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| {{TOC|side}}
| | {{Feature|armaR|An up-to-date roadmap can be found on {{Link|https://reforger.armaplatform.com/roadmap|{{arma}} Platform}}.}} |
| {{Feature|informative|Announcement: {{Link|https://reforger.armaplatform.com/news/roadmap}}.}} | |
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| == Ground Support ==
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| <spoiler text="View the roadmap">__NOEDITSECTION__
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| {| class="valign-top"
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| !
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| === Features ===
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| !
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| === Assets ===
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| |-
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| # '''AI Vehicle Driving'''
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| #* AI is able to drive all ground vehicles present in the game.
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| #* On-road ability.
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| # '''Weapon Deployment'''
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| #* Deploy your weapon for stabilization while prone.
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| #* Use interactive bipods on weapons.
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| # '''Commanding'''
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| #* Command whole groups of AI by issuing basic commands.
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| #* Move, search & destroy, follow, and mount.
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| #* AI units can join/unjoin the group dynamically.
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| # '''Health System Enhancements'''
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| #* New Medical items.
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| #* Multiple hit zone self-bandaging.
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| #* Better ragdolls.
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| # '''Dynamically Generated Scenario'''
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| #* New playable solo or co-op scenario.
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| #* Dynamic objectives to complete.
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| #* Detailed compositions for the objectives.
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| # '''Game Master Update'''
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| #* Introduction of a quick entity browser.
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| #* Ability to save filter presets in entity browser.
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| #* Interact with objects in the world (doors, pianos, radios, and most importantly, toilets).
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| #* Placing crewed vehicles.
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| # '''Conflict Update'''
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| #* Freeform Building - Partial
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| #* Services and fortifications can be built anywhere near the supply source.
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| #* Advanced building interface
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| #* Base Seizing Overhaul
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| #** Capture bases with the "dominancy" feature.
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| #** In order to win the battle, the faction must seize and hold several strategic points.
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| #** Semi-randomized starting points – HQ positions.
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| #* Services
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| #** ''Barracks''
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| #*** Fixed number of AI defenders are spawned in the base.
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| #*** Decreases the price of the deploy ticket.
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| #** ''Supply depot''
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| #*** In order to expand a base, the depot must be built up in order to store needed supplies.
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| #** ''Antenna''
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| #*** Increases the basic signal of the radio.
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| #*** Contact distant bases.
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| #** ''Build up your Main Operating Base (MOB).''
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| #* Supply Management
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| #** Vehicles and deploy tickets cost supplies.
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| #** Fight for supply depots scattered on the island.
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| #* Conflict on the new island of Arland
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| #* Mines
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| #* Destroy vehicles with placeable explosives.
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| #* Plant a mine and watch as vehicles explode from user action activation.
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| # '''Destructibles'''
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| #* Tweaks to the destructible system to allow more props to be destructible.
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| # '''Map'''
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| #* Protractor tool in map.
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| # '''Arland'''
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| #* 4×4 km
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| #* Summer Baltic island
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| # '''Gear & Weapons'''
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| #* Sa-58P
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| #* Sa-58V
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| #* Anti-tank Mines
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| #* American rifle optics: Cold 4×20
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| # '''Props'''
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| #* Medical assets
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| # '''Vehicles'''
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| #* Ambulances
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| #** Soviet
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| #** US
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| # '''Animals'''
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| #* Wildlife prototype: Birds
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| |}
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| </spoiler>
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| == Air Assault ==
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| <spoiler text="View the roadmap">__NOEDITSECTION__
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| {| class="valign-top"
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| !
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| === Features ===
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| !
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| === Assets ===
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| |-
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| # '''Helicopters'''
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| #* Standard helicopter flight model.
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| #* Two transport helicopter assets.
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| #* Mounted machine guns onboard.
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| #* Controllable by players.
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| #* Pilot gear (uniform, helmet).
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| # '''Revive'''
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| #* Unconscious state of character.
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| #* Ability to revive characters.
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| # '''Ballistic Protection'''
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| #* New ballistic vests that provide protection against bullets and shrapnel.
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| #* Helmets provide protection against shrapnel.
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| # '''World Interaction - Electricity'''
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| #* Full electrical network on the islands.
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| #* Buildings, transformers, and lamps are connected to mains.
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| #* Possibility to interrupt and repair the electricity distribution.
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| #* Lights in buildings.
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| # '''Fuel System Update'''
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| #* Possibility to refuel vehicles.
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| #* Fuel nozzles.
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| #* Improved fuel consumption for vehicles.
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| #* Fuel-related assets.
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| # '''Game Master Update'''
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| #* Placing artillery strikes, smoke shells, and other effects.
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| #* Linking waypoints with specific entities (e.g. waypoint for destroying a specific vehicle).
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| # '''Conflict Update'''
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| #* Supply Management
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| #** The sources of supplies will be located mainly in the FIA warehouses; US and Soviet factions will need to fight for these resources.
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| #** Supply runs are needed to deliver these resources.
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| #** Two types of supplies for ammunition and building purposes.
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| # '''Save Slots'''
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| #* Multiple Save Slots for the playable content (Game Master and Conflict support by default).
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| # '''Melee'''
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| #* All weapons can be used for melee in the game.
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| # '''Suppressors'''
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| #* Ability to attach a suppressor to a weapon. The suppressor then disperses sound differently, changing particle effects on the weapons it's attached to.
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| # '''Gear & Weapons'''
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| #* Heavy machine guns
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| ** NSV
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| #* Flares: handheld and pistol
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| #* Ballistic protection
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| #** ''M1 helmet''
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| #** ''M69 flak vest''
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| #** ''PASGT vest''
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| #** ''6B2 Vest''
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| #** ''6B3 Vest''
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| #* Flight suits
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| #* Optics
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| #** Soviet rifle optics: 1P29
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| #** Soviet launcher optics: PGO-7V3
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| #* Bayonets
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| #* Suppressors
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| # '''Vehicles'''
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| #* UH-1H (transport)
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| #* Mil Mi-8MT (transport)
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| #* S1203 Minibus
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| |}
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| </spoiler>
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| == Final Strike ==
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| <spoiler text="View the roadmap">__NOEDITSECTION__
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| {| class="valign-top"
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| !
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| === Features ===
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| !
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| === Assets ===
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| |-
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| # '''Light Artillery'''
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| #* Two mortar pieces.
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| #* Operable by both players and AI.
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| #* 81/82mm mortar ammunition.
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| #* Deployable and assembled from three parts.
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| #* Manually operable – azimuth and elevation adjustment.
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| # '''Building Destructions'''
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| #* Simple and advanced system of building destruction.
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| # '''Explosive Charges'''
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| #* Remotely detonated and time-fused explosives.
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| # '''Game Master Update'''
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| #* Sharing your saved scenarios with others.
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| # '''Conflict Update'''
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| #* Freeform Building - Full
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| #** Bases won't have predefined places, forcing the opposing faction to locate the opponent's bases first.
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| #** Bases can be built anywhere on the islands.
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| #** The only limitation is the radio range and the number of supplies.
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| #* Conflict: HQ Role
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| #** By default, it's an AI deciding on the strategy.
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| #** HQ role defines the objectives for the faction.
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| #** A player can take over this role and decide strategic decisions.
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| #** AI units conducting the supply runs.
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| # '''Dynamically generated scenario update'''
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| #* Enhancement of the dynamically generated content.
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| # '''Weapons'''
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| #* Mortars
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| #** M252 Mortar
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| #** 2B14 Mortar
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| #* Tanker outfits
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| #* Light Machine gun: UK-59L
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| #* Assault rifle: M16A2 Carbine
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| #* Explosive Charges
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| #* Anti-personnel Mines
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| #* Civilian clothes
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| # '''Vehicles'''
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| #* Vehicle: LAV-25
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| #* Vehicle: BRDM 2
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| #* S105
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| #* Flatbed truck
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| #* Helicopter weapon system
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| |}
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| </spoiler>
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| {{GameCategory|armaR|Support|Updates}} | | {{GameCategory|armaR|Support|Updates}} |