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Thread: What Mods Will You Expect/Create?

  1. #101
    Quote Originally Posted by tremanarch View Post
    maybe like this: all players start somewhere on the map.. all cities are occupied by AI Soldiers, maybe not all (with some luck there could be a civ town we can occupy).. etc maybe some empty vehicles can be found or can be stolen...

    we can conquer a city and make diplomatic peace with other players cities, but we can also fight other players... our cities gives us income we can build ai soldier armys or we can give money to our allys..

    we can make alliances we can make all vs all.. its up to the player crowd.. we can betray etc etc, we can leave the game and gift our stuff to another player or give it back to the AI...

    just like the old cardboardgames.. maybe it is a littlebit too long game mode, so it could be forced only on a smaller part of the map, or the smaller map in A3..

    could be persistent mode, but must not be..
    YES! I always liked the political/economical aspects in strategy games and I wondered what it would be like in an ArmA type game mode.
    What if you are in command of like... guerrilla/insurgent fighters secretly who are engaging the forces on the island and publicly, you are a politician trying to manage your own town and eventually take the island back?

    And if someone did make this type of gamemode, I would be interested in seeing how it would work on my UNSC mod.

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  2. #102
    I would create following mods:
    - weapon rest on ground/obstacles/vehicles/fellow soldiers
    - if the main pilot gets shot, coplilot should be able to take over + general controlswitch when pilot can hand over controls to copilot
    - shootin and running in/out of vehicles
    - spreading fire

  3. #103
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by KrAziKilla View Post
    I would create following mods:
    - weapon rest on ground/obstacles/vehicles/fellow soldiers
    - if the main pilot gets shot, coplilot should be able to take over + general controlswitch when pilot can hand over controls to copilot
    - shootin and running in/out of vehicles
    - spreading fire
    You would or you will...?

    back on topic, i have few models that will surely NOT make their appearance in due time for A2, but should be ready (from a modelling and texturing pov) by the time A3 kick is...not even touching the RHS subject here, since that is part of a bigger pie

    Since i don't really announce anything yet, i'll just say the list should have the those letters in :
    F2POM5DBHM8TI

    Spoiler:

  4. #104
    Quote Originally Posted by KrAziKilla View Post
    - if the main pilot gets shot, coplilot should be able to take over + general controlswitch when pilot can hand over controls to copilot
    Psst, that's already part of Take On Helicopters

    Xeno

  5. #105
    Quote Originally Posted by KrAziKilla View Post
    I would create following mods:
    - weapon rest on ground/obstacles/vehicles/fellow soldiers
    I requested this long time ago in the "Community wishes & ideas" thread, this should be in Arma 3 without any mod, because it just makes sence.

  6. #106
    Sergeant Major SpecOp9's Avatar
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    I was skeptical about the graphical potential in ARMA 3 with what I wanted to do... I needed great lighting, reflective surfaces, and support for really large building structures. The lighting demo and physics had me sold.

    I have been wanting to do a Tron mod with ARMA for a long time. I want to really push the engine to its limits and see a side of ARMA I don't think people are really expecting to see.
    BIS is the only game studio I know that would put a half naked chick covering her rack on their main page, and I applaud them for it.

  7. #107
    A non-scifi mod that adds a lot of modern day stuff.
    Oh, and spinfusors.

  8. #108
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  9. #109
    Quote Originally Posted by SpecOp9 View Post
    I was skeptical about the graphical potential in ARMA 3 with what I wanted to do... I needed great lighting, reflective surfaces, and support for really large building structures. The lighting demo and physics had me sold.

    I have been wanting to do a Tron mod with ARMA for a long time. I want to really push the engine to its limits and see a side of ARMA I don't think people are really expecting to see.
    How would a TRON mod even work...?

  10. #110
    Sergeant Major SpecOp9's Avatar
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    Quote Originally Posted by therussiandong View Post
    How would a TRON mod even work...?
    I know, right? I was thinking it would be very difficult having a Lightcycle arena / Disc war in a shooting game myself. It might be possible with advanced scripting and some custom animations. (Disc throwing animations, vehicle obliteration with on-collision events for the rear light trails depending on the angle and velocity, etc) but that's too speculative at this point, because I don't know what detailed features ARMA III will have, and it might be too complex to implement.

    So I was thinking of a story where the U.S. military gets involved with Encom and begins using Sam Flynn's NEW beta grid, almost like VBS1 / VBS2, where they use it as a training simulator and things go terribly wrong. That gives the excuse to include a very imaginable arsenal... disc-launchers, glossy/glowing guns, Tron tanks, armed Lightcycles and Recognizers...etc. Would also be very fun to create a death-defying race track, and with the new physics being implemented, a stunt course (Rush 2 anybody?)

    But more than anything, I want to do this because of Tron's environment. Back in the Op Flashpoint days I dreamed of creating a night time cityscape with high rise buildings, but the collision detection had a size limit, meaning you'd fly right through the buildings!

    We'll see how things pan out.

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