeled Armoured Combat Vehicle
- BPM-97
- Aton-Impulse VIKING-2992 4x4xAMPHIBIOUS vehicle
- Skorpion-2M
- War Horse
- SVOZ VEGA
- HIMARS
- Desert Patrol Vehicle
- Kamaz Typhoon MRAP
- Ural MRAP
- Oskosh Sand Cat
- Otokar ARMA
- BM-30 smerch
- FNSS PARS
- Otokar Cobra
Fixed wing:
- AC-130H Spectre
- MiG-29
- MiG-34
- SU-25
- A-10
- F-22 Raptor
- B-2 Spirit
- An-225 (Could be used for bombing)
- F-5 (IRAN)
- F-14 (IRAN)
- F-16I
- F-15E/I/Silent Eagle
- T-6 Texan II
- Cessna 172
- Mirage F-1
- MIG-17
- MIG-19
- B-52
- LAVI
- C-47
- T-6 Texan/SNJ/Harvard (for OPFOR)
- DHC-7
- DHC-2
- DHC-6
- ATR-72
- Boeing 707
- IL-76
- Boeing 747
- SU-37
- Mig 47
- Lockheed F-117 Nighthawk
- PAK FA
- Eurofighter Typhoon tranche III
- JAS 39 Gripen
- F-4G
- A-4E
- A-1E
- F-111
- C-27J Spartan
- A-400M
Rotor wing:
- Autonomous Rotorcraft Sniper System
- CH-53
- AH-1G
- Bell 206
- Mi-8
- Mi-17
- Mi-24
- Ka-52
- AH-64D Apache
- AH-1W SuperCobra
- UH-60 Blackhawk
- UH-72 Lakota
- UH-1 Iroquois
- Ch-47 Chinook
- Super Puma
- Eurocopter Tiger
- Super heavy utility helicopter
- Mi-35 Superhind
- Mi-38
- NH-90
- Ka-92
- Eurocopter X3
- Sikorsky X2
- Mi-35 SUper Hind
- Ka-27
- T129 ATAK
- HH-71
Naval:
- Zodiac
- Row Boat
- Destroyer (Controllable?)
- Small corvette
- Shield Class Patrol boat
- Jetsky
- Proteus SDV UUV
- Aircraft carriers with working cats and arresting wires
- Shmel Class Patrol Boat
- Ghost attack craft
- Jetski/Military Jetski
- Quadski
Equipment&misc:
- Furniture like sofa's/table/lamps indoors
- Spike strips
- flash bangs
- Enhanced NVG's
- Cornershot
- Taser
- Flare gun
- Blowtorch
- Pliers
- Tracer ammunition
- EOD disposal RC robot
- BALTSKIN system
- HUD/NED eyewear
- Sikorsky Cypher 2
- Earplugs
- IR paint
- GPS bullets
- Laser pointers
- Diver detection sonar
- Laser guided bullets
- InGame Topography Map which isnt full coloured
- "Ghost" camouflage
Animals:
- Dolphins
- Whales
- Corals
- Rays
- Bigfoot's son
- Monkeys
- Rhinos
- Girafes
- lions
- Wolves
- Parrots
- Snakes
- Elephants
- Cats!
- Rats
- Rabbits
- Sparrows
- Boars (wild)
- Pigs (home farm)
- Chickens
- Dogs (little and big)
- Octopus (some interesting and dangerous under water)
- Alligators
- Buffalos & Bisons
- Small lizards and varans
- Crows
MODDING&TOOLS
- plug-ins for industry standard (max/maya) so that O2 is no longer mandatory for content creation or setting up animations
- shaders for industry standard (max/maya) that would allow easy export into rvmat format.
- improved tools or ability to import FBX files in O2 with the animation files.
- Built in mod updating tool.
- Better out-of-game server management tool
- Placeable particle effects as you would an object without script (like smoke plumes)
- Make the most core-features moddable/able to entirely disable via Configs (example: Stamina System -> Community can do much better
- Sound-preview in Editor without having to set up demo-triggers to test them (e.g. Dropdown-list with a play button next to it)
- Visitor 4
- Support for editor-placed underground spaces.
- Ability to define a units role in the editor with a drop down menu.
- The ability to record sounds within the game editor and some simple tweak tools for the sound.
- Map > Ability to "Sketch" on it.
- Map > Ability to set text size.
- 2-dimensional and 3-dimensional triggers
- Drawable trigger areas (2d is enough)
- Bomb Disposal Module
- Skinning method
- Regional alphabets
- The ability to imput parameters within a modules dialogue.
- Multi user over net support for the mission editor.
- Support for Blender plugins
- In-Editor terrain generation and building
- Improved SEC-OPS and ACM
- Reduced file size for dedeicated servers
- Ability to create and save loadouts.
- A.I. awarneess
- More easily-customizable native AI FSMs
- Better-documented functions for native AI FSMs
- Improved mod handling by the editor
- Extend the setFriend command so that it works with individual factions
- When you give a solider a rank, it should show on his icon and uniform
- The option to set weapons, magazines ect. available to players during the briefing side specific
- Allow airports / air strips and taxi-ways to be defined AFTER loading a terrain/map.
- Unit skills to be configurable in editor
- The ability to record missions via a built in tool
- An undo/redo button in the editor
- The ability to copy & paste waypoints with their preset parameters
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