Wish List – Arma 2
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
- More hiddenSelections based universal models for similar units if possible. Less trouble with memory usage. (?) zGuba 19:42, 3 June 2008 (CEST)
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
- AI shouldn't disembark in combat from HMMWV due to single flat tire... make it adapt to it to the point the vehicle is fully undriveable, or go back & attempt to repair vehicle if needed when the threat is neutralised. Tank crews shouldn't disembark due to immobilisation when under fire (suicidal behaviour). zGuba 16:25, 3 June 2008 (CEST)
- Suppressive fire. That's what most of ammunition is used for on a battlefield. Spray 'n pray for less skilled units - skill dependance on fire modes just like xxxRangeProbability. zGuba 16:25, 3 June 2008 (CEST)
- "Chicken" behaviour mode - don't try engaging enemy too much, just run!!! zGuba 19:15, 3 June 2008 (CEST)
- "Silent" behaviour mode - make AI select suppressed weapons, not talk too loud & too much to the moment they are fully discovered zGuba 16:30, 7 June 2008 (CEST)
- Make AI afraid of incoming bullets and missiles (f. e. ejecting from aircrafts when out of morale and sure of inevitability of destruction). zGuba 19:15, 3 June 2008 (CEST)
- AI ejecting from planes (option for helicopters) if can't shake the terrain. zGuba 16:11, 7 June 2008 (CEST)
- AI collecting equipment from fallen comrades and ground when safe. zGuba 15:55, 9 June 2008 (CEST)
- Stop suicidal helicopter behaviour when out of engine - reduce horizontal speed and attempt autorotation. zGuba 20:18, 11 June 2008 (CEST)
- AI soldiers should prefer sides of the road instead of the middle. zGuba 23:03, 18 June 2008 (CEST)
- AI obeying traffic rules; traffic signal, crosspoint, different maximum speeds in highway and freeway, recognizing traffic jam. Pierrot 28 June 2008
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
- "Whispering to radio" when in stealth(/silent?) mode. zGuba 16:08, 7 June 2008 (CEST)
- Use radio as an option. Save batteries for distant communication or critical situations (+whisper). zGuba 16:08, 7 June 2008 (CEST)
- Additional voices that can't be used by AI, sided configuration. playerOnly = 1 or sides[] = [0,0,0,...] zGuba 16:08, 7 June 2008 (CEST)
- It's rather tedious entertainment to hear own commands in radio. zGuba 16:08, 7 June 2008 (CEST)
- Need new voice sounds for the words: 'request', 'need', 'requesting', 'get in', 'transport', 'airlift', 'deployed', 'deploy', 'constructed'. Dr_Eyeball 17 June 2008
- Ability to access all voice.pbo sounds via scripting. Add all ArmA voices & sounds into their corresponding config.cpp classes (CfgVoice CfgSound). Forums have found that sounds not already in config.cpp cannot be accessed inside missions, requiring mission makers to copy sounds into their mission files, unnecessarily inflating it's size. Dr_Eyeball 17 June 2008
- More than 512 sounds can be played simultaneously by allocating one or two cores in CPU or GPGPU to calculate. Pierrot 28 June 2008
- Support for binaural sounds - sounds through HRTF(Head-Related Transfer Function). You can distinguish sounds in front of you from those behind you with normal headphones. Pierrot 28 June 2008
Control
- Allow driver to aim with his weapon :) like single seated tanks and Ka-50 in OFP. zGuba 15:41, 3 June 2008 (CEST)
- Make player feel like commander! Hierarchical control - squads / subsquads / vehicles > soldiers instead of F11-F12 scrolling. Function keys were good for controlling 12-men sized groups, not multiple squads. Also hierarchical communication: [green]3: Enemy tank[s] at 2 o'clock! [blue]Alpha: This is Alpha, we've got enemy armor at 325231! [blue]PltLdr: Alpha, move to that building at 322210! [blue]Alpha:Moving [green]1: Squad, move to that building at 8 o'clock! [green]1: Shit! 2,4 and 7 are down! [blue]Alpha: Need medical assistance and antitank support! We've got 3 men down! blablabla... and some linguistic gymnastic. zGuba 17:15, 7 June 2008 (CEST)
- Smoother control over infantry actions. It is difficult to react to changing situations as an infantry in ArmA due to clunky and slow reacting controls. Transitions between posese and actions is also very slow and unrealistc, which can be a cause for some frusteration. For example, in real life a soldiers rifle is hanging on his shoulder by a strap, he can quickly drop his rifle and have it hang around him, while he grabs another weapon quickly such as an anti-tank weapon or pistol rather than the current system, which has a very slow and unrealistic transition from one action to another. Transitions between walking and running are very annoying and unrealistic, the player should always have absolute instantaneous control over their body, as in real life. The AT weapons and the effect they have on the player is very unrealistic and annoying. Players should be able to sprint with the AT weapon employed as in real life it is very light and maliable. Hazzard65
Weapons, Vehicles, Units & Objects
- 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
- Something like "disembarking interval" per proxy would be appreciated there. zGuba 17:23, 3 June 2008 (CEST)
- 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)
- More random destroy effects, also environment conditions like no secondary explosions and burning while wet. zGuba 21:21, 2 June 2008 (CEST)
- Non-fire-and-forget config switch for missiles (for example Vikhrs, Spirals and AGM-114K) - means following currently tracked target! Also some laser tracking simulation would be fine zGuba 15:41, 3 June 2008 (CEST)
- Option to hide in opened (M113 / HMMWV / M163) turrets (we're standing ducks there) zGuba 15:50, 3 June 2008 (CEST)
- Full engine and gearbox configuration (idle RPM, max RPM, power/RPM, torque/RPM, transmissions, ignition sound, ignition type) zGuba 16:11, 3 June 2008 (CEST)
- Flat tires replacement (what are these spare wheels doing there?) and tires configuraton (influence on vehicle's driving characteristics made by flat tire) zGuba 16:20, 3 June 2008 (CEST)
- Single use weapons (like M136 AT4). zGuba 15:41, 3 June 2008 (CEST)
- Unguided rockets changing their trajectory randomly (like in SLX Mod), affected by wind. zGuba 16:33, 3 June 2008 (CEST)
- Ejection seats and disconnecting rotor blades effect would be nice to see. If we can script it, then You can hardcode it :) zGuba 17:24, 3 June 2008 (CEST)
- Turrets for aircrafts. zGuba 15:41, 3 June 2008 (CEST)
- "multiplier" config variable making shot bullet with multiplied strength - worst example of current state is 2A42 "fast mode" a.k.a. "ammo waster" zGuba 23:30, 4 June 2008 (CEST)
- Helicopter physics need improvement in some areas. Most importantly, autorotations are not possible with the current physics model. In real helicopters, an autorotation allows a controlled descent to an emergency landing in case of engine failure. This happens through purely aerodynamic forces. At the time of engine failure, collective is dropped to minimum pitch which forces an air current over the blades as the helicopter descends. This air current keeps the blades spinning near normal operating RPM, so that when the helicopter nears the ground there is enough momentum in the blades to add collective to slow the descent of the helicopter and cushion the landing enough so there is no damage. Lateral movement is also another crucial part of autorotations so that at the appropriate time, the helicopter can be flared by raising the nose which greatly helps to decrease the descent rate. In ARMA, when the engine is cut either manually or by fire, the blades stop spinning within a few seconds and the helicopter drops like a rock with no control over collective or tail rotor and no chance of landing softly. Wildwilly
- Soldiers not disappearing in destroyed vehicles. zGuba 16:49, 7 June 2008 (CEST)
- Maybe for ArmA 3 :) disconnectable parts of vehicles (wheels, doors, canopys, wings and blades) and influence of that loss on the vehicle params. zGuba 17:42, 7 June 2008 (CEST)
- Grappling hook or pulley and corresponding rope physics would be excellent addition for all special operations. Buky
- Multiple weapon memory points. See SDP Vehicles. zGuba 13:06, 14 June 2008 (CEST)
- Add a few sign objects (similar to objects: danger, dangerWest, etc) but which allow you to assign an image to it via mission scripting (similar to what you can do with flags and the setFlagTexture command.) These could be used for custom signage in missions, especially in bases, to identify areas. Dr Eyeball 17 June 2008
Multiplayer
UI
- Ability to vote for admin in Player List. Many new players seem to be non-literate :| zGuba 15:52, 3 June 2008 (CEST)
- Additional options section for addons, so they could be customized ingame instead of .hpp files. zGuba 16:13, 7 June 2008 (CEST)
- Add more MP Setup Param's (eg: param3, etc)
- increase from 2 to maybe 9 or more, perhaps across multiple tab pages (in the same region as now).
- Columns could be narrow if hints or info boxes were attached to each column to explain purpose of parameter.
There are so many options being offered now. Eg: - weather, time, select area of operation, game-mode, time limit, - enemy size (coop), enemy AI skill, friendly AI skill, - veteran level, show map, show gps, show/allow scoring, allow viewdistance config, default viewdistance, - Crew check, weapon types, max group size, start position, etc
Dr Eyeball 17 June 2008
- Show score dialog as 2 lists side by side, one per team. The highest score overall doesn't mean much if the PvP game-mode is not symmetrical. Dr Eyeball 17 June 2008
- Show 'player count' for each side in: Player, Score & MP Setup dialogs. It would help to quickly identify imbalances or specific required team ratios. Dr Eyeball 17 June 2008
- Show full 'player list' in a scrollable list for selected server of server browser. The current one line player list is inadequate for locating players. Dr Eyeball 17 June 2008
- Marker channel: when entering text for a new marker, have it show your channel below the textbox, similar to what the chat textbox does, so you know who will see the marker and not accidently show a marker to the opposition side.
- Delay display of player tags on HUD to several seconds. This fixes 2 problems:
- stops tags appearing when simply turning past a person for a split second
- stops players relying on instant tag colour to determine whether to shoot a person
- more realistic identification if the delay time is also based on distance or recent interaction/knowledge about that unit. Dr Eyeball 17 June 2008
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
- If first chat character typed is "#" which indicates admin command mode, then change chat control/text colour or show 'Admin command' in place of channel name below chat box. Dr Eyeball 17 June 2008
Miscellaneous
- Public server for players statistics: Accuracy per weapon, Head shots, kill/death ratio, team kills, time serving/playing etc etc Bangon82
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, plus currently it only allows resizing on a map control. --Doolittle 21:00, 23 January 2008 (CET)
- Mission markers - Ability to include custom markers inside missions without requiring mods. Dr Eyeball 17 June 2008
- Command - Add missing getMarkerShape command (i.e. ellipse, rectangle, icon). Dr Eyeball 17 June 2008
- Hints - Allow hints to be added to markers, which can be seen during game by placing mouse over it. Dr Eyeball 17 June 2008
- Text alignment - allow left or right alignment, so it could draw the text on the left side of the marker. Since markers disappear when their text goes off screen. Dr Eyeball 17 June 2008
- Name numbering - When copying a marker in the editor, it should increment the number at end of name for all copies (including first paste, not just duplicates after first paste). eg: m_2 becomes m_3, not m_2_1. This would then be backwards compatible too. Dr Eyeball 17 June 2008
EventHandlers
- Built-in XEH functionality. I think that everybody in BIS should be impressed with this addon. zGuba 21:29, 2 June 2008 (CEST)
- Please add launched missile object to incomingMissile eventhandler result array. zGuba 15:29, 3 June 2008 (CEST)
- If possible, please add information about disembarking method ["GetOut"/"Eject"] to GetOut eventhandler's result array. zGuba 15:58, 3 June 2008 (CEST)
- Firing turret info. zGuba 23:17, 4 June 2008 (CEST)
- Add many more event handlers. For each new event handler added which normally activates an existing in-game function (eg: gear dialog), allow the script to return true/false to determine whether default behaviour should be performed (eg: use default gear dialog), same as what onMapSingleClick does.
Some required Event Handlers: * onSwitchSeats (in vehicle) * onOpenGearDialog * onOpenMapDialog * onShowGPS (map version) * onGearChanged (called LoadOutChanged in VBS2) * onSelectGearItem (while gear dialog is open and after an item (eg: weapon) is selected) * onCargoChanged * onRespawn * onAction (with: _this = [object, "action name"] * onChatMessage
Dr Eyeball 17 June 2008
- Please extend Killed/Hit result array with killing object/hitting vehicle (bullet, vehicle). I think that if we can detect the collision, then we should be able to detect colliding object too. zGuba 22:12, 18 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)
- Arrays of units in given vehicles cargo and separate for units mounted on crew positions (without "effective commander" in cargo). zGuba 15:27, 3 June 2008 (CEST)
- Ability to return and change missile's target via command after launch. zGuba 15:33, 3 June 2008 (CEST)
- Ability to return and set damage per each part of the vehicle and soldier without hitting it. zGuba 17:25, 3 June 2008 (CEST)
- Ability to return and set weapons, magazines and ammo for each turret. zGuba 16:27, 7 June 2008 (CEST)
- Add Position to entry data types for doTarget and useWeapon to make AI target/fire at desired place with desired weapon (easier artillery, cutscenes purposes) zGuba 17:24, 7 June 2008 (CEST)
- Please fix #include in mission scripts to allow file selection from mission root folder too.
- Currently it is restricted to current folder or sub-folders only resulting in common include files being required to be copied and duplicated throughout the mission's folder hierachy unnecesarily, for use from multiple locations. Dr Eyeball 17 June 2008
- forEach: Add a forEachIndex command returning the current index of a "{} forEach" command loop. Dr Eyeball 17 June 2008
- getControlIDC should be a standard dialog script command, to get idc value from any control. Dr Eyeball 17 June 2008
- getPlayerList should be a standard command, to get an array of player objects, without the need to use a trigger. Dr Eyeball 17 June 2008
- Add a new setPosWithoutCollision script command, which would detect/prevent collision with buildings and maybe trees too, same as what createVehicle does already. Dr Eyeball 17 June 2008
- Remove uppercase chat requirement for chat commands (eg: globalChat), so they do not automatically convert the message to uppercase. Dr Eyeball 17 June 2008
- addAction should have a new special parameter EnableActionInVehicle:boolean to allow actions which are added to player to be also usable inside vehicle. Eg: similar to the way 'touch off satchels' works. (Edit: VBS2 has a 'condition' parameter, which might allow the same ability if added.) Dr Eyeball 17 June 2008
- addAction should have a new special parameter HUDIcon:image to display a corresponding icon in HUD, similar to what some of the built in actions already have. Dr Eyeball 26 June 2008
- addAction should have a new special parameter SafeMode:boolean to require the player to press Shift when selecting the action.
- It would be used for actions such as: 'Eject', 'Detonate bomb/satchel/etc', etc.
- The action could be shown in a different colour in Action Menu or with text after it. eg: 'Eject (shift)' or '[Eject]'.
- If action is activated without Shift key, then show hint 'Action requires safe mode activation by pressing Shift while selecting'. Dr Eyeball 17 June 2008
- add all missing get commands for all existing set commands. (eg: add getMarkerShape for corresponding setMarkerShape command.) Dr Eyeball 17 June 2008
- getFriendly zGuba 02:55, 24 June 2008 (CEST)
- add ability to disable support vehicles service/supply capabilities being automatic.
- Either via a command, an option in description.ext or perhaps simply provide duplicate models and derive another level of class inheritence without the class properties: transportAmmo = 0; transportRepair = 0; transportFuel = 0; attendant (heal_abiltiy?) = 0/false;
- Without requiring mods, this would allow mission developers to implement their own more sophisticated service/supply capabilities. Eg: By changing the: durations, manual actions, more complex interactions, role/ability restrictions, specific ammo type supplies, etc Dr Eyeball 26 June 2008
- add ability to hide vehicle radar HUD
- Either via commands or via options in description.ext for specific vehicle types (eg: APC (light armour), tank (heavy armour), transport helicopter, attack helicopter, etc).
- Without requiring mods, this would allow for custom radar and command interfaces, or simply none as commonly seen already via mods and "cover-up" dialogs. Dr Eyeball 27 June 2008
Mission Editor
- Playable status: fix the copy/paste of soldiers between missions to keep their player/playable status.
- (Corresponds to 'player="PLAY CDG";' and 'player="PLAYER COMMANDER";' in mission.sqm file. Dr Eyeball 17 June 2008
- Allow Ctrl+Insert to copy and Shift+Insert to paste, like all code editors use. Ctrl+C & Ctrl+V is inadequate, awkward and outdated. Dr Eyeball 17 June 2008
- Show preview image of objects in editor lists while through scrolling lists. Dr Eyeball 17 June 2008
- Add a Post Initialization field to expand the concept of the unit editor's Initialization field.
- Existing Initialization field is executed before init.sqf is called and before JIP player is set.
- The second Post Initialization field would be executed after init.sqf is called and maybe after JIP player is set.
- It would solve many JIP problems and make scripting easier for beginners. Dr Eyeball 17 June 2008
- Allow a Pre-Initialization script (similar to init.sqf) to run before the Initialization fields get executed.
- This would allow some functions to be setup for use inside the Initialization fields, for example. Dr Eyeball 17 June 2008
MP Commands
Debug / File Handling
- Single error report per one line. zGuba 16:18, 7 June 2008 (CEST)
- Another report file containing cumulative error lines sorted by count. zGuba 16:18, 7 June 2008 (CEST)
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
- Allow overwriting localization strings. zGuba 16:18, 7 June 2008 (CEST)
- Allow aggregation of objects along with composition (which is defined via skelletons). That would enable to creation of objects made of independent parts. (I can think of a building as aggregate of bricks, supporting struts, roof tiles....) After hitting such object, it would not be simply destroyed, but would fall into pieces, thus adding realism Buky
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
- Less armor = x for whole vehicle, more independently "armored" parts. This way - destroyable windows as a logical consequence of partially destroyable buildings! Could it be done also for vehicles, so breaking windscreen won't damage the whole vehicle? zGuba 19:30, 3 June 2008 (CEST)
- Additional terrain layer that would be "soft" (like dirt or clay). It could be modifiable during game (with explosions or digging as restricted means for change). If restriction applies to only explosions, wavelets could do the trick of low memory requirement and realistic craters representation. This form of data can be very good compressed since only differences should be tracked on layer (it could also be simplified by fixed thickness - say 10 m). More complicated, but not unfeasible is use of soft-terrain type map that could enhance simulation even further: sand soil, clay soil, rock soil, humus soil... That could affect modifier effect and/or textures. Buky
- Adjustable gravity and/or air drag/density in world configuration. That would enable simulation of environments other than Earth.
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. We'll be in 2009. zGuba 21:16, 2 June 2008 (CEST)
- Radar systems, hot smoke affecting IR scanners. zGuba 15:41, 3 June 2008 (CEST)
- Unified FOV for all ironsight-only weapons and soldier/vehicle views (that feeling of beign frog while driving HMMWV...) zGuba 15:50, 3 June 2008 (CEST)
- Ability to dig out a position(s) to three levels: Shallow (body height when prone), medium (kneeling) and deep (standing) Bangon82
- Smoke partially occluding the view for AI. (er... is it done for fog?) zGuba 16:24, 7 June 2008 (CEST)
- Wounds and treating wounded (including dragging and MEDEVAC). Ability to take body out of destroyed vehicle and put it in another. zGuba 15:57, 9 June 2008 (CEST)
- Destroying vehicle not making all crew and passengers dead! External factors for it like overweights and bullets passing through armor. I recall OFP M2A2 and Mi-24 whose crews had a little chance to survive. zGuba 15:57, 9 June 2008 (CEST)
Visuals
- Female 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
- The ability to shoulder and holster your weapon. Again adding to the realism. Siementaa
- Accurately animated reloading, firing, doors and hatches. SLX Mod is the best example. http://www.bistudio.com/developers-blog/arma-technology-inside-2_en.html zGuba 16:08, 3 June 2008 (CEST)
- Full array of movements and smooth transitions (f. e. crouching and leaning without weapon, or lying with AT launcher prepared to fire) zGuba 16:08, 3 June 2008 (CEST)
- Vibrations from engine affecting whole vehicle (diesel on low RPM :P) - would be easier if there'll be ability to fully configure engine and gearbox for each vehicle. zGuba 16:08, 3 June 2008 (CEST)
- Death animations depending on lethal hit positon. zGuba 16:08, 3 June 2008 (CEST)
- In first person view, having camera shake from head cracking ground and vision blurring out from redish(blood?) to black(death). Bangon82
- Option for particle that it won't be outscaled when zooming in. zGuba 16:25, 7 June 2008 (CEST)
- "14 year old African boy" animation set (that means firing from hip, good for some kind of less skilled insurgents) zGuba 15:29, 9 June 2008 (CEST)
- Realistic reflex/holo sights behaviour. zGuba 18:31, 10 June 2008 (CEST)
- Glasses/particles not making some objects disappear. (Z-Sorting?) zGuba 18:31, 10 June 2008 (CEST)
- Map: Shade map areas over 150m in a single or multiple shades of brown using hypsometric tints to indicate mountainous regions or ranges of elevation.
- It would make map reading so much easier and would look better too. See http://en.wikipedia.org/wiki/Hypsometric_tints#Hypsometric_tints Dr Eyeball 17 June 2008
- Map: The Show Textures button on the map should have a third state which allows you to view the detailed textures without the overlaid green tree shading. (Same thing you see when you zoom out to maximum.) It would be clearer and useful for clean screenshots. Dr Eyeball 17 June 2008
- Crosshair - disable crosshair or change to a dot crosshair when weapon is lowered. Dr Eyeball 17 June 2008
Gameplay Logic and Overall Continuity
- 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 alliances configuration for Resistance in mission could be [west 1, east -2, resistance (own), civilian 2, animals 0]
- Similar ranking table per unit [west x (depending on side config), east y, resistance (as it is), civilian z, etc.]
- Killing allies: if unit's rank per allied side is higher than the negative score on killing unit, then it'll be zeroed. No more "if you have killed 10 foes then you have right to kill 2 friendlies".
- "Cooldown time" after trespassing or benevolencing (shooting neutrals, helping wounded enemies) with "knowledge factor".
- "Return fire treshold" for own side - it will hide from you, but won't engage till some negative rank limit is reached zGuba 15:41, 9 June 2008 (CEST)
- Make "hit and runs" count on vehicle driver score just like regular kills. zGuba 15:41, 9 June 2008 (CEST)
- Subtract 1 penalty point in score for each death. Perhaps make it a description.ext option.
- To compensate, increase kill points to 2 per kill. It's silly seeing a good K/D ratio of 15:2 being sorted lower than a bad K/D of 16:14. Dr Eyeball 17 June 2008