Arma 3
Dynamic Recon Ops - Altis
Bucketsmith 11 Oct, 2016 @ 12:53am
Some suggestions
Hey, I imagine suggestions in the regular comment thread on the workshop page might be hard to keep track of.

  • Configurable bleedout time
  • Configurable options for Artillery and CAS supports, perhaps even for the supply drop.
    Problem we keep having is we either insert right on the border of the AO and our FOB spawns on the same location, with our artillery being a SPA (Scorcher or Sandstorm MRLS) and thus not meeting the MINIMUM range - or the opposite where we purposely spawn the FOB further away, having to travel(not an issue) and our artillery turning out to be an Mk6 mortar position.
    Also, for immersions sake, it would be nice if we could get 3 of the tube mortars and Scorchers, perhaps 2 Sandstorms, instead of just a single unit. Yet still provide the same maximum of shots? (Although I feel only having less than 5 rounds of laser guided shells is a bummer when we purposely want to take out threats with laser guided support!)
    A similar configurable option for CAS would be nice, too. Type, loadout of weapons maybe.
  • Being able to revive AI & AI respawning closest to players who are alive.
    Playing with just 2 players often means having AI with you even if only to carry a little bit extra ammo, or them carrying the explosives needed.
    When we die, they can revive us and we can respawn, but when they die, it's all over for them for that mission. Especially a problem if an accident whilst travelling happens before even starting the actual mission within the AO.
  • Perhaps optional implementation of the ACE3 framework? Missions that involve its functionality?
    Having to capture someone and take them back to the FOB.
    Logistics-esque rescue missions where you gotta bring a fuel and/or repair truck to a stranded armored vehicle to take it out. (Or use the advanced towing mod to tow them to safety perhaps?)
  • Having a resupply option for vehicles. Fuel hasn't been an issue for me but we always run out of vehicle ammo quite fast. If we want to do the mission from a vehicle, we just have no way to rearm and continue.
  • A mission where we have to build a FOB?
Last edited by Bucketsmith; 11 Oct, 2016 @ 1:32am
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Perturabo 11 Oct, 2016 @ 6:29am 
Another Suggestion:

OPFOR appears to be located only inside the AO. Since the AO is a BLUFOR defined Area (for that specific mission) wouldn't it make sense to also place some opposite forces outside the AO (patrols and such) - I guess the enemy doesn't care much about ones defined are of operations... :)

Another:
Do you plan to implement the large, fixed wing UAVs? You just implemented the Stomper short ago, is that right?

Bucketsmith hope its allright to abuse this thread to add my suggestions here aswell ;)
Last edited by Perturabo; 12 Oct, 2016 @ 1:19am
Bucketsmith 11 Oct, 2016 @ 6:31am 
Originally posted by Perturabo:
Another Questions:
Bucketsmith hope its allright to abuse this thread to add my suggestions here aswell ;)
That's all right man. By lack of him having an official thread. :) I'd prefer he had one he maintained himself. :P
baby yoda executed by the state  [developer] 12 Oct, 2016 @ 2:40am 
Thanks for the in-depth suggestions! Yeah, I really need to collate all the suggestions and bug report discussions into one place. I'll try and find time to do that soon.

I had bleedout time options active for all of 10 minutes then discovered that their addition broke the game so hard I couldn't open the MP host menu so I rolled that back very quickly :)
That was using a BIS suggested script addition though so I'm not sure what went so wrong, hopefully I can find a solution.

I've run out of time to reply further, just wanted to let you know I've read these and I'll get back to you.
Bucketsmith 12 Oct, 2016 @ 3:25am 
Sweet!
baby yoda executed by the state  [developer] 12 Oct, 2016 @ 8:26am 
Supports definitely need better placement, yeah. I've come across that problem myself a few times, shouldn't be too difficult to fix. I probably won't add further customisation options to supports just because I have so much on those menus already and I want to give the idea that you'll be in situations that you'll need to adapt to.

Regarding AI revival - currently BIS revive does not support AI either to revive them or have them revive players. The update I pushed yesterday at least makes sure they can respawn properly and places the respawn position closer to the team location. There's room for expansion and I have a few ideas on what to try, but I want to avoid hacking together a solution that is only going to cause compatability issues down the line.

Now that respawn can be disabled the mission should be ACE3 compatible but I don't want to base any mission functionality on other mods as I then need to maintain compatibility with them going forward. More mission ideas are always welcome though regardless, vehicle retrieval sounds like a good one, building a FOB probably doesn't align with the recon nature of the scenario.

Thanks again for the suggestions, I've got some of them on my list to work on soon!
baby yoda executed by the state  [developer] 12 Oct, 2016 @ 8:30am 
Perturabo - Yeah, the stompers have a random chance to appear if a team member has a UAV terminal. The fixed wing UAV I'm not so sure about - it would have to start in the air, circling the AO. Definitely possible, but probably something I'll look at in the future.
Perturabo 12 Oct, 2016 @ 9:55am 
Originally posted by mbrdmn:
Perturabo - Yeah, the stompers have a random chance to appear if a team member has a UAV terminal. The fixed wing UAV I'm not so sure about - it would have to start in the air, circling the AO. Definitely possible, but probably something I'll look at in the future.

Great, sure would be much appreciated by many Recons!
Concerning the stomper: Last time I wasn't able to turn off the lights and had to shoot them in order to make it stealthy - is that due to the mission or can't it just turn off the lights?

Also - in case you'd implement the fixed wing UAV - how woul'd one connect to them (The stomper need to be hacked first...)?
Bucketsmith 15 Oct, 2016 @ 12:07am 
How about being able to call a separate extraction heli for the hostage? Preferably that players and other AI couldn't even get in it, or it is clear they shouldn't.
Released hostages seem a prime target for the enemy, and for my mate and I we tend to be unlucky with those post-captives to die before we get a chance to extract. Or the objectives are laid out in such a way we're forced to rescue him before doing the other objectives.

Another suggestion; Vehicle resupply support drop.
I'm not sure but I believe it's possible(perhaps it was a custom script/mod) to set down something like a container that has refuel, rearm and repair capabilities.

On a side-note; will you be creating your own suggestions thread to maintain a list that everyone can read?

306_gobur 27 Oct, 2016 @ 1:55pm 
Is posible make this scenario for UNSUNG map? This climate suit perfect for recon
Advanced Plant 8 Nov, 2016 @ 9:34am 
Hey again, i just had a couple of ideas. First idea would be the ability to select what objectives you do have. Just something i would probably find nice. Second idea would be the ability to set spawning at FOB, rather than just the area you died at. So when you die you spawn away from the fighting, rather than getting put in the center of it. Lastly, The ability to set permadeath? If thats a thing? So if you die, you have to select a different teammate, and if all your teammates die, you lose.
baby yoda executed by the state  [developer] 10 Nov, 2016 @ 9:47am 
Bucketsmith - I'm going to remove the ability for the AI to execute hostages if they feel threatened in the next patch - I think it's making things a bit too hard and I'll look at other ways to extract the hostage mid-mission as well.

I haven't gotten around to putting up an 'official' suggestion thread - honestly because, while I really appreciate all the suggestions and do often try to work them into the mission, at the end of the day this is a project I do for fun in whatever spare time I can find and I don't want to give the impression that I'm free to solicit requests. Similarly, I haven't shared my documentation of bug reports and feature requests because I don't want to be placed in a position of responsibility for acting on everything that comes my way. I understand that mod groups find it useful to maintain public lists of stuff like that and that it's helpful for the users to see what's been reported already. If there were more people than just myself working on this I'd definitely go that route but I'd prefer to keep things a bit more informal and make sure the project remains fun for me to work on and not a responsibility. Hope my position is understandable!
baby yoda executed by the state  [developer] 10 Nov, 2016 @ 9:49am 
America_Expired. - FOB spawns will be in the next update :)
I'm going to look into optional tasks, but due to how they're selected based on the AO terrain available whatever options I implement would have to be more like suggestions to the system and would be overrode in the case that no valid locations for the selected tasks were found.
Bucketsmith 10 Nov, 2016 @ 9:50am 
I've done modding for some games, a few times. I know exactly what you mean.

How's your stuff licensed? How do you feel about someone else using your work as a base to create an alternative, different sets of missions and what not?
You'd get the honour of making the base(so does the guy that made the framework), and you don't have responsibility of maintaining those alternative versions.
Win win!
baby yoda executed by the state  [developer] 10 Nov, 2016 @ 9:56am 
Bucketsmith - I haven't really considered the licensing aspect. I'd prefer if it isn't branched off to a whole new set of missions while I'm actively working on it, but I don't really mind that much - my only real consideration is the embarassment of people seeing my dog code that looks like it was written by a dog :)
306_gobur 16 Nov, 2016 @ 10:57am 
I have thing. When i use ACE is imposible to play medic, or make bot medic. Is posible get option to make medic or make slot in multi for medic? Becose in new ACE only medic can revive, even in basic mode
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