TaktiCool / ArmaAtWar

Public repository for the "Arma At War" mission and modification.
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Feature Requests #40

Open Hoegnison opened 8 years ago

Hoegnison commented 8 years ago

Comment your feature request in this issue. DO NOT open a new issue, it will be closed immediately.

CemaICT commented 8 years ago

Add a sandbag emplacement with a gun-emplacement behind/in it and maybe make it so a crate needs to be in a radius of like 125m so like the FOB system, Call the crate 'Fortification Supplies'

CptPopeye commented 8 years ago

Explosives Expert:

is it possible that you guys would add an Explosives Expert as an other Option for a role in a Squad?

The Explosives Expert could be capable of placing or defusing explosives like Mines or IED's. I've done a little bit of testing, it takes for example One AT-Mine to destroy the tracks of an T-100, two mines would kill the crew but the Tank would still be intact. It takes 3 of them to completly destroy the Tank. IED's (Explosive Satchel) would be pretty usefull in an ambush for example. Just place it near the road in a bush or something like that and wait for the enemies to pass by. After the explosin of a Explosive Satchel, an APC for example is usless. (Wheels... Gone--- Turret... Gone--- Hull... Gone) The vehicle wont explode and the crew is also alive but badly wounded. (Note: The APC is completly destroyed if he stands right on top of the Satchel)

In guess the Explosives Expert would mainly be used to secure or defend captured Points against incoming Infantry or "light" vehicles (Hunter, Ifirt or APC).

Of cause it will need a bit of fine tuning so he dosen' get OP (smaller backpacks so he can carry max. 2 AT-mines, a smaller weapon, maybe a PDW)

Possible Equipment:

In my oppinion it would be quiet fun to play such a role

(Sorry for the spelling mistake xD)

(It may be better to replace the Explosive Satchel with the Explosive Charge. The Satchel might be a bit too powerfull)

Some resaults: (testet with the Explosive Charge)

CSAT: T-100: 2 Charges without blowing it up Marid: 1 Charge without blowing it up Ifrit: 1 Charge without blowing it up

NATO: M2A1 Slammer: 3 Charges without blowing it up Marshall: 2 Charges without blowing it up Hunter: 1 Charge WILL blow it up

AAF: MBT-52 Kuma: 2 Charges without blowing it up Mora (possible APC): 2 Charges without blowing it up Gorgon (possible APC): 1 Charge without blowing it up Stirder: 1 Charge WILL blow it up

-Not sure if you will implement the AAF-

Hoegnison commented 8 years ago

@CptPopeye I scheduled this for 0.7 ;)

Hoegnison commented 8 years ago

@CemaICT We will dive more into this features in 0.7 or 0.8 as 0.6 is mainly focused on code overhaul and bug fixing.

CptPopeye commented 8 years ago

@Hoegnison Nice. This is going to be so awesome

Hoegnison commented 8 years ago

@CptPopeye demo. expert implemented ;)

litrax commented 8 years ago

Add Faction and Flag to Squad Screen to easily see the side you're on.

sargken commented 8 years ago

Versions that use RHS and or CUP

pwilkutowski commented 8 years ago

Completely remove or limit cap ability when in vehicles i.e.:

Essentially infantry needs to disembark to cap the point not drive up fly up and sit in the vehicle Let me know what you think not sure if this is a good idea but heli fast flying in and capping seems to be awkward for me.

chrisglass commented 7 years ago

A couple of things I think would greatly improve quality of life:

I understand these (especially the earplugs) could be handled by client-side mods, but one strong aspect of AAW is that it is purely server-side, so most players will expect a decent experience without any mods loaded.