Private First Class
add an option to change contrast/sensitivity of the FLIR cameras and make the Infrared signatures dynamically rendered.
in this video the FLIR view seems to be identical to Arma 2 rendering (at 1min57).
the FLIR should render this kind of contrast :
a better rendering (more detailed contrast) of the background and landscape is helfull to quickly recognize where you are shooting at.
Private First Class
We definitely need the German Bundeswehr.
I for one would love to see some decent Snow. seasons have been a little drab in the past and i think having a blizzard or even just some decent snow that builds up a bit would make a different environment and new tactical decisions. i.e. foot prints and tracks in general. possibly body temp too...
i think foot prints and tracks in snow could be done really well by BI i mean you look at something as basic as what Capcom did for lost planet. pretty glorious for it's time and i don't think it's unacheivable by this game. Infact tracks in sand could do with a little attention don't you think... perhaps even if it were a little BM to round out each print. Also the material changes relevant to the prints, coz i've never seen clean roads take defined foot prints..... only in arma hehe
so in summary...
volumetric weather effects to incorporate Snow.
An overhaul of the way foot prints and tracks are generated to first make a 'deep' looking snow and sand trail and less of a track or print on the roads.
I would also like to second every Physics and animation post because I think as much as arma delivers on the environment it is only as good as it's immersion which at times i ruined by a generic healing animation or random teleporting into positions.
Last edited by zorilya; Jul 10 2012 at 20:29.
I think it's about time Arma leaves the era of painted on red dots and makes CQB optics truly functional.
I would like to see second monitor support, on which the map and/or chat, AND/OR controlled units can be shown.
Why? Usefull in the rest of what I want...
I would like to see warfare style scenario's with ability to buy lot more units than previous versions. (Ok, warfare is my preferred gametype, I recon)
I would to see easier, more fluent command structure (not over F1-F12 buttons. More strategy game style, like grouping units into CTRL+1, etc.)
I wish units under player's command would become grouped and get a separate color code in the little screens, so that you instantly know who is in which vehicle. Also I would like to see the name of the vehicle they are in, added in the bottom of the little screens, so that I know what type of vehicle I am commanding.
I really wish more intuitive, mouse based quick and rapid tactical information could become available in the map (preferably on second monitor...) to exchange some sort of a game plan with other players of your team.
A commander could draw arrows with mouse and stuff like that. (Not the difficult button system, currently in use.)
I would like to see some sort of a radio exchange system with which enemy units are spotted. This kind of info can improve gameplay tremendous. One could have this automated, or via a "spot" function.
Also a time stamp could be added on a location, where enemies were last seen. A time stamp to remain there for a certain amount of time, before it disappears, and becomes irrelevant.
I would like a CLEAR view of myself on the map, and my units. Most of all with a more CLEAR COLOR CODE: F.I. green ALWAYS friendlies, RED always enemies. Own troops in command, different colors according to the squad they belong to. I say this, because, now one loses a whole lot of time in typing things, adding marks, etc...
Also I would like to see all numbers of my squads/units not overlap each other while in the same spot/vehicle.
I would like to have a "follow road/go direct" option for vehicles, so that they adjust their pathfinding accordingly. Now units can get lost, or lose tremendous portions of time because of very bad pathfinding.
Concerning the controls: The control screen itself, when changing values of a control may fill the whole screen. Now, often times one can't see all keyboard, controller actions attached to it.
Controls should be better grouped together according to use, and function (infantry/ground vehicle/chopper, plane - why put a filter for it, when you can just add different buttons next to each other on top. Click on it, and controls shift to that position. Just like in webpages.) Controls must be easier to find (search function, by typing).
ARMA1 conrols screens were much clearer (in looks) than ARMA2.
Also, all controls seem to always be based upon QWERTY, and not AZERTY. I would like to see two BASIC control setups (1 QWERTY, 1 AZERTY) to choose from. Would make thing lot easier.
As far as I know players almost never use the numeric gamepad... Why not use quickcodes ability for commands? 1= ...,01=..., 2=...,02=..., 3=...? One can go as far as one wants, no?
Need group channel? 01 Need vehicle channel? 02 ...
I think for all future game devs: EXPORT FUNCTION OF GAME control/settings PROFILES from within the game would be great! If you need to reinstall, you just import a control/game settings file, and off you go.
No more reconfiguring etc...
Server browser: Sixupdater style system should be implemented in the game, for easy joining servers, and adding versions and mods it runs.
Entering vehicles can be a pain at times. Realism, ok. But don't overdue it, please. The exact zone where to enter a vehicle can be so small, you simply only lose time while searching for it.
Also, one could use cominations of keystrokes here: 21 = driver, 22 = gunner, 23 = commander, 24 = in the back, 25 = loader
I am convinced that all these additions would improve overall gameplay, moreof the 'tactical' element, a very lot, and don't seem so hard to implement.
The ability to have some sort of a mix, between RTS (warfare style) and tactical FPS must be great, and can be achieved with this game and engine.
F.I.: Playing only 2 vs 2, or 4 vs 4, but each one having the ability to control and command a small army of 10 to 20 vehicles or something like 40 infantry units, (or even more?) and really play tactical engagements, could be a thrill, I suppose.
Other things to possibly implement: paradrop of vehicles and / or infantry (single/squad), a commo rose for the menu's, automated links with TS, easier speech system - separate speech buttons for every channel, instead of changing channels all the time.
I saw a video of artillery / air strike support. I would have suggested that. But then I saw the video. Great job!
I like ARMA SERIES very much, but I would like to see it evolve more in this direction as written above. More than putting efforts in diving etc.
I predict (despite all energy BI puts in it) it won't be used all too much. Only if it has real tactical value. Else, I don't have a feeling people wait for this kind of features.
Sorry, trying to be honest. Who knows, I'll be surprised of what it may bring... Curious, in fact.
Thank you, for this great game series.
I read the list and not sure if this applies to any of the already mentioned suggestions.
But I would like to see modding tool optimized. Arguably, mods from the community is what has made ARMA 2 so popular. But I have noticed that a lot of the members of the community have problems with configs.
Is it possible to add a tool, where for certain mods (a helicopter for example) can be loaded into the tool. Then you are given a list of other vehicles, weapons, etc. And you can pick from that list what values you want for your helicopter.
Example: I have a futuristic tank that I have finished modeling and would like to put in game.
I lstart up the config tool and load my tank.
I know that I want most of the characteristics on my tank to be like an M1A2 Abrams, so I look under presets/vehicles/armor/M1A2 Abrams.
But for this futuristic tank I have given it a rail gun, as the US Navy project to have rail guns to start entering service in 2020, since ARMA 3 is in 2035, 15 years seems like a reasonable amount of time until we can get shrink the technology to fit into a tank, given the rate at how fast technology is advancing.
So I go under the weapons category, and find the main cannon. Being a rail gun, the shell that is fired would not have an explosive warhead, and will fly at 5,800 m/s which can hit a 5 meter target at 200 nmiles away (overkill I know but I'm just basing it off a 10.64MJ prototype the US navy has.) So I select ammo type, and choose APFSDS since it is a kinetic round, which is what I need. Now I increase the flight speed to 5,800 m/s.
I look at the reload time, and think its a little too slow, since my tank has an automatic loading system. I increase the loading time by a few rounds per minute.
For speed and handling, I want to see how it works with M2 Bradley, so I go to vehicle speed and select presets/vehicles/armor/M6 Linebacker.
I save it and it generates a config file.
I load it into game and test it, load it back into the config tool if I want to change something.
The beauty of it being a .cfg file is that if I want to add custom stuff (like RKSL did with his custom afterburner configuration) I can still do that. Or for people who have been using .cfg since the first Arma and are more comfortable with it.
The main goal of this suggestion is to make modding in arma more user friendly. Skyrim is incredibly popular thanks to how easy it is to mod with the Creation Kit (which is evident by the 15,000+ mods available on skyrimnexus. Sure, a percentage of those mods are low quality/unsuited for a game like arma. But it should be manage-able.
I realize that I only have limited experience with configs for arma, and from what I understand it may not be usable with all types of mods, such as units. But this may make the majority of mods more user friendly.
Parallax free red dot scopes and aircraft hud.
Last edited by sk3pt; Jul 12 2012 at 03:44.
I wish an extended version of "Valentine", a little more orchestral and epic. Also "Harvested Red" another epic song
-options to remove all aid markers
-remove all aid markers that BIS forgot to remove from ARMA2 including in the map screen
-realistic radio system like ACRE
-realistic map so no more magic markers and infinite range map sharing
-digital map so we can keep all the old "magic" map features
Last edited by lev; Jul 14 2012 at 15:04.