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Thread: ArmA 3: Community wishes & ideas|NO DISCUSSION

  1. #1351
    I would like AI operating on the High Command structure and Hierarchy. It should be optional, because it should also be possible to implement other AI in SQF or Java.

  2. #1352
    MP-443 Pistol - Widly used Russian pistol, I never figured out why the Markalov was used rather than this.\


    Better logistics system: Ability to load entire ammo crates into vehicles, entire cars into C-130's... etc.

  3. #1353
    Private First Class
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    Aug 19 2010
    Location
    Poland/Sweden
    Posts
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    Lightbulb Different approach to new faction/units DLC's

    I remember that when BIS released the BAF DLC I thought that this is really the a good way to go with the DLC's.
    Releasing more factions in DLC form must be a success, I of course bought BAF straight away to support BIS.
    Then BIS released PMC, which I also bought. My first impressions where not that great but I was still happy for getting
    some new content and for the fact that I was supporting BIS.

    At this point I started thinking how cool would it not be to have a Polish Armed Forces DLC, that must be a great success.
    It will for sure bring in some more players to the game and the Polish Arma community would be really happy and grateful.
    So I jumped into the forum and started writing arguments for my suggestion thread... After going through my arguments a
    second time I realized that maybe this is not the best idea for a DLC, how many people actually know anything about the Polish
    Armed Forces or GROM, probably not very many... Some people might buy a DLC like this to support BIS others will for sure buy
    it because they are from Poland, but to be honest I think that most ARMA players would have satisfied with the low-quality texture
    update. In the end I never posted that suggestion.

    Some time passed and then BIS announced a new DLC, this time the Czech Armed Forces where getting some reinforcements in the game.
    This was the first ARMA related release that I was not so eager to buy straight away especially after PMC which I did not find to
    be very interesting. However I think it's a really nice idea for a DLC since it's a very good way of supporting your troops and I am sure that
    the DLC was a hit among Czech players.

    Where are you going with this post?
    Medal of Honor Warfighter! That's where I am going with this post! It's a game that I would never have looked if it was not for all the units
    that are shipping with the game. 10 different countries and their Special Forces are represented in the game, among them 6 have never been represented
    in any game. I am talking about GROM, SOG, FSK/HJK, JFT2, SASR and the South Korean SEALs.

    Now most likely I will not buy this game but for a while I was actually considering to buy a type of game that I normally never play.
    I would say that EA managed to do something smart that most likely will bring a lot of new players to their product. Players that most likely never
    would have bought that game if it was not for the possibility to play as their countries Special Forces.

    So my suggestion would be to... expand the current NATO forces in ARMA3 by different Special Forces from the member countries of the treaty and use
    it as a sales argument(probably to late now). Or perhaps start planing an expansion for ARMA3 where you incorporate new country specific units for NATO
    and reinforcements for the Iranian faction.

  4. #1354
    Multi core/ Thread usage for Ai.

    Not sure how it works now. But I think it would be cool to have the Ai near you run on one thread/core and then distant Ai run on another core. Maybe allow for smarter Ai or just less strain on the CPU with a lot of AI.

    Also it would be cool (although im not sure how it would workor if possible) to have AI offloaded on to GPU and have the cuda cores run them.

  5. #1355

    island/level /map

    in Arma 2 and Armed Assault the custom island load like a mod not a level

    will be fantastic, if you make a island, level or a little map with the vanilla's assets inside the game without setting a mod.
    in this manner the vanilla game is open to alla type of variations also BIS will attract more level designer, mapper and modder on the entire game industry.

  6. #1356
    A compass you can actually read. A user made modification shouldn't be necessary to have a decent compass ingame.
    Also an option to display a realistic map without the textures would be nice.

    If a 3D map are implemented like mentioned earlier in this thread, make an option to turn it off and use a normal map.
    Maybe even a server setting to force 3D map off.

  7. #1357

    Mister MDG Regular ARMA 3 Ideas Update August 23 2012

    - ambient sound should increase in volume whilst the player is still/moving slowly as long as
    there are no loud noises to interrupt hearing.



    - executable civilian reactions i.e. plausible reactions of civilians when threats are in the
    area such that an individual observing that area would have an idea as to the threat status of
    that area by watching the civilian activity. this would have to work with civilian line of sight
    and knowledge propogation. it's reasonably safe to assume civilians in a weaponized or
    conflicted area would recognize basic weaponry. a suspicion effect would be good here too
    possibly implemented via a probability-based system i.e. civilian knowledge of the level of
    prior conflict in the area would propogate according to propogation rules and this would then
    determine the probabilities of individual civilians becoming suspicious/wary.

    - executable animal ai i.e. animals will react to things around them. the addition of dangerous
    animals could add another aspect to gameplay.

    - when moving stealthily in zero noise cqb situations orders could translate into hand signals

    - sounds in the rain are different e.g. footsteps on a wet tarmac

    - should be a key to hold/toggle the avatar placing his/her feet slowly on the ground i.e.
    minimizing crunch on gravel and the traditional footstep sounds. this should also severely
    reduce the avatars speed of forward motion.

    - basic hand signals i.e. a squad member could raise his/her hand out of long grass to signal
    their position to another squad element. this 1 basic recognition hand signal could be linked
    to the "\" key so pressing it whilst standing will salute and holding it whilst prone or
    crouched will raise the right hand slowly straight up as long as it is pressed, giving the
    user control of how visible their gesture is. also of course the classic "hands up" signal.
    the "finger on lips" signal to tell someone to be quiet.

    - ability for users to create their own hand signal for team recognition otherwise a choice of
    some sort of unique marker/badge should be included in the uniform outfitting section

    - ability to spraypaint guns in games like dayz. makes sense.

    - realistic animations for picking up of objects. all animations are immediately overrideable
    by a "fire" command i.e. no matter what you're doing, you can raise your weapon immediately.
    any equipment other than your weapon that you are handling at the time will be dropped to
    the floor.

    - less rigidity. ability to access your personal inventory [not backpack etc] whilst running
    with a small risk of dropping the item.

    - objects dropped whilst moving/on a slope should maintain realistic inertia i.e. roll, bounce,
    e.t.c.

    - double-tap "x" to toggle between a dynamic crouch and a static firing position crouch.



    - you especially need a sound engineer with an in depth understanding of compression techniques
    to set up the sound compression tables so that the right sounds come out at the right times,
    although the compression in ARMA 2 is pretty good i think with the spatial positioning and new
    sounds it might be necessary.

    - ability to move small vegetation to better cover oneself especially to cover the legs when
    prone. this takes some time and leaves noticeable damage to the vegetation.

    - an unarmed avatar should be able to melee attack an armed avatar with a chance of gaining
    their weapon or choking them to death. this would be a probability based system with
    probability variables including the awareness of the armed avatar, the position the
    weapon is in and the health statues of the 2 characters. there would also be a set of
    defensive probabilities.

    - switching weapons whilst moving triggers a probability of dropping one (each) of the weapons
    which is moderated by the speed of movement.

    - 1 key to switch between primary weapons.

    - a larger soundbank i.e. many multiple iterations for the same sound.

    - throwing and catching of weapons between teammates with either a probability system or a timed
    keypress system.

    - sounds in general should be more tethered i.e. some ambient sounds like gates swinging etc
    seem to trigger randomly. triggering such sounds only when a gate is opened etc will increase
    immersion. again the spatial positioning of these sounds is of utmost importance. bumping into
    walls/counters, jumping off small ledges (small, realistic jumps should be incorporated),
    knocking the barrel of a weapon against a partition, should all make realistic and unique
    sounds. this would then be mediated by the above-mentioned "slow-step" button which, when
    used, would function to prevent the avatar from making such clumsy errors in a slow-paced
    stealth scenario at the cost of speed of movement.

    - medic badges/uniforms for online play.

    - audible generators, pumps e.t.c. humming transformers.

    - a mechanism for simulated life of bulb fuses so they blow after a certain time i.e. a street
    light that extinguishes may have been a fuse or a silenced/long-range weapon.

    - a fix/workaround for the way that long distance textures load in ARMA 2. it looks very bad
    when you zoom in and brick/wallpaper textures load noticeably. might have been arma 2 free.

    - firing of single-handed weapons through vehicle windows whilst driving i.e. one hand on the
    wheel.

    - flashbangs etc

    - no more texture warping - http://www.youtube.com/watch?v=9BkeS...eature=related

    - ability to shoot butterflies out of the sky. i don't know how close a bullet has to pass by
    a butterfly to kill/down it but you could find that out pretty quick.

    - smoke grenades smoke affected by winds including those from helicopters e.t.c.

    - machinegun fire (7.62) must tear through walls. anything besides reinforced concrete with
    large amounts of steel insert will be torn apart by 7.62 machinegun fire in reality and this
    must be implemented in ARMA 3 to maintain functional realism.

    - there's got to be a better way to implement grenade throws. in reality throwing is a very
    old action which is natural and somewhat intuitive to the human body and this sense of ease
    should be reflected ingame. any opportunity to make gameplay more intuitive should be seized.

    - ability to easily aim straight up and straight down. ability to look directly down ladders etc
    and to look directly behind/beneath/above oneself whilst climbing ladders.

    - classic sniper vs sniper tricks eg raising ones hat over the lip of cover on a stick to try to
    trick the other sniper into firing and giving away their position.

    - in vehicles in ARMA 2 the avatars head is always right at the roof of the vehicle. you can't
    look properly out of windows etc. this is not a natural driving posture.

    - inside buildings it is sometimes impossible to move against the wall ie the engine forces
    you a half-foot or so from the wall. this shouldn't happen.

    - the way the avatar automatically moves the weapon/reticle inside buildings isn't intuitive.

    - when opening the bag one is carrying at a gear pile all three locations should be accessible
    i.e. the gearpile, the bag one is wearing as well as one's active inventory.

    - i read you are developing DAYZ as a standalone. an aspect i think which has not been touched
    upon much is permanent character customization. if there was a way for players to create a
    permanent and unique avatar it would allow long-term inter-relationships to develop between
    players. this would be huge in DAYZ. you could have your life saved and know who saved you,
    and recognize them immediately if you see them again. dayz is risk/reward. i.e. the keyword
    is "consequences". this would bring social consequences into the game and open a new level
    of immersion. i'd say have bonestructure and skin texture be permanent with facepaint,
    jewellery, scars, and clothing being highly customizable. for this to work the level of
    available combinations has to be massive and if players could design some item themselves
    making it entirely unique to them that would be very good too. the idea is to have a world
    where you recognize other players by their ingame appearance rather than by reading a list
    of nicks which are external to the gaming experience.

    what makes a work into an artpiece or artform is the story behind it. with
    this permanent social world i describe above you will see dayz become a legacy instead of
    a video game.

    a way to lock a fixed number of characters to an ip address would be ideal. im not sure how
    practical that would be.

    - shouldnt stop moving just to lower/raise/switch weapons

    - some sort of difference between having dry and wet clothes and equipment would be nice.
    functional or visual or both i don't know. maybe steaming machinegun barrels in the rain
    or any barrel that is fired heavily in wet weather.

    - more smoke from vehicle exhausts in the rain/wet. well the appearance of more smoke.

    - there needs to be more emphasis on and detail with regard to sound and noise discipline. in
    arma 2 walking crouched makes as much noise as welking standing up. there just isnt enough
    attention paid to sound in general in arma 2 as there could be.

  8. #1358
    HAC and or upcoming Big Boss as a module...

  9. #1359
    Posting this here so I don't lost it in a random thread and because its a suggestion, of course:

    http://imgbox.com/abbo0Kq4
    Last edited by Smurf; Aug 25 2012 at 13:20.

  10. #1360
    I find assigning targets to AI team/squad members a very arduous and unfulfilling task. It seems very.... non-fluid. The reason(s) for this are that when you go to assign a target, all it has is a clock indicator. It greatly needs a distance. I have two proposals to greatly help this issue:

    1. Easy - put a distance and direction of the target in the target list when you go to assign a target. So instead of "Rifleman 12 O'Clock" it will be "Rifleman 12 O'Clock NW 200m". I think this would be easy and GREATLY help the player in manual target assignment for his team/squad.

    2. AI "subcommanders" - Allow members of your squad to assign targets to other members of your squad via the team/group interface.

    The easiest way to implement this idea:

    Using a 13 man USMC squad as an example with 3 Fire Team Leaders, 3 Rifleman, 3 Automatic Riflemen, and 3 Assistant Automatic Riflemen:

    When I put one fireteam in a group by itself. 1 FTL, RFN, AR, and AAR, the FTL will automatically assume the duties of assigning targets to himself and his fireteam instead of me having to do it.

    Or when combining any combination of units to form a team(red, green, blue, yellow teams), the highest team member assigned takes over the role of target assignment for his team, and this target assignment is only overridden if the player gives a specific target to a member in that team instead. Then once that target is killed, the team leader goes back to assigning targets.

    In fact, it would be nice if it would default to this when you are a squad leader. Already have all 3 teams in their own "sub-teams" with leaders.

    The easiest and only way to do something like this right now in ArmA 2 is, instead of giving direct command of 3 teams to the squad leader, you give the SL 3 fts under high command, but that prevents the squad leader from being able to micromanage things like "get in that vehicle" or "man that particular position in that building".

    Lastly, there could be a new option menu saying: "Assign Team Leader". So if you select 5, then assign team leader, it assigns 5 to be the leader of the team he's already a member of. Hell you could even go one step farther and be able to assign an assistant squad leader that will assign targets to all squad members.
    Last edited by MacScottie; Aug 23 2012 at 19:41.
    1stLt J. Drumheller
    Executive Officer
    Gambler 6, Echo Company
    15th MEU (SOC) Realism Unit
    (Recruiting ages 17+)

    ArmA Youtube Channel

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