A3 Mod Roadmap Discussion
Hi all,
We're making good progress in building up our mod set and keeping it stable.
It's nice to have a plan though, so here is a Mod Roadmap showing what we'd like to achieve, the basic priorities and current progress.
Whatever we do though, I think we're all agreed on one point -
anything we add must not compromise game stability.
This can be measured in several ways, including:
- availability on PwS/Repo
- must be bikey'd
- no significant rpt spam
- does not cause significant fps loss
- does not cause client or server crashes
Using incremental and documented mod additions to the public server seems to be the way to continue going. It gives us long time-scale testing, often with high player counts.
Anything that doesn't work is quickly found and can be removed.
ROADMAPPhase 1 - Game Mechanics - provides basic functionality
- complete, except for testing ACRE 2
- most people seem happy with the BTC revive medical system; it's simple, works and does not slow down game flow
Phase 2 - Royal Marine Equipment- give us the modern day RM look and feel
- critical to our identity, weapon & vehicle training
- there have been a number of technical problems with some of these mods, but they are gradually getting solved
- we need to assist mod makers with fixes (or publish our own versions where the files are open-source)
Phase 3 - Maps- bringing in the A2 maps through the AiA TP mod will increase game variety, but we can expect some issues while the mod is new
Phase 4 - Mission Design & Variety- we need a regular change of mission on the public server to keep player numbers high
- Alive is probably the most powerful tool for achieving this
- others like DICE are also useful, but because of the total conversion nature of these mods stability testing is difficult
Phase 5 - Enemy Forces- not on the critical path because AAF will do for now
- however, once we reach this stage with a still-stable modded game platform there is a lot of stuff to choose from
Phase 6 - Other Considerations- largely not "must haves", but "would likes"
- lowest priority
PHASE 1 - GAME MECHANICSRadios | @task_force_radio | IN | keep eyes on ACRE2 |
Weapon Resting | @agm | IN | |
Medical System | @agm | IN | |
Spectator System | Vanilla A3 | IN | look out for alternatives |
Situational Awareness | @sthud_a3, @st_nametags | IN | |
PHASE 2 - ROYAL MARINE EQUIPMENT--- British Kit / Weapons --- Uniform | @3cb_units | IN | |
Vest | @3CB_Equipment | IN | |
Backpack | @3CB_Equipment | IN | |
Green Beret | @3CB_Equipment | IN | |
Section Weapons | @3CB_Weapons | IN | |
Javelin | @3CB_Weapons | IN |
--- British Vehicles --- LandRover | @psylandrover | IN | |
Jackal 2 | @3cb_vehicles | IN | |
Coyote | @3cb_vehicles | IN | |
Ridgeback PPV | @blx | IN | |
Mastiff PPV | | | |
Viking | --- | --- | none available |
Warrior | @grace_fv510 | IN | |
Challenger 2 | @burnes_challenger | --- | removed, too OP |
--- British Aircraft --- Apache | @3cb_vehicles | IN | |
C-17 Globemaster | @c17a3 | | high error count, needs fixing |
Chinook | @chinookpack | IN | 3CB version in development |
Harrier | @cha_av8b | IN | |
Lynx | --- | --- | none available |
Lynx Wildcat | @3cb_vehicles | IN | |
Merlin | @3cb_vehicles | IN | |
Tornado | --- | | |
Typhoon Eurofighter | --- | | |
--- British Ships --- Landing Craft Utility Mk10 | @burnes_mk10 | | |
PHASE 3 - MAPSA2 Maps | @allinarmaterrainpack | IN | |
Bornholm | @bornholm | --- | poor fps |
Imrali | @imrali | | |
Isola di Capraia | @ngs_capraia | IN | |
Koplic | @koplic | | |
Namalsk | @namalsk_lite | IN | |
Panthera | @panthera_a3 | IN | |
Podogorsk | @fdf_podogorsk | IN | |
PHASE 4 - MISSION DESIGN & VARIETY
Alive | @alive | IN | |
Zeus | A3 | IN | |
PHASE 5 - ENEMY FORCES
The Iraqi Warfare Mod | @iraqi_warfare | IN | |
Northern Ireland Insurgents | @irish_insurgents | | |
East v West | @evw | IN | Stable, but with lots of rpt errors |
Middle East Conflict | @mec | | Big problems on first test |
African Conflict | @african_conflict | IN | |
Russian Naval Infantry | @cha_rus | | |
South Zagorian Army | @kae_sz | | |
CAF Aggressors | @caf_ag | | Problems with sounds, wait for next release |
Russian Forces | @rhs_afrf3 | IN | |
PHASE 6 - OTHER CONSIDERATIONS
--- NATO Equipment --- | | | |
M4 / M16 | @rh_m4_a3 + rh_acc | IN | New bug: CTD when selecting scope |
--- AI Behaviour --- | | | |
Suppression | @bcombat | IN | Alternatives: @VComAI, @TPWCAS |
Tactical | @bcombat | IN | Alternatives: @VComAI, @ASR_AI |
--- Miscellaneous --- | | | |
Sounds | @dynasound | IN | |
Particle Effects | @blastcore_a3 | --- | not mp friendly |
Mag Repack | @ace3 | IN | |
AutoReport Voice Stop | @ace3 | IN? | |
Idle Animations | @ace3 | IN | |
Gestures | @ace3 | IN | |
UAV's | @rq-11_raven_ab_a3 | --- | rpt spam notified (Apollo) |
UI | @tao_foldmap_a3 | IN | |
Discussion points:- thoughts on the general roadmap; going the right way?
- phase 1; anything big that we've missed or should be considering? (@agm and @cse have obviously been in before, consensus seems to be we are happier without their medical systems and stability is improved)
- phase 2; alternative or additional mods that are critical to the British RM Infantry? (SJ tested @mtp_pack, no good).