Arma 3
Dynamic Bulwarks: Build - Defend - Survive
Unofficial Suggestions
Just like the bug reporting discussion, Id also like to create a more specific location for people to post suggestions. It's so easy for suggestions to be missed in the comments with the popularity so having this here may make it easier for the devs of this to find suggestions.

I personally have my own suggestions to add to this which may or may not be agreed with and I will add to as I play deeper into this.

1) Mission Radius - Make the radius for the mission area located around the Bulwark. This would allow people to move the bulwark and mission area to a more playable area if it spawns in a difficult location.

2) More objects - I have made my own adjustments adding 20+ more placeable objects into this file but more as base would be great (can share my addition to the devs if you want to save time)

3) Vehicles - This is a more of a 50/50 one for me. I would love to be able to buy vehicles to use against enemies or have specific tier of vehicles unlocked by wave number or something, the downfall I see is potentially OP and the mission area stuff would need reworking.

4) Configurable AI - A config file similar to the one where you add the vehicles for editing the units in the waves. I would love to play using RHS and have the enemy use RHS gear and vehicles.

5) Hostile Aircraft - Playing this I have had a few AA and static AA weapons spawn. Since stopping these kind of weapons spawning could be a pain, maybe adding waves of enemy helicopters and even combined arms would put use to these weapons.

6) Loot Change - I have noticed that the loot is cleaned up and regenerated every round. In bigger towns and cities, this may hit performance slightly but more importantly doesn't leave much time to fully loot. It may be better to reduce the loot regen to every 2-5 rounds?

7) Move Placed Objects - When playing, I have placed objects only to discover later on that they are in a poor position from different angles. Having the ability to pickup and place objects would make adjusting a lot easier.
Last edited by MattPlaysSimulations; Jun 10, 2018 @ 5:17am
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Showing 1-15 of 22 comments
hangfire Jun 10, 2018 @ 1:15pm 
Less loot locations, locations that continually change, and placing loot in larger quantities in crates would be a good change. Instead of bits of equipment scattered in many static places, fewer locations that move every few rounds during the 'respawn' would be good. Possibly the option to "loot" those crates and instantly deposit the contents into your bulwark crate at base. Maybe there could be various tiers or types of crates, and looting one deposits a small assortment of random equipment based on the crate type? Less inventory management and ferrying equipment, more equipment and resource management with more options at base.

Also, you can move placed objects already, action is in the menu when facing them up close.

Vehicles I'd also like to see, possibly they can be implemented as 'boss rounds' every 5 or so waves? This would put a use to the constantly spawning AT mines that are currently useless. Launchers could also spawn as loot, including AA as mentioned. Don't believe I've seen launchers spawn yet.

AI manned gun turrents and placeable static friendly soldiers would be a good purchase option.

It's also a major nuisance when you're down to the last one or two enemies in a round, and they've decided to camp somewhere nearby in a bush and stay put. It'd be a good addition if the round is down the last one or two enemies that they become revealed on the map to mop up.
Alreadyded Jun 10, 2018 @ 3:54pm 
Launchers spawn. Vehicles spawn at higher waves, lowest i have seen one is 14. Got wiped by a tank last game. You can only move places stuff up or down, you cannot pick them up and move it to a different location, which is what he was talking about.
Ghost 108 Jun 10, 2018 @ 6:54pm 
If it's possible an exile type building system would be much better.
klayman Jun 11, 2018 @ 7:43am 
use R3F logistics instead of the ingame logistics while building.
R3F has better controls and also allows to replace objects, rotate em etc.
klayman Jun 11, 2018 @ 7:48am 
Option to turn off ArmA 3 vanilla/ DLC items to spawn
klayman Jun 11, 2018 @ 9:39am 
possible hostile paratroopers?
Gator Jun 11, 2018 @ 4:46pm 
I love this mission so far, couple of things though.

Maybe more buildings and R3F building system, it tends to work better.
Definitely storage, allow us to buy ammo crates and other military looking loot holding storage.
Maybe a quick item customization? As in, allow only Vanilla weapons to spawn, or only Vanilla+Apex, or just a mod(Love the compatability from the get go btw).
Picking up and moving stuff is a big one but using R3F will fix that.
Possible hostile unit mod integration? As in, we could set the units to spawn by default loadout of mods and their factions.
Option to buy certain vehicles. Heavy vehicles will probably break the mission a bit but with all the AI who have launchers I'm willing to bet allowing light vehicles or even light armor would be a good choice.

Love the mission.
Last edited by Gator; Jun 11, 2018 @ 4:47pm
Scahry II Jun 17, 2018 @ 3:42pm 
Hi,
I would like that the wave pause every 10 waves, and then you need to activate the naxt wave at your "Bulwarks console" so that you can use your points and build your base in peace every 10 waves.
Izevh Jun 18, 2018 @ 4:54am 
Hey man love your mod! Here are my suggestions:

1- Earn money at the end of waves depending on the difficulty of the wave.

2- Get more time to prepare between waves with each survived wave. It should plateu at some point. I suggest it plateuing at 45 seconds.

3- An insta revive shop option for single players, can only be bought once? After bought it should revive you within seconds.

4- Purchasing AI frendlies. Sniper team? A squad member maybe?

5- Purchasing AI spotters that lase from greatest threat to the smallest. I.E. Greatest would be a tank vs a soldier.

6- An option to disable triggering your own mines would be noice.
Alreadyded Jun 18, 2018 @ 4:04pm 
@Izevh
#1 you get paid based on enemies killed and damage dealt, so as the waves get bigger, you get more points.
#2 You can set a time between waves in the mission parameters
#6 Mines do not have a built in IFF detection, so they would have to make and add in special mines for the mission.
Izevh Jun 19, 2018 @ 2:53am 
@Alreadyded

#1 I know this but I think it is not enough. Also do you get more points for things like multiple kills in sequence or headshots. Maybe even distance shots?

#2 Oh.. Cool.

#6 Well that sounds dope if its possible.
Alreadyded Jun 19, 2018 @ 2:34pm 
Headshots do give more points due to one of the options which is gaining points based on how much damage you dealt. Since headshots deal more damage you get more points from them.
CloudX420 Jun 19, 2018 @ 11:34pm 
Originally posted by Izevh:
@Alreadyded

#1 I know this but I think it is not enough. Also do you get more points for things like multiple kills in sequence or headshots. Maybe even distance shots?

#2 Oh.. Cool.

#6 Well that sounds dope if its possible.
you can set the amount of points given in the PBO file, think the highest is like 500 a kill and 100 a hit on them.
Real Jun 26, 2018 @ 7:21pm 
I've done some poking around in the mission to see what else would be cool and change up the mission. Someone suggested turrets with ai soldiers, and so i tested by working in Autonomous turrets and that seems to work quite well. Randomised starting pistols also change up the first few scram for item rounds, I think the rhs flare was really mean of myself to add as an option.
A few people suggested an option for pooling money, it would be a cool idea to enable the vanilla group creation and have an option to either pool for the group or the leader.
Sqwince Jun 30, 2018 @ 8:50pm 
Originally posted by Scahry II:
Hi,
I would like that the wave pause every 10 waves, and then you need to activate the naxt wave at your "Bulwarks console" so that you can use your points and build your base in peace every 10 waves.


I edited the source code posted on GitHub to implement this option. Not sure if the author is interested in my code or not, but would be willing to share. I added a few lines of code to the missionLoop.sqf and created a new resumeWave.sqf file for this scenario.
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