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Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 4:24 pm
by SuicideKing
Sup. Thought I'd put together a list of stuff that would make our lives easier if they were in the game, or improve the quality of our sessions.

Once we have a good list, I can post it in the BIS forums somewhere (maybe here, for example: ArmA 3: Community wishes & ideas|NO DISCUSSION).

I'll attempt to justify the things I've requested, so that it's more marketable to BIS. As such, the criteria I'm trying to fulfill is:

1) Will those changes make for an expanded community?
2) Will those changes improve immersion?
3) Will those changes improve gameplay?
4) Will those changes improve the quality and variety of missions?
5) Will those changes fit in the Arma 3 theme?

If you do provide suggestions for more features, try and include a short write up that would persuade BIS

And yes, this will have to be presented to BIS as a personal and not as an official list from FA. So I'm assuming by participating and adding to the list, I can reuse some of these ideas there and probably without attribution (because then I'll have to link back here and it'll look like an official thing). Read fer's post below for more. That said, the point of doing this is to bring to their attention stuff that we as a community benefit from, so I'm going to try and keep stuff that's most relevant to our sessions.

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Intro:
These things would really improve the unmodded experience of the game or expand communities that don't use mods for various reasons:
So, here we go, in no particular order:

1) Better Direct VON

Low-friction gaming communities or pub servers depend on good direct VON for immersive game play. Most importantly, it keeps comms clear and allows people to relax a bit between pew pew. It's also important for medics to heal people without clogging up comms, and enables fire teams to bound/peel more effectively.

What's the problem?
Direct VON is tied to the effects volume slider, which most people turn down quite low to hear in-game VON or TeamSpeak over the gunfire and engine sounds. This makes it unreliable

Suggested solutions:
Make it a part of the VON volume slider, or introduce independent volume control for direct VON.


2) Playable female characters

This is something that 67% of the Arma community that voted on the feedback tracker was in favour of, and with good reason. Arma remains possibly the only game with no playable female characters, and this limits the participation in community sessions. It would be hard to believe that BIS has not had financial success with Arma, or that female models are really that hard to make.

We've seen female characters in Call of Duty, XCOM, Assassin's Creed, Dishonored, Mass Effect, Battlefield among other games. Mods exist for Arma, and plenty of female armour mods have arrived on the XCOM 2 scene over the last few months. It can't be that hard - no harder than making a male character. I believe Arma 2 already had female civies, so it would be great to see them in Arma 3.

From a "realism" angle, women in modern armed forces isn't a new thing, and have been serving in various roles since at least WWII (female fighter pilots, snipers, etc). Today Israeli Defence Forces are probably most famous, but Russia, India, Norway, Denmark, USA, China, Kurdish fighters, among other countries, have women in the military or paramilitary. In 2035 it's a no brainier that this would be more common.

Finally, we have to remember that Arma is first and foremost a computer video game and a sandbox. The latter especially calls into question the mysterious absence of women from the game. In the world of Arma no house has furniture, helicopters may explode on touching a bush, and tanks randomly flip themselves. It's a game. Let everyone play.

I'm not suggesting that this be included in a campaign (although I suppose it could fit quite easily in the Apex co-op campaign), just available for multiplayer/singleplayer (non-campaign).

Anyway, female characters = good PR = coverage in games media = more sales for Arma = more money for BIS.

What's the problem?
No female characters in the game, limiting community participation and role play.

Suggested Solutions:
It is already possible to select a face and a voice in the profile menu. This can easily be expanded to include female heads and voices, with the engine automatically loading the required torso. This will avoid the issue of having to place "Woman" instead of "Man" in the editor, it'll just replace the default "Man" with the player.


3) "Low tech" HMGs

We need something without all the high-tech camera things. How is it relevant to Arma 3's future war? Well, it still involves unorganised, underfunded factions that really shouldn't be using high tech stuff. Like FIA.

What's the problem?
No low-tech HMGs for use by guerrilla groups like FIA.

Suggested Solutions
Reuse the HMG from the FIA offroad. Make it a static weapon. What do you get? Happy mission makers.


4) "Low tech" AAA
Basically, some form of ZU-23 or similar mounted on a truck or as a stationary thing. Currently we're getting around this problem via script by giving an HMG or GMG Gatling guns with 7.62 or 20mm rounds, and attaching them to trucks, but this is no real solution.

Thematically, it fits with groups like FIA - they need low tech air defence. They also don't have things like Stingers. Dedicated cheap SAM systems would probably be something that a small like the AAF would have, too.

What's the problem?
No low tech AAA like Stingers or ZU-23s. Air defence at the moment is either too OP or missing completely from resistance groups like FIA. Doesn't allow interesting scenarios.

Suggested solutions:
Importing old A2 assets, or addition of (not very fancy) SAM systems (that pose a threat to aircraft but not to infantry).


5) Soviet/Russian weapons

Funny that the most common weapons family on the planet would be excluded. FIA like groups would use them as staple, and they would be common amongst non-NATO factions. Nothing like a good Kalashnikov.

The AK-103 would qualify as a near future weapon - so it fits the time frame and theme of A3.

What's the problem
Comrade I must have Kalashnikov

Suggested Solutions:
Import older content from A2, or introduce a limited number of modern Russian firearms, like the AK-103/104


6) More light APCs

Currently every IFV/APC except the bobcat and panther have autocannons that make them OP against infantry, and makes mission balance very tricky. Need something lighter like the BMP-1 or something with weaker guns (NSVT-only, for example).

Thematically would fit in with a small army like the AAF, Gorgon and Mora would be quite expensive for the AAF to have loads of, same goes for their weapon systems.

What's the problem?
No Panther-like APC for INDFOR, IFVs tend to be too OP, not suitable targets for infantry-centric missions.

Suggested solutions:
None. Need more light APCs! Maybe import from A2/older.


7) More RPGs/AT-4/Unguided rockets

Thematically would be what the AAF and FIA would use.

What's the problem?
Guided PCML and Titans are too OP in the hands of the AI, very little warning. Titans are basically 1-hit KO. AI is quite accurate with RPG-42s as well.

Suggested solution:
Lower accuracy rockets with lower damage, like the RPG-7. Import from A2, maybe?


8) Less camera turrets/remote turrets

Need more "low tech" vics without fancy camera technology. Thematically speaking this will probably be more for FIA/AAF type factions, but it would make game play much more interesting.

What's the problem?
Remote turrets make for uninteresting gameplay, they're too well protected.

Suggested solution:
Something like the HUMVEE that requires the gunner to be exposed.


9) Low tech AT vics, like UAZ with recoil-less rifle

Thematically fits with the likes of FIA. Again, makes for more interesting scenarios and missions. Currently FIA doesn't have much in the way of AT.

What's the problem?
No low tech AT vics

Suggested solution:
UAZ from Arma 2
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Other things (that comrades have suggested, and are invited to expand upon):
  • Fully accessible interiors for all buildings
  • Bayonets
  • Proper helo damage model
  • Proper Planes - both flight and damage models

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 4:41 pm
by Mabbott
Marid is a light APC for CSAT

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 4:59 pm
by madrak_the_red
Oh yeah, and humvee type things with non-remote turrets, the sort one has to stand up in the humvee and poke one's head out to use. Same thing with pintle mounted MGs on tanks and APCs

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 5:03 pm
by Kefirz
Regarding light armor:
Any kind of armor is OP.
That is their point, to be a nasty killing machine and kill everything in it's path. There still are things like Ifrits that can make your life miserable in more than one way. Not really sure which vehicle you would want to see as a ''light APC''.

These? :
https://en.wikipedia.org/wiki/International_MaxxPro
https://en.wikipedia.org/wiki/Kamaz_Typhoon


Bayonets:
Useless in a modern military enviroment, no point of implementing them. Today bayonets are more like a utility tool, for example, AK bayonet can be used as a wirecutter.


What I would like to know is if they are going to do something about AI's tracking players through walls and foliage, especially when Tanoa comes out. If you think that the enemy, shooting through the bushes or tree canopy is too OP, just wait till you hit the jungle.

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 5:05 pm
by madrak_the_red
I can think of a couple times I've had where a knife would have done the job very nicely. By light APC I think we mean something without a TV camera optic and heavy weapons like autocannon and GMG. A BTR, basically. Or an M113.

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 5:37 pm
by SuicideKing
Mabbott wrote:Marid is a light APC for CSAT
Fixed.
Kefirz wrote:Regarding light armor:
Any kind of armor is OP.
That is their point, to be a nasty killing machine and kill everything in it's path. There still are things like Ifrits that can make your life miserable in more than one way. Not really sure which vehicle you would want to see as a ''light APC''.
I mainly just meant "lightly armed" APC, the Panther has pretty thick armour as such. And like I mentioned in the OP, a BMP-1, BRDM, BMD or BTR/M113-like as madrak suggests would be fine. Something that stops small arms fire but doesn't have an autocannon, and can fit a squad. Or really it could be like the panther or marid too - just for the AAF. Gorgon and Mora are too strong.
What I would like to know is if they are going to do something about AI's tracking players through walls and foliage, especially when Tanoa comes out. If you think that the enemy, shooting through the bushes or tree canopy is too OP, just wait till you hit the jungle.
Is this still a thing? I thought they fixed it in one of the patches...can't imagine this will survive to Tanoa, because they've made a campaign...
madrak_the_red wrote:Oh yeah, and humvee type things with non-remote turrets, the sort one has to stand up in the humvee and poke one's head out to use. Same thing with pintle mounted MGs on tanks and APCs
Yeah I'll add this. I don't know if the "light strike vehicles" they're planning already incorporate these things, though.

Were you the one saying you wanted FFV in all vehicle positions (in discord)? Could you elaborate a bit more - I suppose you meant more positions to turn out from?

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 5:44 pm
by SuicideKing
What about floodlights? Movable ones, attached to a turret, maybe.

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 6:25 pm
by AJAX
How about the ability to attach something to something else. For example, an explosive charge to a vehicle.
Magazine repack so I don't have a bunch of half full mags.
The ability to turn off animals individually on dedicated servers via the config or some other parameter.
How about a GPS in the drivers cab when all you can see is a little window view.
Or, how about a fleshed out 3d cockpit for all vics!
Those are some of my only remaining issues with stock Arma.... Oh yea, fix the getting stuck on a balcony when steping out the door just a bit, very annoying still.

I can move while I reload.. Check!
I can switch weapons on the move... Check!
Doors make sounds... Check!
Glass breaks out... Check!
Smoke reacts to wind... Check!
AI cannot see me through everything... Check!
Realistic flight model for heli's.. Check!
Awesome sound improvement... Check!

P.S. FYI, BI has stated before that they have no intention of working on VON, they are aware of TeamSeak.... It is at the bottom of every list they have.

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 6:37 pm
by fer
SuicideKing wrote:And yes, this will have to be presented to BIS as a personal list but maybe linking back here to our forums for discussion (or however the hosts want it done in the end).
If it's a personal submission (and it is), there's no need to link to this thread and imply FA 'support'. Your list and my list have some crossover, but they're by no means the same, and that's just two of us! However, perhaps you can amend your OP to suggest any comrade posting to this thread is - by that act - granting you permission to quote them (perhaps unattributed) in your submission?

One other thought: can you replicate for other requests, stats like the number of folks who voted for female characters? That's a powerful and hopefully compelling data point. If your submission was able to reference other public requests for each feature (ideally with stats, or at least with aggregated links), it makes the list appear more considered. For example, being able to say that the request for AKs is the most popular weapon request by a factor of X (over nearest rival).

Re: Suggestions to improve Arma 3 for low-mod communities

Posted: Wed May 11, 2016 6:37 pm
by Aqarius
I'd hazard a guess that the HMG/AAA/APC stuff is a symptom of a common cause. A3 suffers from extensive model reuse. AAA vehicles, both of them, use the same turret. SPGs use the same turret. Kamysh and Gorgon share a turret too. All CROWS are the same, across all factions, vehicles, and UGVs. The only difference is the caliber. In fact, there are basically no exposed gunners: all guns are either turrets or CROWS. The most interesting vehicles in the game, I'd argue, are the Marshal and the Mora, precisely because they buck this trend.
An interesting, inverse phenomenon seems to affect the small arms: NATO has no LMG, AAF has no SAW or MMG, and CSAT has no SAW or LMG (But has two MMGs). This, it turns out, is not only not that negative, but livens up the gameplay.

Another thing to note is that the game doesn't have a LAW. And I mean a proper, disposable AT launcher. the Titan and the NLAW are both guided, and have a minimum range, making them practically useless in urban combat. Some titans have backup SACLOS, but only some, and you won't know which until it's too late. Even the RPG-32 is closer to the MAAWS than an AT4. For another comparison: A FGM-148 Javelin launcher unit costs 126000 USD. Each missile costs 78000 USD. An NLAW is disposable, at 25000 a shot. A Carl Gustav tube is 25000, with rounds being around 2000 each. An RPG-18 costs 300$. It's as if the intention is to equal out the increased vehicle lethality with infantry lethality, but the only effect was just increasing the engagement distance.
Ironically, the simultaneous increase in infantry kevlar is both not enough to offset the improved veh. accuracy and engagement distance, and quite enough to chop small arms lethality envelope to under 200m, basically necessitating crew served stuff for 400-500m ranges. Almost as if the entire balance of the game shifted from infantry to vehicles, which is precisely what makes the samey vehicles such an eyesore.