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Thread: Brainstorming: making ARMA/2 deep gunplay and projecticle ballistics work on the 360

  1. #11
    To Vandrel: I agree 100 %, BIS' work is its own unique genre. Its an amazing accomplishment that has no equal, and it certainly could not be transferred to the 360 in its entirety. Remember this point of this topic is a purely academic think-tank of how the infantry and gunplay portion of the ARMA experience could be implemented for the 360 in a way that does not diminish the simulation and depth of a BIS product.

    Look, as far as whether or not they should do this, I think BIS could create an excellent, squad level infantry game for the Xbox360, that, with proper implementation of a control scheme for the 360 controller would blow every other console shooter out of the water. The depth and challenge introduced by having BIS' projectile ballistics gunplay as opposed to hit-scan gunplay would alone raise the title far above anything an xbox360 gamer has ever experienced. Instead of the full sandbox nature of ARMA2, BIS' 360 release can be a single player campaign, again squad level infantry. Use the same engine so you get the same freedom of choice in accomplishing objectives and you get the same unpredictable nature of the enemy movement and behavior. Iron out the bugs, bring back the scale (view distance, map size, mission boundaries within the map) to something doable on the 360.

    We have had the pleasure and sense of accomplishment of making a clutch lead off shot on a target running full speed 500 m away right before he successfully finds cover, but xbox 360 gamers have not, and for many of them such an experience would be an epiphany. The game would sell very well and may win some very prestigious awards.
    BIS owns this genre, they will not get corrupted into making something generic. They have a pride in what they do because only they can do it, and because only they can do it, business sense will have them stay true to their monopolized genre and continue to advance it to our benefit.

  2. #12
    FPS games need to GTFO consoles

  3. #13
    Private First Class
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    "a soft press can be different from a hard on"

    You know it. And well said, J&B.
    Last edited by Sunray; Aug 1 2009 at 15:32.

  4. #14
    Well its a suggestion thread, so hopefully Bohemia will be reading and considering my ideas. Making something for the 360 would be profitable, shooters are the way to go on that platform, so extract that shooter portion from ARMA2. Then figure out how to transfer the deep shooting experience BIS has developed to work with a gamepad (thats where my ideas hopefully will help) and BIS will have made some good money and done something unprecedented for the console market. Their expanded team and financial resources can then aid in fixing some of the outstanding issues with ARMA 2. Its a win for all.

  5. #15
    Quote Originally Posted by Vandrel View Post
    I just don't see it being possible to vert this game over to console, there's way to mean keys, features, and abilities to dumb it down to a 4-6 button controller.
    Has anyone her even played Operation Flashpoint Elite, You know for the xbox. Best console game other than Halo IMO. OFPE worked so well on the console and i played it for hours. BIS managed to fit almost everything on the controller, even free look.

    So please dont say you cant put it on the 360 because there arnt enough buttons there is already proof that it works.

  6. #16
    Well for OFPE I'm looking at reviews and screenshots, and it looks like the draw distance and super heavy fog makes it so firefights happen at the much more console friendly 100m or less. Thats well, some weak shit. Probably had auto-aim too.

    No one has yet to really analyze my idea (first post), of a new gunplay mechanism to sacrifice nothing in ARMA/2s physics based gunplay work with the limitations of a gamepad. Comeon people, this isnt gamespot forums, you all gotta be intelligent, thoughtful ppl otherwise u wouldnt be playing ARMA/2 in the first place.

  7. #17
    "a soft press can be different from a hard on"

    I need to grow up...but that line was funny

  8. #18
    Have you guys thought about if they used the D pad to change what all the buttons do like down for 1 set right for another and so on.... in they did that it would be 4x14... so 56 buttons would work
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  9. #19
    Quote Originally Posted by Spec_Ops_Sniper View Post
    Has anyone her even played Operation Flashpoint Elite, You know for the xbox. Best console game other than Halo IMO. OFPE worked so well on the console and i played it for hours. BIS managed to fit almost everything on the controller, even free look.

    So please dont say you cant put it on the 360 because there arnt enough buttons there is already proof that it works.
    Really? And how did the editor work? Multiplayer, hosting servers, admin/server commands.

    I'd really like to know how scripting worked out for ya

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