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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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Old 07-12-2008, 11:36 PM   #76 (permalink)
 
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Location: Ontario, Canada
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Re: ArmA2 Suggestions

Yeah, yeah .. thread necro whatever.

...


For me, the MOST wanted feature for ArmA 2 would be a DIFFERENT way of handling the voice communications in game.

Currently, voice comms are treated exactly the same as text comms. This can cause MASSIVE problems on a public (even semi-public) server. The radio spam can reach epic proportions.

My ideal solution (probably too late .. but you can always dream) would be this.


There would be 2 basic types of voice communication, talking/yelling/whisper and radio transmissions.

You can ALWAYS talk/yell/whisper (have 3 "channels", yelling can be heard from further than talking which can be heard further than whispering), and ANYONE can hear it.

You can only send/receive radio transmissions when you actually have a radio (an object on the player, like binoculars). This radio can be set to transmit/receive on various frequencies, you can make this simple, like channel 1, channel 2, etc. Vehicle intercomms would have a "special" channel that only they could talk on (ie: channel 0 or -1).

Furthermore, there would be various types of radios, handheld, manpack, vehicle. They would have different ranges (say 1km for handheld, 5km for manpack, 25km for vehicle as an example), a radio can RECEIVE transmissions from OUTSIDE its transmit range, so you could have someone with a manpack radio sending you a transmission from 3km away, but you couldn't talk back on your handheld radio. For ease-of-use purposes, you could have a "radio-tower" that transmits out to 100km (hey, now you know why we are always blowing those things up!) which could be used for administration for the whole server.


I think seperating the voice comms in this way would relieve a lot of the frustrations with over-used radio, but would still give all the benefits of an in-game radio system. Plus as an added benefit, things would become that much more realistic.



Other than that, the only other thing that I can really find as a major problem in ArmA is the desync that occurs with large player populations ... but this may just be mission/hardware specific, and either way, it doesn't fit the scope of your topic.
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Old 07-18-2008, 09:37 PM   #77 (permalink)
 
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Re: ArmA2 Suggestions

In addition to multi core support, I'd like SLI support as well.
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Old 07-27-2008, 09:25 PM   #78 (permalink)
 
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Re: ArmA2 Suggestions

Any one mention a more intuitive command/weapon selection system?
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Old 07-27-2008, 09:31 PM   #79 (permalink)
 
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Re: ArmA2 Suggestions

I'd like to see more of a sandbox approach to content. Instead of giving us a single player campaign, give us military units from several countries, a few militias, and the odd international terrorist organization and let us cook up our own content in a richly supported fashion.

I'd like to see a better simulation of vehicles. I'm pretty sure you can get a much better rate of fire out of most MBTs with a trained crew, and I'm also quite sure that MBTs have computer systems that make aiming at long range less of a guessing process. Likewise, I'd like it if all the HUD readouts and multifunction displays worked.

I'd like to see a more complete radar and air defense system in place. Air defense is pretty spotty at the moment, and adding a radar system in might allow for things like air traffic controller roles, which would appeal to some weirdos out there. Like me.

Better integration with the environment, being able to peek over and around things, throw stuff, roll grenades, throw flares, flashlights, and other light sources, throw ammo and weapons to other players/AI, drag players/bodies, knock out windows, open and close more doors both casually and for tactical entry. Being knocked over by explosions or debris, concussion and disorientation effects from explosions, temporary hearing loss from prolonged gunfire. More varied and robust wound system allowing for injury and impairment of different body parts affecting mobility and even consciousness. Better directional sound, perhaps to replace the 'everything is a tracer' effect going on currently in ARMA.

Better depiction of vehicle damage, with a focus on a realistic part based hit model instead of hitpoint. better depiction of AT weapons and vehicle survivability.

More complete set of instructions for AI, specifically rules of engagement and settings which would allow for morale, surrender, rout, and capturing of prisoners. Assuming that AI is otherwise tight and very functional, psychology for AI might be interesting, with AI under high levels of 'stress' reacting to situations differently (refusing to cross a street through fire, using poor fire control)

More ships and boats, better representation of small and medium scale naval assets (Yes, submarines, No, Aircraft Carriers).
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