Wish List – Arma 2

From Bohemia Interactive Community
Jump to navigation Jump to search
m (→‎Technical & Performance: wrong category! moving)
Line 124: Line 124:


[[Category:ArmA2: The Game|Wish List]]
[[Category:ArmA2: The Game|Wish List]]
* Side based ranking system! ArmA (OFP?) ranking system leads to absurds. If You're civilian and kill Resistance allies, you'll be recognized as enemy by everybody, while enemies could appreciate your support. But killing enemies won't make them shoot back, because every unit appreciates your ranking! My suggestion: - Rank for killing unit of any side depending on killer's side - Alliances definiable independently in mission/campaign via multipliers table - Example resistance alliances configuration in mission could be [west 1, east -2, resistance (own), civilian 2, animals 0] [[User:ZGuba|zGuba]] 21:14, 2 June 2008 (CEST)

Revision as of 14:22, 3 June 2008

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

AI

  • Realistic Civilian AI: For example, when a group of civilians are shot at, they tend to just go prone where they stood. Realistically they would run off away from the danger, or find cover that is close by. this would make a more visually appealing setting for an invasion scenario or something similar. The same should apply to millitary units too, but in a different manner. Units under fire should not just go prone, but find the nearest cover, be it a vehicle or bushes and trees as well as buildings. Regarding the civilian reaction to danger, there should be more animations better suited to a civilian, for instance when sprinting perhaps stumbling, cowering in the face of an armed soldier etc. Siementaa

Audio

  • Having sounds travel actual distances, such as being able to hear gunshot a depending on the terrain in between the weapon and the one hearing it. In flat areas a round should be heard for a mile or more and obstacles such as hills should dampen gunshots, vehicles,etc.M Jelínek

Control

Weapons, Vehicles & Units

  • Realistic weapons would be a nice addition. Things such as range, fire rate, accuracy, bullet damage, penetration capabilities, recoil, wind resistance and bullet drop on all weapons, not just sniper rifles.M Jelínek
 Modern Firearms Site
  • 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
    • The path plotting of the AI should be better. It happens a lot of vehicles going off the road for no apparent reason. This mostly happen when then depart (f.e. in a convoy) or when they have to go round a corner. And when vehicles are off the road they should have better paths too, or at least know that when an obstacle won't fall down, they need to use another path. (How many times I've seen a tank trying to run over a tree -or even a house!- while the object won't give in. Tanks, and other vehicles become useless if this happens.) Hurricane
  • 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


- AirPlane like A-10 should to have Cluster Bomb Unit weapon (CBU-52,58,72,87,94,97) for destroy troop --Chukrit1980 05:52, 25 April 2008 (CEST)

- should to have SAM Site/vehicle to protect ARMY-BASE (Troop can switch ON/OFF Tracking Radar and set AUTO/Manual-Fire Missile) and AIRCRAFT should to have Anti-SAM Radar Missile like (HARM for USAF Aircraft and Kh-50 for RU Aircraft)--Chukrit1980 05:52, 25 April 2008 (CEST)

- should to have Paratrooper Operation like High/Low-Drop, High/Low-Drag and when paratrooper still not drag parachute, they should to be control heading/speed to found&move to safty/target area. and after they drag parachute, they will can control a little of heading and Air break only --Chukrit1980 06:00, 25 April 2008 (CEST)

Multiplayer

UI

Dedicated Server

Should to have Dedicated Server Linux Version. (include Voice-Communication Service.) And Support Hyperlobby System too. --Chukrit1980 05:37, 25 April 2008 (CEST)

TK

Voice

Admin

Miscellaneous

Scripting

WayPoints

  • Ability to hide waypoint from player. I'd love to assign waypoints to get AI controlled player to move around but don't want someone to join in game and see all these waypoints. --Doolittle 21:01, 23 January 2008 (CET)

Markers

  • Ability to change marker font size ! Currently have to use locations to get smaller font --Doolittle 21:00, 23 January 2008 (CET)

EventHandlers

Built-in XEH. I think that everybody in BIS should be impressed with this addon. zGuba 21:29, 2 June 2008 (CEST)

Commands

  • Command to get number of F-key used to control AI unit. If on command bar I have to hit F3 to use a soldier, need command to tell me it's F3. --Doolittle 20:58, 23 January 2008 (CET)

Mission Editor

MP Commands

  • isAdmin --Doolittle 20:59, 23 January 2008 (CET)

Debug / File Handling

Editing & Modding

  • More functions within the editor. A full script editor would be a huge plus. Also, more built in functions to avoid massive amounts of scripting (unit load out editor, respawn; both vehicle and player, crate/vehicle load out...). F-16

Physics

  • The addition of realistic Ragdoll. The best example i can think of is that of the game Bioshock. It has a mix of prerecorded (or prescripted) animation and free ragdoll physics. It creates a brilliant realism that is far better than the current all-prerecorded or the floppy all-ragdoll physics engine. Siementaa
  • Currently if you try to load a vehicle into another larger vehicle (boat/cargo plane) the end result is carnage. It would be great to have a system of synchronizing objects so they will be able to carry things. This could be especially interesting if someone wanted to drop palletized cargo out of a plane (ammo, fuel, people...). The same goes for ships, aircraft carriers would be much simpler and a hanger deck could possibly be accommodated. F-16
  • Damage/destructibility: If you happen to shoot the tip of a T-72's barrel with a Sabot round, the whole thing should not explode. Damage should, for the most part, not spill over into other parts of a vehicle. The same goes for aircraft, if you shoot the wingtip, it should pop off (or at least the wing). Also, if an engine or gun (in the case of some of the lighter vehicles) is shot, it should stop working. It would also be great to see a better deflection/damage threshold so you cannot destroy a tank with an MP5 and so rpg/at4 rounds will deflect if they hit at a steep angle (this would slightly benefit the M1A1 as opposed to the T-72 but newer tanks would also take advantage of this). F-16
  • Generally enhanced animations. Smooth transactions between animations used in everyday combat. More animations for moving around in a realistic and enyojable way. Realistic automatic animations such as steping and rolling over small fences when moving towards them. Ability to move or hit the dirt when dooing longer animations such as reloading AT rocket. ArmA has greate animations but lacks some important ones to give the player total freedom of movement.Walker001

Realism

Spec-Ops should to be can swimming and scuba driving equ. (Jump-off from boat and driving cross the sea to beach for sneak-in army base) --Chukrit1980 08:33, 25 April 2008 (CEST)

  • Sea not damaging units like it was ocean of acid. We're in 2008. zGuba 21:16, 2 June 2008 (CEST)
  • More random destroy effects, also environment conditions like no secondary explosions and burning while wet. zGuba 21:21, 2 June 2008 (CEST)

Visuals

  • 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
  • The ability to shoulder and holster your weapon. Again adding to the realism. Siementaa

Gameplay Logic and Overall Continuity

Technical & Performance