Wish List – Arma 2
Jump to navigation
Jump to search
m (formatting) |
No edit summary |
||
Line 11: | Line 11: | ||
Discussions should be held on the [http://community.bistudio.com/wiki/Talk:ArmA2:_Wish_List Discussion Page] and not in this '''Wishlist'''. | Discussions should be held on the [http://community.bistudio.com/wiki/Talk:ArmA2:_Wish_List Discussion Page] and not in this '''Wishlist'''. | ||
==General== | |||
*Bring back the old score card from OFP. After a mission (preview of a custom mission especially) i like to see who i have killed. its just a nice addition really. [[User:Siementaa|Siementaa]] | |||
==Vehicles== | |||
*AI driving needs massive improvement. As far as i can tell, AI driving has gotten even worse than OFP! for instance, AI take the shortest route from way point 0 to way point 1. Road classes should be introduced, or improved or better implemented into the AI to allow for drivers to stick to the main roads rather than go off into back streets because they are along the displacement line between the two way points. it is really annoying when i make a mission that begins with me in cargo of a vehicle and i have to wait for the driver to maneuver around trees and buildings because he got him self stuck. [[User:Siementaa|Siementaa]] | |||
*Faster disembarking from vehicles. This should, however, depend on the behavior of the group/unit during the activation of the way point. For instance when a unit is under fire, units in cargo should disembark very quickly, whilst when safe or careless, and maybe alert to some extent, they will disembark at the current rate. [[User:Siementaa|Siementaa]] | |||
*Helicopters at the moment are very poor when it comes to synchronized landing-cargo unloading and take off. They tend to hover or fly around the "H" and the unload/get out way point before finally landing. (the system i use is a Transport Unload/unload way point synced to a get out way point belonging to a separate group. (although it happens with out any second group, with just a get out way point and an invisible H. [[User:Siementaa|Siementaa]] | |||
**the same needs to be done with loading. Using the same system as the unloading, helicopters tend to fly off and land somewhere far away before the group has a chance to load. very annoying in mission ergonomics, it is just silly. [[User:Siementaa|Siementaa]] | |||
*External guns on tanks. instead of the simple turret gun as in ArmA and OFP, there should be the ability for a character to turn out and use an external machine gun or grenade launcher. Also, this should not be confined to the gunner position. [[User:Siementaa|Siementaa]] | |||
==Visuals== | |||
*Women models, such as in OFP:R. [[User:Siementaa|Siementaa]] | |||
*Police models, for units and vehicles. Such as in OFP:R with the Nogova police. [[User:Siementaa|Siementaa]] | |||
*Smoking craters. After an explosive has detonated, and left a crater there should be smoke rising from it for a while. Also, vegitation, such as grass, should be cleared within the blast area. [[User:Siementaa|Siementaa]] | |||
*Bullet hole effects on buildings and vehicles. [[User:Siementaa|Siementaa]] | |||
*Flaming units: units can set on fire if close to a gasoline explosion or similar. There should be a preset animation for this (Assuming that it is fatal), or more rather a mixture of an animation yet you remain in control of the unit. The ability to submerge your self in water to put your self out. There should be varying degrees of this, from total engulfing to fire localized to a limb. A good example of this is tank, or large vehicle explosions: since in reality, tank explosion doesn't mean immediate huge explosion and insta-death, units should eject the vehicle on fire, assuming they survived the initial explosion. [[User:Siementaa|Siementaa]] | |||
*Exploding barrels. Realistically however: when hit with a small caliber bullet they wont blow up, they will leak. Relating to the previous suggestion about units catching on fire, units in close proximity to barrel explosion should catch on fire to a degree relative to their proximity. [[User:Siementaa|Siementaa]] | |||
*The smoke from lit fires doesn't rise enough. Make it more like OFP where it rises alot higher, yet dissipates with altitude. [[User:Siementaa|Siementaa]] | |||
*Torches: For example, the headlamp off [[S.T.A.L.K.E.R. Shadow of Chernobyl]]. This should be added to all units. However with an AI control that only allows them to be used under particular behaviors. Also a realistic ability for AI to spot a torch beam. Hand held torches that can be equipped like binoculars (for the civilian population). Torches on weapons. [[User:Siementaa|Siementaa]] | |||
[[Category:ArmA2: The Game|Wish List]] | [[Category:ArmA2: The Game|Wish List]] |
Revision as of 15:11, 27 December 2007
Introduction
Help BI to get ideas for ArmA2 by contributing to this wish list! Before you begin editing, read over the Make A Wish section. Its very important to provide accurate detail in posting your wish.
Making a Wish
1. Add specific detail to your wish, one liners won't be accepted without good detailed information.
2. Make realistic wishes.
3. Always sign your entries by adding ~~~ after your addition. Failure to sign your addition will result in someone removing your addition without notification.
Discussions should be held on the Discussion Page and not in this Wishlist.
General
- Bring back the old score card from OFP. After a mission (preview of a custom mission especially) i like to see who i have killed. its just a nice addition really. Siementaa
Vehicles
- AI driving needs massive improvement. As far as i can tell, AI driving has gotten even worse than OFP! for instance, AI take the shortest route from way point 0 to way point 1. Road classes should be introduced, or improved or better implemented into the AI to allow for drivers to stick to the main roads rather than go off into back streets because they are along the displacement line between the two way points. it is really annoying when i make a mission that begins with me in cargo of a vehicle and i have to wait for the driver to maneuver around trees and buildings because he got him self stuck. Siementaa
- Faster disembarking from vehicles. This should, however, depend on the behavior of the group/unit during the activation of the way point. For instance when a unit is under fire, units in cargo should disembark very quickly, whilst when safe or careless, and maybe alert to some extent, they will disembark at the current rate. Siementaa
- Helicopters at the moment are very poor when it comes to synchronized landing-cargo unloading and take off. They tend to hover or fly around the "H" and the unload/get out way point before finally landing. (the system i use is a Transport Unload/unload way point synced to a get out way point belonging to a separate group. (although it happens with out any second group, with just a get out way point and an invisible H. Siementaa
- the same needs to be done with loading. Using the same system as the unloading, helicopters tend to fly off and land somewhere far away before the group has a chance to load. very annoying in mission ergonomics, it is just silly. Siementaa
- External guns on tanks. instead of the simple turret gun as in ArmA and OFP, there should be the ability for a character to turn out and use an external machine gun or grenade launcher. Also, this should not be confined to the gunner position. Siementaa
Visuals
- Women models, such as in OFP:R. Siementaa
- Police models, for units and vehicles. Such as in OFP:R with the Nogova police. Siementaa
- Smoking craters. After an explosive has detonated, and left a crater there should be smoke rising from it for a while. Also, vegitation, such as grass, should be cleared within the blast area. Siementaa
- Bullet hole effects on buildings and vehicles. Siementaa
- Flaming units: units can set on fire if close to a gasoline explosion or similar. There should be a preset animation for this (Assuming that it is fatal), or more rather a mixture of an animation yet you remain in control of the unit. The ability to submerge your self in water to put your self out. There should be varying degrees of this, from total engulfing to fire localized to a limb. A good example of this is tank, or large vehicle explosions: since in reality, tank explosion doesn't mean immediate huge explosion and insta-death, units should eject the vehicle on fire, assuming they survived the initial explosion. Siementaa
- Exploding barrels. Realistically however: when hit with a small caliber bullet they wont blow up, they will leak. Relating to the previous suggestion about units catching on fire, units in close proximity to barrel explosion should catch on fire to a degree relative to their proximity. Siementaa
- The smoke from lit fires doesn't rise enough. Make it more like OFP where it rises alot higher, yet dissipates with altitude. Siementaa
- Torches: For example, the headlamp off S.T.A.L.K.E.R. Shadow of Chernobyl. This should be added to all units. However with an AI control that only allows them to be used under particular behaviors. Also a realistic ability for AI to spot a torch beam. Hand held torches that can be equipped like binoculars (for the civilian population). Torches on weapons. Siementaa