Wish List – ArmA: Armed Assault

From Bohemia Interactive Community
Jump to navigation Jump to search
Line 34: Line 34:
* New Sound-system with layered sounds and the abillity to edit them like [http://www.fmod.org/images/designer_eventeditor.png <u>here</u>]. [[User:PhunkMaZ|PhunkMaZ]]
* New Sound-system with layered sounds and the abillity to edit them like [http://www.fmod.org/images/designer_eventeditor.png <u>here</u>]. [[User:PhunkMaZ|PhunkMaZ]]
* different voiceset for at least 1 Opfor side. It´s very unrealistic that all sides issue voice commands in english. By keeping the english text-display and replacing the voicefiles for one side it would still be totally playable and much more realistic --[[User:Balschoiw|Balschoiw]] 01:35, 18 December 2006 (CET)
* different voiceset for at least 1 Opfor side. It´s very unrealistic that all sides issue voice commands in english. By keeping the english text-display and replacing the voicefiles for one side it would still be totally playable and much more realistic --[[User:Balschoiw|Balschoiw]] 01:35, 18 December 2006 (CET)
* have the opportunity to surch a buddy on line and join the server [Loulou]
* modify actual graphic ping display by the real ping value...[Loulou]
* have the opportunity to see the server's name (and @IP) when already connected and playing [Loulou]


==Control==
==Control==

Revision as of 18:33, 30 December 2006

Introduction

Help BI improve ArmA 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

AI

  • A detailed path for the AI near buildings, which can provide them cover, more brained and improved AI please. --Linker Split 05.57 PM, 3 December 2006
  • AI that freaks out under fire and gets less accurate. AI that takes a bit more time to communicate with each other depending on distance from each other. AI that can call for reinforcements with radio. AI that makes mistakes depending on rank (higher means less chance of mistakes) and pressure. --Twisted
  • AI that follows proper military doctrine for the appropriate army (OPFOR, BLUFOR, Independant). --Twisted
  • AI that works as a squad. This would include things like MG providing suppressing fire while riflemen move in. It would be great if squads could be 'linked controled' and work together to acheive a goal rather than as separate weaker entities. --Twisted
  • Individual AIs would be able to lean, sidestep and roll, like the player can. All the movements that the player can carry out, the AIs would also be able to perform. It is very important in a military simulator so that the player does not have any undue advantage over the AI. --buddhiraja73
  • When in alert mode, the AIs would always stay close to cover and move from cover to cover when any form of cover is present. On sensing danger, they would take firing positions near the edges of covers, like building corners and tree trunks, and lean to shoot or go prone whatever is appropriate. Before moving again they would lean and check out the area so that they don't run into a shooter. Presently, the AIs are often far from cover. --buddhiraja73
  • Improvement in their reaction to suppressive fire and AIs that are self preserving, as a priority. --buddhiraja73
  • More strategic decisions by AI groups like -- they would retreat or relocate when outnumbered, they would use small groups as diversion before the main attack, they would try to fool the player, they would call in reinforcements by radio etc. --buddhiraja73
  • More realistic enemies. Not possible to hit with burst rounds or even full automatic fire at 200 metres or just stop running, shooting, and continue running. Tekkerchrede 18:35, 13 December 2006 (CET)
  • An autoupdater of some kind Jimboob
  • AI with realistic vision. High grass will only limit the human players vision, not the AI. They can still see and hit you with a single round even though you are covered in vegetation. --Xpz

Audio

  • That the explosions near a guy prevent hearing noises for few seconds all around him(like Raven Shield)Boyscout
  • Either remove the radio clicks or have the voices with a radio-effect. Right now it´s neither fish nor flesh. --Balschoiw 01:41, 18 December 2006 (CET)
  • Filter out some frequencies in multi-player radio communications. It would not only make the voice to sound more realistic (like real radio, instead of sounding like guy talking next to you), but also help the radio communication to take less bandwidth. Osmo
  • Soldier sneaking (in stealth mode) should not scream: "MEN! 50 METERS!", just speak this quietly in stealth mode. Gutekfiutek
  • New Sound-system with layered sounds and the abillity to edit them like here. PhunkMaZ
  • different voiceset for at least 1 Opfor side. It´s very unrealistic that all sides issue voice commands in english. By keeping the english text-display and replacing the voicefiles for one side it would still be totally playable and much more realistic --Balschoiw 01:35, 18 December 2006 (CET)
  • have the opportunity to surch a buddy on line and join the server [Loulou]
  • modify actual graphic ping display by the real ping value...[Loulou]
  • have the opportunity to see the server's name (and @IP) when already connected and playing [Loulou]

Control

  • Implement "Call CAS"(Close Air Support) by a command line like VBS1Boyscout
  • Less (or no) mouse smoothing/filtering. IMHO, aiming is needlessly tedious right now: move the mouse, wait for sight/cross hair to catch up, make small correction #1, wait, make small correction #2, wait, fire. The game could be more responsive, without becoming any less realistic. --teaCup 4 December 2006
  • Player movement and aiming to be as OFP 1.96; At the moment it is very unresponsive (detailed above) ~Jaffo
  • Option to disable the new green command options and just use the old command system ~Jaffo
  • Make view distance bindable to keys, so players can adjust it within cities to get better performance. Even better, add fields for auto adjusting viewdistance within a certain range (e.g. 700-2000m) depending on framerate or location ~Anders^on
  • Tweak helicopter controlability and responsiveness - at the moment they do not allow the same level controlability as in reality. this is according to pilots posting in BISforum and i tend to agree. ~Twisted
  • Momentum for player infantry movements. The lack-of makes it jarring in first person. Source-based games demonstrate this well. Kaiserpanda 08:04, 12 December 2006 (CET)
  • Color teams can be ordered into various formations, given different Roe etc. All the commands that can be given to the whole team can be given to color teams as well. buddhiraja73
  • Ordering them to use specific weapons like grenades, GL, smoke etc. buddhiraja73
  • Wish a second joystick/input would be detected and accepted - like pedals or steering wheels. This would come handy esp. for helicopters (pedals!) and cars (pedals for gas/brake, steering wheel for the obvious) - Weasel75 14:12, 12 December 2006 (CET)
  • A point and click command interface for commanding units to target/attack ANYTHING, even friendly units. Selecting units and right clicking on another unit, be it friendly, enemy, empty, whatever, should be able to target it. Also, a button+click combination to force an attack on ANYTHING... For example, select units and then CTRL+CLICK on anything (friendly,enemy,empty etc) will order a command to attack it. Currently only enemy units can be targeted and attacked by clicking, and you want your units to attack an empty vehicle you have to use the menu otherwise they will just board it. --Canalien 04:57, 15 December 2006 (CET)
  • Elimination of the pointless 'space to command mode' feature when controlling infantry... there is already a unit list at the bottom of the screen. The bottom unit list needs to be bigger also, it's difficult to read currently.--Canalien 04:57, 15 December 2006 (CET)
  • Visible crosshair in vehicles like in OFP/VBS1 for marking objects as target for gunner. --Kamran 01:22, 17 December 2006 (CET)
  • Possibility to assign 'double-tap' buttons of a controller (or joystick) to an action like you can do with key assignments maxqubit
  • The possiblity to fire while running/sprinting --Jimboob 10:46, 13 December 2006 (GMT)
  • Would it be possible to slide down ladders quickly, rather than climbing down very slowly, even under fire? --Alpha-kilo 19:53, 9 December 2006 (CET)
  • Time deceleration would be nice for single player games. Now there is 1x, 2x and 4x, how about .5x - 1x? This would help when controlling large amounts of AI. --Ballistic 06:07, 7 December 2006 (CET)
  • Something like Rainbow Six: Vegas or Gears of war, when you arrive to the corner/small piece of wall, start an animation of the player so he puts his back on the wall, could be a great addition to improve the feeling of the game on CQB combats. Txalin
  • When crouching with walk mode on, the player moves forward in a crouch. Give the option to -walk- forward -upright-, like it was in Flashpoint. Sbsheep
  • When entering command camera mode, make the camera have the same position and zoom setting as last time it was active (again, like in Flashpoint), and not reset to "center" position. Sbsheep
  • Further tweak the way helicopter control via mouse switches between controlling yaw and roll - maybe it should change more gradually and maybe mixed controls could be optional or even adjustableRune 17:32, 28 December 2006 (CET)
  • The helicopter views do not go down far enough, it is very hard to see the ground properly to hover or land at a certain place. It would be great if the view would at least match the lowest window area, but preferrably make head movement inside vehiles possible with Track IR to allow the pilot to lean out to look down at a steeper angle. Rune 17:39, 28 December 2006 (CET)
  • Activating the "take ammo symbol" in 3rd view when near at ammobox is bad. It should be activated by distance, maybe 1,5 mtrs or so, and shown in action menue, no matter if i use first or 3rd view, and no matter if i crouch or walk or...what else.Crisis28.12.06
  • Add an option for unrealistic flight and driving controls for novice users or users without high-end flight/driving, track IR equipment. This would maintain the standard of game play between players and AI without sacrificing the realism of the battlefield environment. Nothing spoils a game more than a UH-60 crashing in the middle of the road because the controls didn’t respond how they where expected to. Ryokukitsune29.12.06

Weapons Vehicles & Units

  • Free-aim in iron sight mode, as seen here Vic 14:57, 29 November 2006 (CET)
  • Non or partially disrupting recoil in iron sight mode. Right now the iron sight view seems to be sticked to the weapon. While this might have been a requirement in OFP, due to the 2D sights, I feel this shouldn't be kept in ArmA. Vic 14:57, 29 November 2006 (CET)
  • New iron sights for sniper in which you can see the side of the environment when sniping, like in SniperElite.[[1]]Zeinger
  • There is artillery, but it did not work properly: shell explosions are too weak. Maybe add some mortars with bigger explosions? Now its nearly impossible to kill someone with "distant arty support" --Gutekfiutek
  • Make all planes, and choppers easy to fly like in OFP.--julian Dec 3 2006 6:15pm
  • Add basic planes/choppers according to faction sides, such as: A-10,F-16,F-15,mig23, mig29,apache chopper,mi-24.--julian Dec 3 2006 6:20pm
  • Be able to hang on(collide) howitzers or trailers behind trucksBoyscout
  • Use weapons knives or baïllonnettes or even clubBoyscout
  • New weapons which are under development in real life, for example OICW --Alpha-kilo 15:43, 5 December 2006 (CET)
OICW is dead since 2005 Funnyguy1 14:27, 9 December 2006 (CET)
I guess the wishlist is not the right place for a dicussion, but if you keep repeating this comment, I'd like to reply: I am aware of it, but please don't forget that ArmA is a game and such a weapon might be fun for some players! Those who don't like it just shouldn't use it. The extreme marksmanship of any AI with any type of weapon in any visual condition and the strange flight model seem to justify a little "advantage" of the human player. --Alpha-kilo 20:12, 9 December 2006 (CET)
This is something for a mod/addon, not for BIS to do. --Hellfish6
  • New helicopter: Comanche, provided that the stealth features and a simplified flight model - which would simulate advanced controls - can be implemented.--Alpha-kilo 15:43, 5 December 2006 (CET)
RAH-66 Comanche is dead since 2004 Funnyguy1 14:27, 9 December 2006 (CET)
Please see the comment on OICW. --Alpha-kilo 20:12, 9 December 2006 (CET)
I do not think this and your OICW request belong here, these are requests for addons, not updates to the game. If BIS made them as official addons, that's another thing, but is still nothing that mods/addon makers cannot provide. --Big Dawg KS 01:50, 13 December 2006 (CET)
  • Ability to fire from a vehicle Zeinger
  • floating and small lingering smoke after shooting so many rounds with various semi, and automatic rifles.--julian Dec 3 2006 6pm
  • Ejecting shells from heavy machine guns, and small arms to be ejected, and remain on ground or wherever they land for a small period of time. .--julian Dec 3 2006 6:10pm
  • An effective cargo handling system, allowing user made addons the ability to transport other vehicles and objects within, on, or towed behind other vehicles Low Light 21:17, 5 December 2006 (CET)
  • Some close-combat weapons (eg. knife, bayonet, shovel, ability to punch or kick, etc.) - Serial Killer 22:40, 5 December 2006 (CET)
  • addon directionnal parachute for hight jumpBoyscout
  • add good simulate claymoreBoyscout
  • implement Ground Surveillance Radar System (GSRS) like VBS1Boyscout
  • controllable machine-gun for helicopters - left/right + up/down + center via new extra-controls - Weasel75 11:10, 6 December 2006 (CET)
  • for the FFAR (e.g. Cobra) and the 57mm/80mm (Hip/Hokum): controllable aimpoint up/down/center - if thats not too realistic, maybe put the impact-point at least a but below the flightpath-trajectory - Weasel75 11:10, 6 December 2006 (CET)
  • lock onto targets for Hokum-MG - Weasel75 11:10, 6 December 2006 (CET)
  • for AGM-missiles (from helicopters): lock should work also for/against unmanned/inactive ground-vehicles - Weasel75 11:10, 6 December 2006 (CET)
  • helicopters: no super-radar (on top) for the Hokum, it has neither gunner nor radar to collect/display all those informations - Weasel75 11:10, 6 December 2006 (CET)
  • Implement the AK47(74) with the sound of VBS1(very realistic sound!)Boyscout
  • Some long-sleeved civilians! At the moment, every civilian only has t-shirts, when not counting the newsreporter and those. - Serial Killer 20:43, 6 December 2006 (CET)
  • Some more European and Russian weapons (eg. Kalashnikov AK-47, Vz 61 Scorpion, PP-19 Bizon, VSS Vintorez, RPK) - Serial Killer 20:51, 6 December 2006 (CET)
  • Integrating features to allow addon makers to easily make useful HUD on aircraft. It should be able to display airspeed, target location relative to aircraft's position, detecting optimal time to fire a weapon at a target, and CCIP (death dot/circle) on the HUD showing the location of where dumb bombs and cannon fire will probably hit (+-5% accuracy error vs LGB's).--Havoc 05:33, 7 December 2006 (CET)
  • possibility to do sling with helicopters to carry amno or other.(I m not sure of the translate so I put a link =www.cen.ulaval.ca/bylot/images/photo_63.jpg)Boyscout
  • Ability to apply time delay on weapons firing. I.e. when the player presses fire, the weapon can wait an alloted time to actually discharge - Required for weapons such as the Javelin and MILAN so that a realistic series of events can be coded once the fire key is pressed - Sound of the safety being switched off, gunner calling 'firing' and other such bits and pieces that occur in the operation of such weapons. - Messiah 16:59, 7 December 2006 (CET)
  • turn off Radar for vehicles which are manned by one person only - with 2nd person (i.e. gunner or commander) the "radar" comes up again = good for MP?! - Weasel75 21:51, 7 December 2006 (CET)
  • Protective eyeware, shades, and glases - rise
  • Realistic Bullet Penetration. 50cals should be able to penetrate most walls, while the Auto Cannons and Tank Cannon rounds should be able to penetrate almost everything. --ryankaplan 10 December 2006
If that, also need bullet deflection and destruction. Kaiserpanda 08:09, 12 December 2006 (CET)
  • Include ability to keep lights & engine on, even if nobody isn't inside. Very useful. Already done in VBS1 (lights). - Aquarius_PL 13:35, 13 December 2006
  • Other resistance units. More like OFP, poor equipment, "civil soldiers". Will be a perfect match for BIS's thoughts of a portrait of the real war. Not as romantic as portraited in many other games (and OFP)..Tekkerchrede 19:23, 13 December 2006 (CET)
  • No more WW2 style tank gunnery, please. Thermal imaging and ballistic computer as in Steel Beasts (2000) would be sufficient. If an object wouldn't have a heat signature map it would be generated from the color map (convert to grayscale, adjust brightness to match ambient temperature or a higher temperature if it's a soldier or a vehicle in use). - Pulverizer 19:01, 19 December 2006 (CET)
  • m2a3 Bradley Infantry Fighting Vehicle!! Puffypuff 00:25, 20 December 2006 (CET)
  • Possibility to lower / rise the helmet visor for blufor pilot,would be nice. Lujon
  • REALISTIC UAV. Not like in BF2, but maybe one player could steer UAV from some command vehicle? Gutekfiutek
  • Limited number of flares for helicopters and aircrafts - but plz no warning of incoming IR-missiles. Weasel75 23:07, 25 December 2006 (CET)
  • The Stryker is nearly impossible to drive buttoned up because the field of view on the "periscope-screen" is so small, and to even see that you need to hold down the zoom button continuosly. If unbuttoned the turret doesn't turn, this makes the vehicle suitable only for AI-drivers at the moment Rune 17:44, 28 December 2006 (CET)
  • Add bicycle as a new vehicle, and lots of handguns like revolver, Tokarev, Skorpion, Mac-10 and so on. -Celery

Multiplayer

  • Multiplayer compatible setObjectTexture which transfers changes to all clients and the server! --TeRp 15:13, 3 December 2006 (CET)
  • The ability to use folders in mp missions directory --Messiah(UA) 16:47, 29 November 2006 (CET)
  • Display map names in MP server browser WGL.Q
  • Proper ping display (number) in MP server browser WGL.Q
  • Make MP server browser remember column sort priority when doing refresh WGL.Q
  • Add a lot more MP server browser filter categories WGL.Q
  • Ability to get a preview list of players on a server WGL.Q
  • Show map size before actually having to download the map (so either in the server browser add a map size column or display the size in the mission briefing itself) WGL.Q
  • Downloaded missions in the game folder itself by default and custom path possible !!! WGL.Q
  • Downloaded bytes of missions compared to complete download size (MP map download) WGL.Q
  • Client/Server Demo Recording/Playback Support !! :( 2 December 2006 MassRefuge
  • Dedicated Server software able to persist mission information to disk -- Sy 3/12/2006 @ 10.52pm
  • Increase 'text chat box' size from 2 lines and maybe decrease font size Korax 22:52, 5 December 2006 (CET)
  • Fast mission/addon downloads through external source (e.g. http/ftp server) that can be specified in the server.cfg ~Anders^on
  • Be able to specify in script which portions of a .pbo can be downloaded to clients. -- Sy 9/12/2006 @ 10.11am NZST
  • A numeric key combo to broadcast ones position back to the other players. As answer to the "Where are you?". This would be fantastic! --SniperAndy
  • The Chatbox is hidden behind the chat itself. That can become dangerous because an admin for example is not able to have a proper view to the text he is currently typing. Revealing the server's password accidentally, is one of the hazardous thing that may happen. You better turn the chat back to the flashpoint style! Hoot 13:33, 15 December 2006 (CET)
  • The admin should have the possibility to quick assign teams, or just a simple method to reorganise the teams during a battle, just to prevent mates from being forced to play on the hostile side when all friendly slots are full. Hoot 13:33, 15 December 2006 (CET)
  • The ability to lock a side(West/East/etc.) that no other player can choose this side! --=sMu= 21:30, 15 December 2006 (CET)
  • To lock the slots for Clanmembers that possibly want to join later. Maybe by using an extra 'slot-password'.Hoot 15:20, 18 December 2006 (CET)
  • Buddy System and Favorites for the server browser. Rudedog
  • anti-TeamKill wishes: please create a TK counter with following features --Dwarden
    • 1) there should be points for TeamKill, TeamDamage, TeamVehicleDamage, TeamVehicleKill, TeamStructureDamage, TeamStructureKill etc. (each as server options) increasing TK counter Dwarden
    • 2) TK counter decreases over time (server option) Dwarden
    • 3) when TK counter reach max threshold value (server option) then player is auto-kicked (1st time, 2nd kick results into ban XY min. (server option)) Dwarden
    • 4) include victim vote (server option) Punish / Forgive / Nothing (empty vote), where punish double TK points and forgive removes TK points for that action against voting victim Dwarden
    • 5) each violation (counter increase) gives offending player warning via chat (no counter values given to avoid abuse) Dwarden
another proposal: once the number of kills reaches a certain threshold (e.g. 5 (or server-var)) the TK-ration (kills/TKs) is measured. Once it is > 0.5 ---> KICK with a text to the player (in case it was not intentional) .... multiple kicks result in a ban. Team-Damage should be added up and handled just like TK.

PLEASE - this is very important. 1 or 2 a$$holes can ruin the fun for *many*. I just witnessed yesterday 2 guys walking at least 3 fully crowded servers to spawn-kill everyone....... this should be ruled out! Weasel75 07:24, 28 December 2006 (CET)

  • Anti-spam feature (server option) --Dwarden
    • works same way like TK counter, with own max threshold (lines / words per time frame (server option)), decreases over time (server option) Dwarden
    • also can be configured against vote spamming (server option) Dwarden
    • offender is muted from channel(s) when reaching threshold (server option) Dwarden
  • Voice chat / Custom sounds / Radio sounds related features--Dwarden
    • Icon + Name of player indicating that he is actually using voice chat (option-able, easiest to get own separated GUI window like Options one) Dwarden
    • ability to disable (mute) voice chat and/or custom sounds / radio sounds for each player separately Dwarden
    • ability to disable (mute) voice chat and/or custom sounds / radio sounds for squad / group / channel / all / etc. Dwarden
    • ability for server admin to globally mute voice chat and/or custom sounds for selected player Dwarden
  • Interface suggestion for Chat History:--Dwarden
    • new standalone GUI window for Chat text messages and Engine info/warning etc. messages with 3 sub-sections: Dwarden
      • A) Combined (both chat and engine messages) Dwarden
      • B) Chat only Dwarden
      • C) Engine messages only (switchable via menu same way like Options) Dwarden
    • new key bind to show/hide this GUI window on the fly (of course can be closed by mouse or call by mouse, needs new menu entry Chat for mouse way) Dwarden
  • an alteration of the -netlog server switch so that it actually records usefull information about players that have connected/logged in as admin/disconnected/failed the checkfiles, as it was in OFP so that server admins can better keep an eye on who is using their server and what they are using. as it stands the netlog is pretty useless for a server admin. RN Escobar

Scripting

  • The command getMarkerDir would be very useful to have. --Kronzky 16:37, 29 November 2006 (CET)
  • A new command getMarkerText would be very useful too. --5133p39 12:07, 14 December 2006 (CET)
  • Additional event handlers "hasSpottedEnemy", "collision", "commandDone" --Feersum 22:19, 14 December 2006 (CET)
  • New scripting commands to get the pressed keys (like in fWatch) --T_D 14:55, 3 December 2006 (CET)
  • The command allowDammage, that was once in Operation Flashpoint, would be good to have. - Serial Killer 22:40, 5 December 2006 (CET)
  • The command assignedTarget might be what you're looking for, or might not. We'll have to see. --Big Dawg KS 03:51, 12 December 2006 (CET)
  • A debug console or application that allows scripters to see what data they are giving/using, what type is each part of data being given/used (logic, object, numeric, string, arrays, etc.) and showing the changes or errors that occur. Similiar to how modern debuggers work for programming languages like C++. --Havoc 05:48, 7 December 2006 (CET)
  • Access to MagazineCargo/WeaponCargo as an array of the magazines and weapons in a cargospace or weaponholder. Bedges 23:38, 7 December 2006 (CET)
  • A LookAt command. Different from GlanceAt in that the unit will stay 'locked' on the object or positional array, regardless of which direction the unit's body is facing. Bedges 23:38, 7 December 2006 (CET)
  • The command setunitpos "kneel" like in VBS1 would be really nice to have W0lle 03:04, 8 December 2006 (CET)
  • A change to the MoveinCargo command to include a seat reference, i.e. unit MoveinCargo [bmp,2]. This would also require a separate array called Cargo, as in cargo_seats = Cargo bmp or unit MoveinCargo [bmp, Cargo bmp select 1]. -Bedges 11:27, 9 December 2006 (CET)
  • Ability to write script in langage C or C# or C++ to have a real syntaxe tom_48_97
  • Command to return the face of the selected unit, something like getFace. --Sniperwolf572 20:18, 11 December 2006 (CET)
  • If the .sqs scripts are interpreted - not sure if they are, they were in OFP - is there any chance of precompiling them so that they execute faster? My zombie mod needs 1000s of zombies running a script per zombie, anything that would speed it up is a bonus -- Zombie Mod
  • New Waypoint Type "Reverse" to allow a AI to follow the WP's backwards PhunkMaZ 13:58, 13. December 2006 (CET)
  • Widen the scope of the commands saveStatus, loadStatus, saveIdentity, loadIdentity, saveVar and loadVar to be usable in multiplayer. The ability to save and recover(by scripting) just a few kilobyte of persistent data in a multiplayer mission would open up a world of opportunities for someone like me. Rune 22:48, 16 December 2006 (CET)
  • some basic string-handling functions (substring, indexof, replace, etc.) --Kronzky 00:20, 17 December 2006 (CET)
  • error trapping --Kronzky 00:22, 17 December 2006 (CET)
  • In the Mission editor, there should be an undo button ~ Jason
  • publicvariable support for arrays Braghar
  • New command: server - true return value on server, false return value on client Braghar
  • onMapSingleClick does not work if the map was invoked by forceMap. I would expect same behavior as the user have had invoked the map. Braghar
  • StandStrokeFist and StandStrokeRifle re-implemented into ArmA. See Petition in forum here DeadMeat
  • The ability to save variables in files, much like the saveConfig-Command in VBS1. --Papa Mike 20:45, 8 December 2006 (CET)
  • Dedicated hooks(tcp or udp) for an administrationinterface outside the game. If you could supply the possibility to send servercommands/recieve information via a suecured(passworded) channel outside the game I could write a dedicated administrationtool for handling mapchanges, warnings, kicks and bans as well as chatmonitoring / serverlogmonitoring. This would add a huge benefit to the larger communities interested in running large AA servers with a massive player influx. Panzerhans 16:48, 16 December 2006 (CET)
  • embedded game-logics for artillery, airsupport, airstrikes, etc. --Balschoiw 01:35, 18 December 2006 (CET)
  • script command for set damage single parts of vehicle, like engine or tracks/wheels, causing vehicle to be unable to move or turn only in limited fashion while being otherwise operative --Feersum 23:17, 24 December 2006 (CET)
  • An embedded script-editor! Arma crashes something with ALT TAB --Blanco
  • A paradrop waypoint --Blanco

Editing & Modding

  • I would like to see the upcoming 3D Editor from VBS2 in ArmA. Maybe within an Addon or better with a patch. Raptor 18:19, 29 November 2006 (CET)
  • Custom-made waypoints in the editor. Add a script to a waypoint and save it as a new waypoint-type, so we can find & choose it in the droplist (eg: paradrop). 06/12/2006 blanco
  • Realtime editor and Adjustable Agent AI. Please. OFP survived so long because of a great game and the modding community. Imagine what coul dbe achieved with ArmA. Twisted 14 Dec 2006.

Physics

  • Realistic helicopter flight-physics like in the Battlefield 1942 modification Desert Combat. The helicopter-physics in DC are faked with 2 thrust-vectors for main and tail rotor. Video (DivX ~15MB) PhunkMaZ
  • Implement dammages more realistic like VBS1 for the Armored when hit by RPG.Boyscout
  • More destructible objects and realistic destruction models. buddhiraja73
  • when building falls, there could be a OFP-like deformation of geometry in vertical axis. This would show for example one part of building falling faster etc. Now buildings fall without any deformation. Gutekfiutek
  • Building falls after hitting it by one Anti tank shell(from tank) and few Anti personnel (high explosive) shells. In reality SABOt would make small hole in the wall, while high explosive HE should destroy building. For me this is much more like bug, than like wish...Gutekfiutek
  • Ability for .50 caliber machine gun to penetrate humvee armor/glassPuffypuff 23:37, 11 December 2006 (CET)
  • Possibility to create stony falls and rocks on roads with satchel charges. Boyscout

Realism

  • Management of the stamina: when you run too much, your guy can't run again (only walk since a definite time); example 1km MAX for sprint...8 kms for run and no limit for walk!Boyscout
  • Shellshock effect when a grenade or other thing explodes next to you. - Serial Killer 22:40, 5 December 2006 (CET)
  • when a gamer do a neutralization fire with machine gun, the ia wich under shooting-fire hold fire or fire lessBoyscout
  • when we launch a smoke shell, creating invisibles small objects between the ia and the gamer along time of the smokeBoyscout
  • implement ai animation to Carry(Wear) on the ground a wounded soldierBoyscout
  • Simulate a shock wave when explosive or grebade explosed near a soldier(animation when a soldier is in the explosion hitbox perimeter)Boyscout
  • Implement a real radio system; so no radio soldier in group, no communication with other group!Boyscout
  • Realistic head-movement while driving/flying. Head-translation and shaking effect affected by force. (like in Flightsim. X) This would give ArmA a extra feel. PhunkMaZ 13:00, 6th December 2006 (CET)
  • Implement on the MAP a Set square repport of points(for precision of location) That we can move.(same as artillery)Boyscout
  • Implementer in the groups of IA a Automatically general fold on 500m back if 80 % of deaths.Boyscout
  • handsignals system and some squad controling options like in General Barron's handsignals mod for ofp link
  • Reworked Binocs like they used to be in OFP with lines or digi binocs that allow distance measuring --SniperAndy
  • Recoil effects on Artillery and Vehicle-Guns. Even the Turret-Cannon on BMP's or Stryker etc. show no recoil at all. -TK- 10:32, 9 December 2006 (CET)
  • more accurate simulation of AT weapons and tanks:
backblasts of shoulder launched weapons should cause injuries, and launchers should be discarded after use (now even such ones are reloadable)
better MBTs vs AT infantry simulation
changes in the missions/campaign (now they are unrealistic because of e.g. blackops with AT4s destroying tanks thingy, that's just too arcadish) It would have a great impact on the gameplay limiting the usage of MBTs (providing other, more suitable AT weapons are implemented), and increasing of the realism as the missions are now designed like: the harder missions, the more tanks/APCs to be destroyed by infantry wit AT4 that can be quickly reloaded
  • better to have only one AT-4 shot in a disposable launcher than a reloadable launcher that should not be so. Rune 23:10, 16 December 2006 (CET)
  • more realistic damage values for armored vehicles
  • weaker armour on sides and rear. Rune 23:10, 16 December 2006 (CET)
  • realistic engagement ranges and MBTs usage
  • reworked damage models on soldiers which accurately depict effects of modern body armor which is capable of reducing injury to the body from fragmentation and that can greatly decrease injury sustained from rifle rounds where SAPI plates are locatedPuffypuff 23:37, 11 December 2006 (CET)
  • More interaction and talking with the non-playing-charecters. This would include more interaction with the frindlies during missions, when in relaxed mode. This factor creates more immersion. buddhiraja73
  • More animals, especially dangerous ones that can harm us. buddhiraja73
  • A lot of people are suggesting that some of the campaigns missions do not let us carry realistic amounts of ammo and there is always a shortage. I hope more ammo is allowed to the extent it is realistic. buddhiraja73
  • Ability to select between anti personnel rocket ammo, the OG-7V warhead, and anti tank rocket ammo which is the PG-7VR warhead (This ammo is only for the RPG-7). I'm not too sure about the different ammo that the AT4 uses (if it has more than one type of ammo) but this would be nice for the AT4 as well. Puffypuff 23:31, 12 December 2006 (CET)
  • Abrams tank armor is far too weak. Players have shot at the abrams with T72 at extreme angles and it's always 1 hit kill. In real life, the Abrams can take multiple hits from SABOT rounds from T72's. Even then, the tank shouldn't always explode into a fireball (It has a vent system which blows the fire out if the ammo compartment catches fire). Sometimes when a tank gets hit, it just stopped running (if it is hit in the engine or tracks). Basically, just asking for a more realistic vehicle damage model. Puffypuff 23:42, 12 December 2006 (CET)
  • It seems as if when soldiers board a vehicle (Bus, Stryker, humvee, transport vehicles), they become part of the vehicle. When an RPG/explosive hits the front of a truck at the engine (or any hit that destroys the vehicle but totally misses the troops its carrying), every soldier in the back dies. Yes, some soldiers will probably be killed/wounded, but every soldier should not be killed. It is unrealistic and each soldier should be affected by the blasts realistically.Puffypuff 06:15, 13 December 2006 (CET)
  • Player's mouth is not moving while using the in-game voice chat. However, the animation for this is included in the game. Can the mouth movement animation be linked with in-game voice chat key (direct talk and radio) so that mouth moves while the player is holding the key? Osmo
  • HE shells (anti personnel)are too weak. Its more like shooting tank cannon in BF2 than shooting HE in OFP. Gutekfiutek
  • Hierarchical structure. For example, 1 person is Platoon Commander and he controls 3 Squad Leaders, each Squad Leader controls his own squad, 3 independent Fireteams for each squad, etc. That's just a basic principle of any tree-like structure in real life and in any army. It should be implemented in ArmA. --Messiah(UA) 12:20, 21 December 2006 (CET)
  • When wounded, it would be good if the characters wouldn't be forced to be proned, because it seems weird. Would be very good if the characters eg. would need to drag one of their legs, run slower, etc. as if they're injured. - Serial Killer 20:40, 6 December 2006 (CET)
  • Automatic lights in towns. ON at 19:00 and if the electric lines are cut, lights switch OFF automatically. Boyscout
  • Better Hill Climbing simulation. A 70 degree vertical hill is at the moment perfectly climbable, and the heavily equiped infantry soldier looses no stamina after climbing a 300 foot mountain in less than 2 minutes. --RyanKaplan 10 December 2006
  • Please improve rotation around the center for wheels on some vehicles,5 TONS,HMMWV,UAZ,BRDM2,STRIKER,M113,T72,M1A1 and BMP2 have the problem,all other are fine,I know a bit maniacal thing! but important for me. Example video to show what I mean. See video Lujon
  • Parachute which is steerable. The chute should be special equipment. Good example is GTA San Andreas. PhunkMaZ
  • animated doors on vehicles and proper get-in / get-out animations --Balschoiw 01:39, 18 December 2006 (CET)
  • More entertable buildings! Urban warfare on South Sahrani cities feel lame, because theres very few buildings, which you can enter. Joebob 19:05, 14 December 2006 (CET)
  • When being run over by a vehicle, the driver should be listed as the killer. It would make some things easier. - Serial Killer 16:23, 12 December 2006 (CET)
  • Implementing more than one usable runway for AI aircraft. This has been a major issue since the introduction of OFP. Havoc 05:57, 7 December 2006 (CET)
  • More wildlife! Where are my rabbits and my sheep? Zeinger -- There is a texture for a rabbit in the animals.pbo, and a rabbit .p3d but you are right, I've not seen any in game yet!!! Zombie Mod
  • Weapon resting feature --Dwarden
    • ability to rest weapon (similar way like in game * Red Orchestra: Ostfront 41-45 at edges/tops of objects, obstacles, vehicles etc Dwarden
    • improves aim precision in similar way how "hold breath" but with way better stability Dwarden
    • there will be no breath penalty but resting prevents player from fast movement away from spot (similar delay like when standing up after laying on ground) Dwarden
    • this could be expanded to include deployable bid-pod (sniper rifles, LMGs, MGs) and tripod (HMGs etc.) with similar effect on aiming and similar penalties Dwarden
  • Climbing over small objects / obstacles --Dwarden
    • Ingame there is already possible 'get over' for certain fence [Sahrani Eg,75] (yet it's nearly 1.0 m high) so similar animation may be used or improved from Dwarden
    • user then may trigger this movement at any obstacle/object lower than 0.5m Dwarden
  • It is very hard to see and identify any vehicle from the commander periscope on an M1A1 or T72 because there is no zoom on the periscope. If there is no such zoom on the real tanks then maybe the problem could be worked around by adding a right-click zoom that works like the 'focus'-zoom when dismounted and simply magnifies the the image of the periscope and the image it shows. Rune 18:02, 28 December 2006 (CET)

Visual

  • More debris when a building is destroyed Zeinger
  • A new rain in 3D! The rain texture is barely visible sometimes! Zeinger
  • More Lingering smoke for grenades, missle, rockets, satchel impacts and explosions like in the OFP mods WGL, ECP.--julian Dec 3 2006 6pm
  • Rivers,ponds,Brooks and puddles on MAP...Twinkling red lamps on all the high objects...Boyscout
  • Ability to turn off the grass in the options menu ~Jaffo
  • Add Joint Operations grass type...bodys seems semitransparents in distance when prone in grass. Casandra
  • The car damage model is improved and individual parts can be damaged and can come off when many bullets hit them. ~buddhiraja73
  • Higher zoom rate in map view. --Kronzky 20:28, 12 December 2006 (CET)
  • This builds on Jaffo's post. Grass that doesn't fade away after 100m so that players hiding in grass cannot be seen from 100m away as out in the open. Additionally, if the grass issue is resolved, then the ability for multiplayer servers to set grass on/off so that high-end systems which can process grass for long view distances can be put to use whilst low end system users can join games with grass disabled. I'd like to note to the guys who read this from BIS that this is a major change (in my opinion, since the grass is like 40% of what we see in-game). Puffypuff 23:28, 12 December 2006 (CET)
  • Ability to shoot out Streetlamps. Also Streetlamps should be a bit brighter, they are too dark compared to their size. W0lle 17:54, 14 December 2006 (CET)
You can shoot out streetlamps. --Big Dawg KS
  • slow down collapsing animation for buildings --Balschoiw 01:47, 18 December 2006 (CET)
  • Glasses! We had different glasses in Operation Flashpoint to choose from but now they're gone. Would be also cool if the players could create their own custom glasses like custom face textures and them use them in multiplayer - Serial Killer
  • After death the camera should zoom out from the avatar's corpse and then show the unit which killed the avatar. This camera move should be similar to the same thing in OFP. In my opinion this feature added a lot to the athmosphere. --Alpha-kilo 19:51, 9 December 2006 (CET)
  • Media-texture channel, that allows useage of regular video-files on TV´s, cockpit display and in briefings --Balschoiw 14:39, 16 December 2006 (CET)
  • An option to disable the tree animations, grass and some other effects to reduce lag - Serial Killer 18:05, 13 December 2006 (CET) - DISAgree becuase this would be an easy step to giving yourself a unfair advantage in MP against other players who do have the movemenet on.
  • Dust clouds that are kicked up by explosions move too slow in the early phase of the explosion, the effect might look less cartoon-like if the motion was tied to a decreasing exponential function instead of what looks like a linear one. Rune 18:07, 28 December 2006 (CET)

Technical & Performance

  • Add Folder Settings (or at least a key in registry). My C drive is already full. Giova
  • If it's possible, optimized performance for Dual Core CPUs and Dual GPU graphics cards like 7950GX2 or SLI systems. number se7en
  • Support for Windows Vista and DirectX 10 effects, perhaps in the very far future. Yarex