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| Armed Assault - Armed Assault 2 Discussion Discussion forum for the second iteration of the Armed Assault title. |
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#16 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,712
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Re: ArmA2 Suggestions
I don't mind using sound mods since everybody seems to have different preferences to sound mods. I'd rather BI work on parts that are harder for modders to fill in like VOIP and TrackIR (I like the addition of TrackIR and having 6DOF in ArmA2 would be great).
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#19 (permalink) |
![]() Join Date: Sep 2006
Location: Pittsburgh, Pa
Age: 33
Posts: 354
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Re: ArmA2 Suggestions
The only issues I think that really, really need fixed are AI related.
The main issues I think are: 1. Order refusal. Not sure if this is the right terminology but when you issue an order and the solider refuses but it is not apparent why he would refuse. 2. When you order someone to move to a certain position but they think they are already there. 3. The ability of the enemy to see you I think needs to be tweaked so you aren't seen so easily. 4. Lastly, I think they need to make the enemy soldiers less accurate. I can't really offer fixes for these as I don't have access to the AI code nor am I an AI programmer but I think they can be fixed with a few tweaks to the code except for number 2 which is probably more in depth but I think wouldn't be too hard for experienced programmers like the staff at BI. |
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#20 (permalink) |
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Around
Age: 36
Posts: 3,176
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Re: ArmA2 Suggestions
Ok, as promised here is my wish list of things I would like either to be fixed in ArmA (preferably) or with the release of ArmA 2:
1. VOIP, this is not an option it is a critical failure on BI’s fault to not have this working. TS is not a solution. 2. Server Checksums. ArmA dedicated server has to have the ability to verify and authenticate any MODs to a client that tries to connect. Anything less is opening up a door for trouble. 3. Remote admin tools. The ability to record action logs like kills, typed chat, and connection info of the clients. A method to administer remotely to monitor these functions as well as the ability to execute commands like set next mission, etc. Add to that the ability to kick and ban remotely with access to the ban.txt. See HLSW for a decent example. 4. A solid editor. The stock editor is lacking in so many ways, I will even get into it. A more robust visual editor with more items that would come stock would be an improvement. While they are at it, how about including a decompiling program directly in the editor. 5. A server download manager. Some method of delivering MODs from the server to the client once they connect. They took a step back when they made ArmA, at least with OFP you had to have the MODs prior to download. Currently anybody can run anything, see #2. But how sweet would it be to download the required, MODs on connection to the server?!! 6. AI scripting controls. Some method built into the game where you could control the AI behavior and skill from the mission makers perspective. Let the mission maker have a say in the skill levels and aggressiveness, versus a server side exclusive command or another 3rd party script. 7. AI retardation. The AI is horrible at following commands as well as executing basic functions without any type of script added. 8. A native command functionality. Unless you have some 3rd party mod, there is no command and control functionality brought in for properly organizing a mission usually. It would be so much easier creating and running a mission with some sort of command console built in. 9. Auto update software. This includes the server software as well as the client. This downloading patches has to go… 10. Better mission creation templates. The wizard sucks and a more simple method may get more interested in mission creation. 11. Custom map (not mission) creation. Have this built into the editor so people can more easily create a new map. 12. Player skin choices. Let player and mission makers have a pool of skins to camouflage people into. One uniform does not fit all environments on the map. 13. Create a user’s manual. Not that yours is bad, but I should have got something more than 1 page “cheat sheet” for basic commands. Without something, it scares people off. 14. Address the “wall hacking”. Normally this is done by AI, where they shoot you from behind a wall. This is a bug that is just plain annoying. 15. Return the Mini map. The mini map was awesome, yet they removed it. It is too much to tab back and forth to the map menu, especially while flying. Even in real life you can read a map while driving. 16. The ability to control player loads while creating the mission. Some drop down menu for load outs would be a huge help. Having to script a load out for every player is a pain in the butt. 17. Support for multi core. Supposedly ArmA only uses one core. We Quad core folks as well as multi core servers could take better advantage of spread resources. 18. Movable structures in the editor. There are times where it would be nice to move a building to better suit mission development. It is just a object at the end of the day, it does not have to be hardcoded into the map. 19. As a stock inclusion on new vehicles, add the Chinook with sling load and internal loading of vehicles, the C130 for all kinds of functions with a carry capability. Return the T80 tank, it was in OFP no? Add the MTV to update to the 5ton as well as some form of MRAP, whether it be the Cougar, Buffalo, RG31, or the MRAP itself. Apache? 20. Password memorization. Add a function to save a password for servers. Now some of this stuff is just wishing, but these are things that I see as enhancements that can be made without starting from scratch.
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The Meek shall inherit the earth..... after we're through with it! |
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#21 (permalink) |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 67
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Re: ArmA2 Suggestions
1. Add the ability to reload while moving. I realize that this may be difficult in reality with an 240 or 249, however rifles, smg's and handguns can easily be reloaded on the move.
2. The ability to quickly dispose of a rocket tube after being fired or even without being fired. This would be useful not only for when an enemy gets the drop on you but especially for those "rare" instances when you miss. 3. I would be nice to see a Bradley Fighting Vehicle added. The Strikers are nice, however the west has no direct counterpart to BMP. Neither the M2 nor the MK19 are in any way equal to the auto cannon/AT missiles on the bradley. 4. More variations of the Striker added, such as a mortar or medic variant. The striker is an extremely versatile vehicle and I would like to see that utilized more. All 10 variants can be found here: http://www.globalsecurity.org/milita...ground/iav.htm . 5. Infantry Mortar squads capable of indirect fire support. 6. Better implementation of Artillery in general. Possible inclusion of the Paladin self propelled artillery, howitzer towed artillery, or possible an MLRS system. 7. Better ballistics system. NonWonderDogs addon is awesome, but it should have been implented by BIS and not needed a community addon. 8. Adjustable Optics on sniper rifles. Again GM James addon is amazing, but it is another feature that should not have been needed to be modded in. 9. Wider implementation of the Aimpoint and Eotech Holosight, they are becoming more and more prevelant among infantry. Much more so than ACOGs afaik. 9. Add the ability to use the back up sight on the acog as it's completely useless once you enter into CQB urban engagments. 10. Remove the Stanag SD ammo. Subsonic ammunition will not cycle the bolt of an M4. 11. Add Match grade 5.56 ammo for use in the SPR. 12. Add the M14 DMR. 13. Add the 1911 which is still in use by the Marine Expeditionary Unit. 14. Add the ability to support rifles and MG's in windows an on walls/sandbags. 15. Add a dynamic M203 Ladder sight that can be folded down when not in use. I applaud the fact that they added it in a patch, however it gets in the way when it's not being used. 16. Proper range finding Binoculars or a spotter scope for use either by a sniper or his spotter. 17. Addition of a sniper class with a ghillie suit. Possible inclusion of SF with ghillie as well? 18. Better utilization of the M107. It is used for more than a 2k meter boomstick. It would be nice to see Armor piercing incendiary rounds, and it's ability to take out the engine block of a vehicle properly modeled. It is an anti-material rifle and it should be used in that manner. 19. The implementation of properly modeled flashbangs. 20. Implementation of the Springfield Armory Socom 16 and Armalite AR-10 7.62mm rifles currently being fielded by US SF in reaction to the penetration and ballistic deficiencies of 5.56mm ammunition. 21. Better VOIP support with the ability to mute individual players. 22. This is a biggie. Better ingame physics and collision detection. It is amusing to see main battle tanks and armored APC's flipped over the first few times. However, this is really a major game flaw that needs to be rectified, especially when you see them bouncing like a super ball in the middle of a city. It is much to easy to flip them and it happens way to often. 23. Helo's should be more prone to engage enemy infantry instead of the never ending flyovers and the occasional strafing run. |
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#24 (permalink) | ||
![]() ![]() ![]() Join Date: Jul 2005
Location: Statesboro, GA
Age: 32
Posts: 3,561
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Re: ArmA2 Suggestions
Quote:
Here it is for you again... take this into account and try to post your ideas accordingly. Quote:
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#25 (permalink) |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 67
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Re: ArmA2 Suggestions
I would like to add one more. When reloading a weapon that is not empty there should be +1 round on top of whatever size magazine you put into your weapon. This is not a major issue it is more of a pet peeve of mine.
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#26 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,443
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Re: ArmA2 Suggestions
Another addition,
When negotiating different gradients of hill when sprinting, forward motion stops for a second whilst it returns to running. A seemless integration is needed here. |
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#27 (permalink) |
![]() Join Date: Jun 2007
Location: Myrtle Beach, SC
Posts: 67
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Re: ArmA2 Suggestions
And one more. I would be awesome if you there was a simple and foolproof method to choose the extent that name tags are displayed. A server side option that would allow you to choose the maximum distance at which they are displayed, whether it's visible intra-squad only or the whole team, and whether it is visible in opfor player controlled vehicles. Also a smaller area around the player in which it is activated. It can be very obtrusive if you are standing close to another player and it gets activated when your crosshair is not even on them.
Edit* The rearming of vehicles needs to be fixed. Having to play musical chairs with the pilot/driver and the gunner just to get vehicles to properly rearm is a weird bug. It would also be nice if when rearming vehicles with multiple magazines if they magazines would re-arm as well, and not just the single magazine that is in the gun. Last edited by Fiddlestx; 09-07-2007 at 12:17 AM. |
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#30 (permalink) | |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,517
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Re: ArmA2 Suggestions
Quote:
There are 2 points in which BF2 is vastly superior to ARMA. -VOIP -SQUAD system Then off course it is vital that these work as good as in BF2 and are integrated to respect command structure. A little more flexibility is needed (larger squads for one). This is in my opinion the only point in which arma failed. It didn't provide the tools to organize, while it did provide the realistic virtual world.
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