Wish List – Arma 2

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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

Control

Weapons, Vehicles & Units

  • 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

Multiplayer

UI

Dedicated Server

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

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

Realism

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