Hey kEnNyPoOpy!
Sure and you can script a Mexican hat dance, it's called a '
Hat Dance'... That doesn't mean that the '
Hat Dance' is going to appeal to anyone, get used or played to any extent -- especially if the interface is a more time consuming counter-intuitive effort then doing the real thing in the field would be...
As I pointed out in the
How will ArmA 3 differ from Arma 2, and ArmA? thread my premise is based on the sense that I've always felt that there could be a PvP MP game between ArmA and and the Battlefield games, that could easily be more popular then either, and I'd prefer to see BI should it, then DICE or some Publisher owned and controlled Studio.
Well, my premise was not the most '
realistic squad system'... Multi-Player PvP gaming is by definition intended to be 'a fair and balanced contest of skill' -- real warfare is always asymmetrical, all means to the greatest extent possible are exploited to obviate the skill of the opposing force, as well for your own forces mitigating the effects of their skill (or lack there of) on the certainty of outcome to the greatest extent possible.
The highest fidelity in realism is still only going to be had in asymmetrical single-player and coop games... And even with respect to fidelity in realism; what's more realistic: an interface mirrors realism but due to it's cumbersome affectation breaks game and time scale, and has unrealistic effects on game outcomes, or, a less realistic interface that creates more realistic game-scale time continuity and outcomes? I think both are fine as long as you understand your premise, but I'm pursuing the latter here...
It could be either, wich would be contingent on how many Players and AI positions the engine could reconcile.
It could be a lot of squads or fire teams on a sever, but ArmA maps are quite large, and not all objectives have to be on top of each other.
This could also be means of integrating larger (and more coordinated) combined arms operations -- again the mechanics may not be the most 'realistic' but the actual outcomes in how the game is played could be more so then fiddling with an obtuse interface. Or, it could be as you suggest just five or six player PEvPE, which could make for a really compelling game (with more to do then driving the support vehicle for forty minutes) for a small group of friends or a small pick-up game.
But my premise is one of accessibility, PvP that has more '
game appeall' and sets a nice precedent that might get followed in more mods rather then be fragmented by them.
