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FEATURES
1) AI Vehicle Driving
AI is able to drive all ground vehicles present in the game.
On-road ability.
2) Weapon Deployment
Deploy your weapon for stabilization while prone.
Use interactive bipods on weapons.
3) Commanding
Command whole groups of AI by issuing basic commands.
Move, search & destroy, follow, and mount.
AI units can join/unjoin the group dynamically.
4) Health System Enhancements
New Medical items.
Multiple hit zone self-bandaging.
Better ragdolls.
5) Dynamically Generated Scenario
New playable solo or co-op scenario.
Dynamic objectives to complete.
Detailed compositions for the objectives.
6) Game Master Update
Introduction of a quick entity browser.
Ability to save filter presets in entity browser.
Interact with objects in the world (doors, pianos, radios, and most importantly, toilets).
Placing crewed vehicles.
7) Conflict Update
Freeform Building - Partial
Services and fortifications can be built anywhere near the supply source.
Advanced building interface.
Base Seizing Overhaul
Capture bases with the dominancy feature.
In order to win the battle, the faction must seize and hold several strategic points.
Semi-randomized starting points - HQ positions.
Services
Barracks
Constant amount of AI defenders is spawned in the base.
Decreases the price of the deploy ticket.
Supply depot
In order to expand a base, the depot must be built up in order to store needed supplies.
Antenna
Increases the basic signal of the radio.
Contact distant bases.
Build up your main operating base (MOB)
Supply Management
Vehicles and deploy tickets cost supplies.
Fight for supply depots scattered on the island.
Conflict on the new island of Arland
8) Mines
Destroy vehicles with placeable explosives.
Plant a mine and watch as vehicles explode from user action activation
9) Destructibles
Tweaks to the destructibles system to allow more props to be destructible.
10) Map
Protractor tool in map.
ASSETS
1) Arland
4x4 km
Summer Baltic island
2) Gear & Weapons
Sa-58P
Sa-58V
Anti-tank Mines
American rifle optic: Colt 4x20
3) Props
Medical assets
4) Vehicles
Ambulances:
Soviet
US
5) Animals
Wildlife prototype: Birds
FEATURES
1) Helicopters
Standard helicopter flight model.
Two transport helicopter assets.
Mounted machine guns onboard.
Controllable by players.
Pilot gear (uniform, helmet).
2) Revive
Unconscious state of character
Ability to revive the character
3) Ballistic Protection
New ballistic vests that provide ballistic protection against bullets and shrapnel
Helmets provide protection against shrapnel
4) World Interaction - Electricity
Full electrical network on the islands.
Buildings, transformers, and lamps connected to the sources
Possibility to interrupt and repair the electricity distribution.
Lights in the buildings.
5) Fuel System Update
Possibility to refuel vehicles.
Fuel nozzles.
Improved consumption of vehicles.
Fuel-related assets.
6) Game Master Update
Placing artillery strikes, smoke shells, and other effects.
Linking waypoints with specific entities (e.g., waypoint for destroying a specific vehicle).
7) Conflict Update
Supply Management
The sources of supplies will be located mainly in the FIA warehouses; both factions will need to fight for these resources.
Supply runs are needed to deliver these resources.
Two types of supplies - for ammunition and building purposes.
8) Save Slots
Multiple Save Slots for the playable content (GM and Conflict support by default).
9) Melee
Melee can be used with all weapons in the game.
10) Suppressors
Ability to attach a suppressor to a weapon, the suppressors then disperse sounds differently, changing particle effects on the weapons it's attached to.
ASSETS
1) Gear & Weapons
Heavy machine guns
NSV
Flares: Handheld + Pistol
Ballistic protection
M1 helmet
M69 flak vest
PASGT vest
6B2 Vest
6B3 Vest
Flight suits
Optics
Soviet rifle optic: 1P29
Soviet launcher optic: PGO-7V3
Bayonets
Suppressors
2) Vehicles
UH-1H (Transport)
Mil Mi-8MT (Transport)
S1203 Minibus
FEATURES
1) Light Artillery
Two mortar guns.
Operable by both players and AI.
81/82mm mortar ammunition.
Deployable & assembled from 3 parts.
Manually operable - azimuth and elevation adjustment.
2) Building Destructions
Simple and advanced system of building destruction.
3) Explosive Charges
Remotely detonated and time-fused explosives.
4) Game Master Update
Sharing your saved scenarios with others.
5) Fuel System Update
Possibility to refuel vehicles.
Fuel nozzles.
Improved consumption of vehicles.
Fuel-related assets.
6) Game Master Update
Placing artillery strikes, smoke shells, and other effects.
Linking waypoints with specific entities (e.g., waypoint for destroying a specific vehicle).
7) Conflict Update
Freeform Building - Full
Bases won't have their predefined places, causing the opposing faction to locate the opponent's bases first.
Bases can be built anywhere on the island.
The only limitation is the radio range and the number of supplies.
Conflict: HQ Role
By default, it's an AI deciding on the strategy.
HQ role defines the objectives for the faction.
A player can take over this role and decide strategic decisions.
AI conducting the supply runs.
8) Dynamically generated scenario update
Enhancement of the dynamically generated content.
ASSETS
1) Weapons
Mortars
M252 Mortar
2B14 Mortar
Tanker outfits
Light Machine gun: UK-59L
Assault rifle: M16A2 Carbine
Explosive Charges
Anti-personnel Mines
Civilian clothes
2) Vehicles
Vehicle: LAV-25
Vehicle: BRDM 2
Skoda S 105
Flatbed truck
Helicopter weapon system
let's keep our gripping appendages crossed we do see them somehow.
regardless, I'm sure we'll have enough content from both official and unofficial sources.
Good post, OP
So, no M2/Bradley and no BMP 1 OR 2 or tracked models ... ! Will wait for programmers but I think we need those in the vanilla assets, at least ... !
:(
While the roadmap lays out some interesting features/content, are we able to expect any engine level work to continue? From an audiovisual and performance standpoint it's an incredible step up from RV, but there's some jarring behaviours to deal with. I'm particularly referring to the janky mouse movement, which desperately needs some kind of interpolation/smoothing. The game runs at a rock solid 60fps for me, but the mouse movement makes it look like it's running at 30fps. What about implementation of FSR2.0 for an even better performance/visuals boost from FSR1.0? Any work to optimise PIP optics so they don't kill fps? Any plans to allow more finegrained game configuration in the UI? etc etc etc.
I'm happy that BI is focusing on a decent set of content creation tools, hopefully eventually matched by a decent set of documentation and tutorials. I'm a bit cautious that this might mean that BI is hoping to offload the development of a lot of essential functionality onto the mod community though:
Any plans to overhaul the rather robotic AI movement? Slow them down so they don't run around like keystone cops, give them access to the fuller range of animations and speeds that the player has? Or is the modding community expected to step up?
Any plans to introduce a civilian faction, units, vehicles? Or is the modding community expected to step up?
Any plans to introduce ambient life such as insects, livestock, pets? Or is the modding community expected to step up?
Any plans to expand the inadequate injury and death system to include unconsciousness, incapacitation, revival, better animations and ragdolling etc ? Or is the modding community expected to step up?
I bought into Reforger with my eyes wide open and am generally happy with it as a tech demo and a promise of what Arma4 might be. Arma3 didn't really seize the opportunity to refine basic core gameplay and engine issues in early access, I hope Reforger and Arma4 don't go down the same path in the rush to get content in.
Outside of that, engine documentation will continue and we'll keep producing more information for the community to help them learn and build on the modding side of things.
I'll touch on this one since some of them are noted in the Roadmap. We do plan to make a more in-depth medical system and improve lots of systems related to such. We want to introduce more nuisance to the player with revival, individual appendage hitzones, ragdolls, etc. for the general community with balancing and fun in mind, but obviously, communities are going to mod something for their specific tastes. Fortunately, with the new Workbench tools, this is easier than ever.