Feature Requests for ACE Anvil #2
Replies: 111 comments 59 replies
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I think it would be beneficial to have a medical menu, trying to bandage a limb by looking at it is very inconsistent. |
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Addition of a suppression mechanic which influences both players and AI's perception, aim, sway, audio etc. |
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Kicking down doors, blood bags, blunt damage (non penetrating hits on body armor should still deal a small amount of damage) |
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I talked to the medics in a clan that I am connected to. The first thing we would like to have in ACE Medical is that downed players are longer in the unconsciousness state before dying (implemented by using a configurable factor). This makes MEDEVAC use more sensible and even more worthwhile because the injured people do not die too early. I think this is one of the first and groundbreaking features that will make ACE Medical truly usable and valuable and increase acceptance in communities. |
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ACE MEDICAL. -No Pulse. |
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ACE Movement
These things will make the game a lot less arcady |
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ACE Bodyarmour |
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Ace MagRepack Same-Caliber Magazine Addition It would be nice to have an additional feature for MagRepack that allows same-caliber magazines to refill other same-caliber magazines, for example an M249 box refilling an M4 magazine. Or a PKM box refilling an SVD magazine, and so on. This would be useful in some fields where you have magazines that hold the same caliber, but don't fit the same weapon, allowing the user to refill their main magazines with magazines they wouldn't have a use for, normally. In theory it could be an additional check in the script to see if the magazines hold the same caliber. But I'm no scripter so I'm not entirely sure how hard or easy it would feasibly be. |
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Manual Scope ZeroingWith the new ballistics/scopes, it would be nice to have the option to set a manual zero, just like with an IRL scope. A real-life zeroing looks like this (after a basic bore-sighting of course, you at least need the shots to make it to your paper)
For the in-game application it could be an sub-action on the "Remove scope" action already present on the scope when checking the weapon. Like a popup that asks the desired distance for the zero and then store the current settings as offset and puts it all back to 0. The range card would have to shift to accomodate the new setting. Thanks for the great work. |
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Persistent CasualtiesAlthough the current ACE medical system greatly increases treatment depth, it still does not create a strong incentive for CASEVAC/MEDEVAC. Even severe injuries can be handled in the field, and long recovery times encourage players to respawn instead of engaging with evacuation and medical logistics. This results in ambulances and medical facilities being underutilised. Proposed System Introduce a persistent casualty mechanic:
Key Constraints One body = one player (no duplication) Goal Preserve realistic, longer treatment times |
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Paper map behaving like an actual paper mapAs in: no magically shared markers from potentially kilometers away. Right now the paper map basically behaves like an ATAK/computerized map, always synced in real time for all players. Like the BFT's on leaders, I can see why it would make sense for the basic runNgun conflict mode on public servers... but for milsim it has always annoyed me. So I would suggest this:
The magical marker thing should work only when using actual ATAK/similar devices.... and even then only on their specific interfaces and not on the actual full paper maps. Same thing with BFT's and such modern devices. |
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ACE Radio Animations I'd like to suggest adding 2 animations for listening and transmitting on the radios Animation 1# Transmitting:
Animation 2# Listening:
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A new ace mod for some type of earpro that functions similar to any active audio headsets, making high dB quiet and LOW dB louder. thank you guys :) |
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ACE medical option so that medical supplies are taken from the patient instead of the player rendering aid, like in arma3. Thx! |
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ACE Medical Would really like an additional feature to the morphine that would negate or town down the limb damage effects like slowed movement and worse weapons handling for a short period of time. |
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ACE Medical |
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ACE Medical Heating blankets / cooling blankets will be much more efficient at the cost of being high volume The idea is to reward moving patients around to use the environment for more efficient healing |
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ACE Medical / Breathing |
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Mag repacking: Add the ability to carry boxes of rounds, like seen in GREENMAG for Arma 3. You can unpack a box of rounds (max capacity of 60 rounds per box) to get individual rounds in your inventory, then you can repack your mags with those. They have the benefit of being lighter to carry than just bringing shitloads of extra mags, but the drawback is them taking longer to load (you have to wait, say, a quarter of a second per round, so repacking a standard 30rnd STANAG mag would take 7.5-8s). Additionally, you could also provide larger-capacity belts (say, 100rnd or 200rnd) for use with MG mags, that load a fair bit quicker (i.e. instead of .25s per round, maybe it takes .25s per 5 rounds to load, etc.) |
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This is the exclusive thread for feature requests.
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