Improve Exile - A Wishlist (37 Suggestions & Growing!)

220 posts in this topic

This thread has been developed as a combination of ideas and "ideal world" suggestions contributed by my own group of mates and those of this community. It's basically an index of some of the more relevant, plausible and balanced game enhancing ideas that have been submitted as feedback here on the forums.  Apologies for the long read in advance!

Just before we get on with the list I'd like to thank the Exile devs on behalf of the community for their brilliant mod and all the hard work done so far! Even in it's current state, it is is by far the best A3 mod out there!

Ideas Already Introduced
Since the creation of this thread, many of the suggestions and ideas featured here have gone on to be introduced into the game in some form. This should be viewed as proof that the Dev team are engaging with the community and take all positive and constructive feedback on-board. Please keep this in mind when providing feedback.

  • Weather/Environment (ADDED 0.9.6)
  • Alternative official map support (ONGOING SINCE 0.9.6)
  • Improved base protection/maintenance  (ADDED 0.9.36)
  • Map indicator for death (Red Skull)  (ADDED 0.9.36)
  • Group feature improvements  (ADDED 0.9.4)
  • Improve hunger/thirst system (ADDED 0.9.36)
  • Physical currency (COMING NEXT PATCH)
  • Trash items (ADDED 0.9.4)
  • More storage items (ADDED 0.9.6)
  • More food and drink items (ADDED 0.9.4)
  • Weapon sway system fixed and controllers added  (ADDED 0.9.4)
  • Trader God-mode cool down on leaving safe-zone (ADDED 0.9.35)
  • Add actions/interactive menus (ON-GOING SINCE 0.9.4)
  • Picking locks (ON-GOING SINCE 0.9.4)
  • Customise and make vehicle capacities consistent (ON-GOING SINCE 0.9.4)
  • Add new vehicles (ON-GOING SINCE 0.9.35)
  • Add tools  (ON-GOING SINCE 0.9.4)
  • Increase safe storage  (ADDED 0.9.4)
  • Fix/improve A3 weapon sway system (ADDED 0.9.4)
  • Controls for weapon/vehicle thermals  (ADDED 0.9.36)
  • Improve respect system/Dynamic respect  (COMING NEXT PATCH)
  • More weapons (COMING NEXT PATCH)


1) Hunting, Fishing & Animals


I know this is coming very soon  but I thought this was still worth writing about to justify it. Survival elements such as hunting, fishing and general outdoors-man skills would be a welcome returning element from other mods such as Dayz and Epoch. It has proved popular with gamers and adds a bit more depth to the game in terms of PvE elements. Let's not forget that Exile is also advertised as a "Sandbox Survival game" - presently there isn't a lot of survival elements in there. 

PvP action can sometimes be a bit scarce, particularly on some less populated servers and having some of these survival elements added would help add new dimensions to the game and tie in well with the crafting side of things. Having craft-able fishing rods (or land-fish traps  , fires, spears, animal furs etc. add yet more gear to a barren loot table too and potentially attracts more gamers to the mod. Exile being an open sandbox game naturally appeals to those of us who are partial to the survival elements of gaming and I personally consider this to be essential to early game and a good way of creating a escalating scale of gaming.  

To further this, a few other people on the boards have suggested more of the available animal types from A3 being used to implement in this system.  Captainjack  suggested on these boards putting all the A3 animals back into the mod for players to hunt for food and materials, which again is something that's done in other mods and been proven popular with those of us who like to survive Bear Grilles style! 

The mod doesn't need to go mad, some some basic elements that offer players an alternative to relying on survival though relying on trading. 

2) Bury Bodies & Respect


Again, I know this will come at some point soon, but still worth putting some last minute ideas down! Basically the ability to "bury" a player or NPC body with the use of the in-game shovel in exchange for a respect bonus would be nice. It adds enhanced PvP elements (deny other players the loot and preserving stealth). To prevent over-use or farming you would add counter balance it by making the burying have an animation that lasts around 30 seconds and leaves the player totally vulnerable once started.  Maybe add a little cross or temporary grave to buried players - not sure on that though.

Alternatively, for those of us who are a little less mentally stable, you could also have a "skin" body option, requiring the in game knife. This would also hide the body (maybe leaving entrails behind), but result in the player losing some respect but gaining some craftable and/or edible (!?!?!) body parts such as skins, bones and meat.

3) Injury, Illness & Medical System


Again, another popular suggestion I've read different variations of; but essentially Exile is crying out for an improved injury and medic system, fully utilising ARMAs engine and features. The general feedback from the community is to incorporate elements from the ACE mod, or preferably all of it! 

While this appears to be just wishful thinking and something the devs aren't likely to do, it is something that we generally want to see improved in some way. Recent updates have added more variably levels or health regeneration, which some argue is in place with the pacing of the game, however it is yet another opportunity to showcase the mod and expand on elements that would increase tension and add to priorities/self preservation within the game. 

Either way,   variety of injuries and more ways to deal with these injuries would be a welcome addition. The instadoc, bandages and vishprin are great but do seem too simplistic and doesn't do the mod any justice. It's perceived too much as a basic health pack - a generic "fix all" medical system that doesn't add any kind of depth to the game at all. It is too simple and belongs in a standard First person Shooter. It doesn't fit the exciting combat simulations ARMA offers do and doesn't challenge players enough. 

We want to have to trade off and have lots of choices to make (Should I just pack my morphine and some extra bandages ? Do I take some antibiotics in case I get sick? Should I have painkillers? do i take a full emergency medical kit and sacrifice storage space?) 

Meds could be made to be more effective but more expensive/rare and alternative "home" remedies could also be used that are cheaper or easier to obtain but less effective (taking more time to heal/regenerate). For example clothing rags that are craft-able from clothes to be used as bandages, drugs to act as painkillers , craftable or cookable food/stews  to treat illness

4) AI & NPC Antagonists


I appreciate most server admins use a combination of DMS, A3XAI, Occupation and Ryans Zombies (among others) and this addresses this issue nicely, but this only goes to reinforce the need for this to be addressed in some way by the base mod itself.  This is especially the case when you consider the possibilities of adding other NPC elements to the game (more further down).

At present vanilla Exile feels a little "empty". Encouraging and drawing on the PvP elements is brilliant and encouraging for the mod, however completely relying on endangers the community and alienates large amounts of players who play in smaller fragments or isolated pockets that cannot populate servers. 

It also doesn't help build the game's setting very well as an empty server doesn't currently portray the crime ridden Badlands (shameless promotion!) and mafia controlled lands that I feel this mod is trying to convey. 

It also doesn't accommodate players who aren't great at PvP or even fans of PvP. Having more PvE elements is not a bad thing, it just helps support the PvP even more.

I've spoken on numerous topics about this subject lately and firmly believe one of the biggest reasons people cry for zombies to be added (FrankieonPC's video aside!) is because it's current atmosphere suits zombies well. it suits it well because its barren, empty and post apocalyptic in it's feel. Large empty spaces should be made to feel more dangerous and more akin to the old wild west or the desolate and dangerous waste grounds of mad max. 

Don't get me wrong here - I DO NOT want to see zombies added to the base mod.  It is it's own mod and I love the back story and scenario. I want to see this mod go more down the path of organised crime, a criminal run civilization all about PvP, group power bases, territory control and accumulating wealth/gear/power on an isolated exile land!  Not to mention zombies are done to death and spoil the PvP action, so any AI antagonist needs to be less intrusive. 

There does needs to be some kind of constant danger presented other than players on all servers. A real threat, not just the challenges survival, a menacing danger that makes the player always wary of what is around the corner. Something that also re-enforces the NEED for shelter! 

Again I can already here people saying "Server owners can do this blah blah blah" but as I discuss further down in this section  - the more that comes out of the box with this mod the better! If server owners want their own AI systems fine, let them add it and configure the mods AI to be off. Standardising features is good though.

Having AI gangs, psychos, guards and associated missions, roaming AI (gangs/purge patrols/choppers) or strong holds with loot rewards will enhance this mod. 

I personally would like to see the odd wild animal thrown into the mix too but having roaming or dynamically spawning AI in areas across the map will really keep players on their toes and add to the game, filling that zombie gap for some too. 

5) Missions, Quests, Objectives, Heists/Robberies etc.


As touched on in an earlier suggestion, to add to atmosphere it may be nice to see NPCs in trader cities (or non-combat areas  ares such gambling dens taverns or brothels) giving players missions, such as smuggling cargo, transporting NPCs or simple delivery based mission based - point A to B, without being killed or losing the "cargo". Rewards would be depending upon how dangerous the mission was. If a player is sabotaged by another player, they get the rewards for themselves (or the cargo).

Robbery/heist  missions are also popular in other A2/3 mods and could be triggered by NPCs in trader areas (or wherever). Bank and other similar robbery style missions, essentially just survival against waves of AI, included on custom servers running various Arma based mods and would love to see such a mission in-built into Exile and feel it is in keeping with the Exile theme. 

Perhaps players could rob dynamically spawning Mafia saloons/gambing houses/banks etc, holding off against corrupt guards, mafia enforces and skilled sharp shooters in escalating waves of attack. 

6) Treasure Hunts/Orienteering


This is an expansion to the idea above, but to encourage PvP and give players more objectives.  It could work by having an event that spawns crates/clues around the map that give coordiantes to further clues that eventually lead to a cache  (weapons/money/loot/whatever!). The "clues" could be coordinates or cryptic clues designed to get players moving around the map in pursuit of loot, or to camp out the next clue!

7) Personal Spawn Point


This is something that various people have suggested based on ARMA 2 and 3  mod servers implementing it. Not only does it provide a convenient personal spawn point that may help improve the PvP dynamic (by eliminating the tedious parts of re-spawning/gearing for established and prepared players), but it actually also adds a bit of longevity and improves base building by giving players another long-term objective and something else to earn money to eventually buy.

Ultimately most players will want their own "bed/sleeping bag" or spawn point for those occasions when they die and want to quickly re-gear, this in turn means there is more reason to build a secure base so that their  buy-able beds (or something similar) are protected. Naturally these should be expensive to buy or require some rare materials to craft, but ultimately would give a player a spawn location in their place of choice (probably their base).

To counter-balance them, they should be destructible (by hostile players) and each player would be limited to just one per character. Also they could only function if you died more than 300m away from them (preventing players camping in bases and just re-spawning in their base when killed!)  Again it something that's cropped on the board as suggested by a few people including   dobrowney, and Captainjack  and would do away with some of the more tedious parts of the game without sacrificing any of the core game play elements. For me this is more justified than a revive system as it compliments the PvP dynamics better (encouraging quick gearing/positioning and the-fore re-entry to a battle, but still sacrificing gear and not acting as a free life to take crazy immersion breaking risks!) . 

8) Spawn Cool-downs


Just something to extend the above idea a little and as highlighted really well in this Topic  by @ka3ra( ), having a spawn cool down period for certain spawns could be very useful and would even work well if the personal spawn system suggestions were added. Basically it would be a system that prevents players using the same spawn or spawns that were too close to the places they died in order to add a penalty to their death and reward players that kill them with extra time to loot their bodies. Its mostly a PvP feature. 

9) Abbreviate Pop-Tabs to PT (and use the symbol more)


Really small suggestion, but it would be great for Pop-tab to be abbreviated with PT or replaced with the PT symbol as much as possible in game. 

10) More Social Rewards - Share A  Beer and Smoke for respect


A small addition but nice all the same. There could be some more social interaction aspects built into the game to affect the new Respect rating of a character. The first thing that springs to mind would be "sharing" a beer or a smoke with clan mates or indeed any other players, could earn you small amounts of respect. This would be a nice social touch for players to do in bases or at traders/designated bars etc.  You could prevent farming or over-use by the cost of beers/smokes and with the effects of the alcohol (players getting drunk and passing out), meaning exploiting this feature would make players more vulnerable. 

11) Drug Cultivation


Another small addition, but again opening up more possibilities for side AI missions as well as adding more valuable loot to the game, as well as tying in with the new physical currency. Herbal drugs, such as cannabis, could be grown and cultivated (tied in with the suggestion of sustainable crops further down)  used as basic medication for consumption, or indeed tie in with the "share a beer/smoke for respect suggestion above), as well as working as a valuable commodity to cultivate/trade in larger packs. This seems like it fits the scenario well  too and gives players another business opportunity as well as yet another objectives on the island, especially if a drugs trader was added to the trader city. Other drugs could also feature and be available as a business commodity maybe?

12) Use The Sea More


How about looking more towards the cool A3 feature of water and underwater physics?  A good chunk of the A3 maps is actually underwater and right now there isn't much need to go out to sea. 

As with the treasure trail mission, missions/caches could be placed dynamically under the sea, increasing the need for rebreathers/subs.  This has also been suggested here;

Longer term I'd like to see maybe a building module that allows for underwater building. Maybe even the introduction of Water based AI/Antagonists/Creatures - after all you have to ask why these prisoners put into Exile dont try to cross that sea!?  Maybe it's because of the AI patrol boats, maybe modern day pirates are out there on the seas waiting to plunder cons straying off shore? Or maybe, due to the fall out contamination (being introduced next patch?) there are dangerous (or even mutilated !?) man-eaters out there in the depths.....

12) Character Leveling & Skills


Again, this is something that is very popular among the community and something the Devs are conscious of. Having character skills that are learned and earned could really add some cool elements to the game as well as giving more objectives and focus in game and rewarding players based on their in-game activities. 

These skills once obtained would generally unlock more features or abilities,  make certain actions in-game more effective or just speed the process up, making them less of a pain as they are developed. 

Last I heard, the devs weren't keen on going down the route of having specific career traits (e.g. engineers only good at fixing things, medic who is only good at healing etc) dedicated to characters, and who can blame them ? This approach would be too one dimensional and rigid.

Instead what I imagine would be more plausible would be a more open "tree" system of general skill branches that progress to unlock more features, skills, abilities and bonuses but may be required to obtain in a specific order.

All players could develop any of these branches over periods of time on a server, but possibly are next to impossible to master every single skill unless they put in incredible amounts of time.  This would put greater focus on communal groups and benefit those who decide to play as part of a clan/group, as you could have a broader range of skills. Conversely, individuals could really play to their advantage and specialise in certain aspects of the game an potentially earn money from it  - for example a player could master vehicle mechanics and charge groups money to fix their vehicles with their enhanced repair bonuses. Or a guy who puts the hours in to learn to fly bigger more complicated choppers could charge for his piloting services!

I envision skill learning and unlocks being triggered mainly through a combination of time spent doing certain practical aspects of the game (for example changing wheels X amount of times on vehicles, or the amount of bandages applied to other players) and "researching"  - this would largely be done through obtaining specific books in game and "reading" them, but could also potentially be done through NPC interaction or even character interaction (an unlockable social skill could be the ability to transfer skills through "tutoring"! for example).

The research ability could be done either through specific periods of time where a player is reading undisturbed - like how they repair a vehicle now, with anything interrupting the process. Or it could be done over a longer periods of time as a back-ground process, say for 60 minutes in-game allowing the player to do other things, except it could maybe be halted when the player is in combat. 

Some of teh skill branches and their general rewards I've come up with are below;

 Communal skills 
This would be a  social branch  that generally acts as a respect multiplier based on positive interactions. Eg.

  • Tier 1 "Interaction"  - Achieved after a player has joined a group and used the traders X amount of times. This could apply a 1% respect bonus on all positive respect interactions in game 
  • Tier 2 "Communication" -  Achieved by joining a clan and playing as part of the clan for X amount of days adding 2% respect multiplier on all respect interactions in game.
  • Tier 3 "Social" - Achieved by participating in clan related activities (base raids/defends, missions etc.) X amount of times unlocks a 3% respect amplifier
    These tiers would increase and could branch off into their own sub branches


 Sociopathic Tendencies
 This would be a counter branch to the communal skills and generally players would go down one branch or another but not both. This would add negative respect bonuses (notoriety ?) . These bonuses would have various side affects in game that center around having a negative respect (maybe call this notoriety rating?)

Medical Skills 
This would be a meds branch. This could be slightly different to the above branch as it could come from a  mixture of doing things practically and taking time to obtain knowledge (through books and in-game time). This would unlock more complex abilities (such as allowing the revive!) and also makes meds more effective (diagnosing and treating meaning illness is cured, instadoc applies more health regen etc).

  • Tier 1 - "First aid" - Achieved when medicating yourself or other players with bandages X amount of times. Makes health regain of bandages 1% more effective.
  • Tier 2 - "Basic medicinal" - Achieved through short research and X amount of heals
  • Etc.

Technical Skills 
A largely building and material crafting related skills branch where tiers and bonuses are achieved as well as certain skill (such as the ability to craft stair-cases) through practical and research.

  • Tier 1 - basic woodwork - achieved after crafting X amount of wooden planks, makes the ability to craft more wooden planks from less raw materials
  • Tier 2 - Basic carpentry - reduces time to craft certain items
  • Tier 3 - Tradesman - achieved through research and crafting materials allows production of more materials from less resources and speeds the process up
  • Tier 5 - Advanced joinery allowing more complex objects to be crafted such as staircases etc
  • Tier 5 - basic building - speeding up cement production after x amount of previous productions
  • Tier 5 - building - allowing the prosecution of more complex cement building materials after research etc.
  • This branch could go into some excellent depth!

Metallurgy Skills
Metal work based crafting skills and bonuses

Mechanical skills
A vehicle engineering  branch, same as above, gradually speeding up repairing, making repairs more effective and unlocking more complex tasks for players.

  • Tier 1 - changing a wheel X amount of time means it can be done quicker 
  • Tier 2 - Basic mechanical skills allow vehicle maintenance (increasing owned vehicle's general condition and degradation - this would also need to be added - see suggestions further down!)
  • Tier 3 - research through books etc allows basic repairs to engines etc. on smaller vehicles
  • Tier 4 - Basic body repair, again making repairs more effective after X amounts of attempts
  • Tier 5 - Transmission repairs - achieved after research
  • Tier 6 - Allows work on complex military vehicles

Aviation Engineering
For chopper/ plane repairs. As above really, unlocked through a combination of practical and research adding bonuses that speed up repairs and make chopper maintenance more effective.

Flight Skills
This is a controversial one, but i personally think the ability to fly should be unlocked first through research then through a  combination of research and flight hours as you progress, gradually allowing access to bigger and better choppers.

Survivalist Skills
These would be a set of unlock-able skills allowing more craft-able items and reducing the degradation of these items. Things like animal trapping or killing for meat could be more effective through unlock-able skills, yielding better results as its progressed. 

Farming and Horticulture
largely a research and practical based branch allowing the production of self sustained crops or fruit and vegetables (or drugs!). Bonuses would be quicker productions, higher amounts of crops and more successful results. 

Weapon Proficiency
A skill branch that affects the use of weapons (maybe triggering the coefciency rating of a character?) , adding respect bonuses for ranged shots, increasing gun effectiveness (by adding a maintenance value to it maybe? - making maintenance periods much longer for proficient users?) , bonus' triggered by the use of certain types of 


13) Canned Drinks Add 1 PT


Again not one of our group's suggestions but a nice little touch, even if it's not game changing, is to have your pop tabs increase by one for every canned drink you consume. As suggested on this board by Dr.Red_DDS,   The original discussion about this can be viewed here:

14) Less community fragmentation


On the whole, Exile vanilla needs to focus on reducing the fragmentation of the community between servers running stacks of different mods. This can only be done by trying to provide more content in the base mod and reduce the need to add many different mods, particularly for content. The biggest use of mods in the community it to tackle the lack of weapons, vehicles, clothing  and equipment. 

I know the team are conscious of this so it's pointless saying too much about it here. 

15) Ability to configure the knife hotwire success percentage


As it says in the title - a quick and easy setting in the main config to be able to set the success rates of using the knife to hotwire vehicles. 

16) Change the colour of the thirst and hunger meter to green when above the health regen rate


As suggested by @John here;


17) "Out-of-the-box" Trader & Loot Configs 


May be a bit pre-mature but a low priority task later down the line once the mod is starting to look a bit more complete, with this one would be a proper focus on balancing and configuration of loot. I realise most of the stuff is just in a place holder sort of position right now, but thought it was worth considering anyway.  

I feel the vanilla version definitely needs to promote a more challenging environment by making much of the equipment rarer and harder to obtain. This would raise the over-all standard of the general gaming experience and can easily be tweaked by admins that DON'T like it. The "Out of the box" game should be a lot more challenging and a bit harder to get high quality gear.

Basically some gear should be made to be a lot rarer, some items should be obtainable only via the trader and prices of most, if not all items should be better balanced with prices increasing significantly for anything that makes it easier to survive.  Looting shouldn't yield as many high performance rewards, certainly not as often. 

The first step is to tackle the loot tables by removing some items from spawning all together,  like the heavy sniper rifles shouldn't be featuring by default on the military spawn lists at all in my opinion. These are the highest tier of gear in the game making PvP a lot easier so they should only be available to players who are willing to put the time into the server and earn them. High prices of the guns, as well as the ammo (relatively) will prevent their over-use and give players something to work towards. 

With the imminent introduction of many new weapons, mostly low tier stuff like AKs, Lee-enfields etc. you can still keep the game PvP action focused by allowing these to spawn and be fairly common, allowing players to have some options for gearing and getting straight into action, or even looting to trade (these low tier weapons would need to be a price relative to how common they are).




1) Sustainable Food, Water etc.


It would be nice to see the expansion of this survival element, ideally as an expansion of the base building module.  Basically it would give players the option to grow basic vegetables or crops for a self sustainable food source and/or trad-able items.

It could link into the previously mentioned SKILLS SYSTEM (Require knowledge/skills to unlock successful growing) and would also require seeds to be sourced/looted/purchased.  

Having vegetables and the seeds to grow them, again also adds more new content that can spawn in residential areas which helps the loot table and gives a quick variety of new loot. Growing could take place over longer periods of time in-game and via secure vegetable patches/green houses etc.  which could be looted or destroyed if found by hostile players. Again increasing the need for secure player bases/territories. 

Suitable and varied vegetables such  as potatoes, carrots, cauliflowers, lettuce, cabbage, pumpkins, strawberries, broccoli, turnips, leeks etc. would give a lot of variety, allow for varying levels of hunger and sustenance and could also be used in combinations to "craft" bigger recipes. These could also have medicinal  nutritional benefits or be sold pre "cooked" (or crafted) in a player based market.

The  craftable water collection butts/wells have already been added, which would be required for farming/growing foods. Water storage could depend on rainfall. Being able to steal or destroy another players/groups food and water supplies has a massive implication on players. 

2) Virtual Garages


Not an original suggestion and we've seen these on a load of servers recently  - and it's a fantastic feature. Basically for those who are unfamiliar with this script, you can build a physical garage and the associated "spawn point" (where vehicles appear when removed from the garage),  as part of your base. These are usually quite  expensive too and both the garage AND the spawn point need to be purchased and built.  

Once constructed, you can securely store your vehicles in these garages where they are held virtually, i.e. off the map. The benefit is it helps server performance and also keeps vehicles safe. It also gives players additional base building objectives. 

If implemented correctly,it could also mean players have to mange their vehicles more realistically and can't hoard too many vehicles as they are automatically cleaned up if they aren't accessed or used within a certain (server admin definable?!) period. It could also be further developed to possibly require "protection" costs too or to have in built limitations as to how many vehicles or types of vehicles could be stored per group/player. That's for smarter people than me to discuss though.  
The garages themselves should always be destructible and this means they are expensive if hostile players get access to them and decide to destroy them - vehicles stored however are still safe even if the garage is destroyed and can be spawned from any other virtual garage - I'd suggest having a free one at at least one trader

3) Vehicle Protection


Ok so we've established I'm a major fan of the virtual garages system given it's server performance benefits. However, as an alternative and as a means of encouraging base development and actually giving more reasons to have a secure base/territory,  how about taking the same sort approach as @ynpMOOSE who provided the vehicle protection system script? 

For those who are unaware, this is a great script that tackles one of Exiles more exploited/troll friendly features which is vehicle being destroyed when left unattended. 

Basically the script works by making the owned vehicles that are stored within a territory (player has to own both or added to the territory) invincible when they log out AND after the server restart. The vehicles become vulnerable again once the player is back online.

This prevents owners abusing the system by simply logging out to protect their vehicles when under attack and also encourages longer play times as players are more likely to stay online till closer to the server restart. 

I use this script and it works a treat.

4) Moving Territory Flags


I know there are some territory and flag related features in the works right now, but this is a straight forward feature I know a lot of people would like to see. 
A great suggestion by Zarbon posted on the boards, being ability to relocate or move your flag pole is a great feature that will convenience players. The original topic discussing this idea can be found here:-


5) Building Expansions


The popularity of mods such as Extended Base Building and Donkey Punch have highlighted the demand for more buildibale objects and how much people enjoy making elaborate bases and constructions in game. Base building  is one of the most beloved features of Exile, and previous ARMA mods.

Mechanically it has been executed to perfection in Exile and it should be showcased as one of it's defining features; however I believe it  needs further refining to make it more "bespoke" to Exile and put a grater emphasis  on clan/group base building and additional features to make it more of a necessity and to encouraging it to play a bigger role in game play (and encouraging base raiding too!).

As I stated, mechanically right now it's a very nice feature and I like how simplistic and easy it is to do - not as much of a ball ache as some other mods! 

First of all it NEEDS vector building. I know the devs have stated outright this wont be coming BUT it is a feature that has proven popular on other mods and Exile should be aiming to at least match this!

I appreciate it may not be coming due to the physics engine on arma3 and the way Exile has at least attempted to try and provide a basic physics building system, however it is still far from a balanced and "realistic" system and vector building just makes it so much nicer - even until a proper full 3rd physics building module could be introduced.

Additionally I'd recommend we see a lore more new stuff too like;

           -  Build-able trench systems (using the A2 land models /trenches/artillery nests etc.)
           - Seats - with a sitting animation! It is possible!
           - sandbags (confirmed)
           - Barbed wire (confirmed)
            - reinforced floors( !!!!!!!) (confirmed)
            - ladders
            - half floors
            - camo nets 
           - hunting towers
           - sandbag bunkers  (craftable from sandbags)
           - A3 lookout towers (those big military green things in A3 - craftable with wood/metal/screws/shipping containers!)
           -  storage enhancements (shipping containers, sheds, racks, crates  etc .)
            -  large hanger doors
            -  horizontal trap doors (hatches for choppers etc) 
            - draw bridges etc.  
            - self sustaining farming and water accumulations infrastructures (as discussed further down).

  One good topic expanding this was started by SOSAD here:


Also I posted my thoughts on how to better incorporate base building here:


6) Anti-troll Bases/Base Attacks


I know the team are currently beavering away on the base building elements so I'm going to wait and see what comes soon. :)

7) Locks (Multiple options & Managed Access)


I've recently revamped this suggestion and combined a few different suggestions from feedback all over the forum. 

Basically there could be multiple different types of locks available, of different value and rarity based on their use.

First of all you could have your basic pad-locks. These would be fairly cheap and common and require a key to lock but could be destroyed or accessed with tools and time. Next step up would be a combination lock, basically an mechanical padlock with the combination number tumbler in it that just needs a PIN to unlock it. 

Then you could have your digital PIN locks we have now. Then there could be a more expensive enhanced managed lock - like a retina scan or thumb print lock that allows multiple people to use the lock without having to put PINs in (working on player UID). These would rare and expensive but would be great for communal bases.

8) Ability To Hide Territory Name


This may tie into the new territory system being developed somehow, but it would be nice to maybe have the option to hide your territory name to remain covert - so it  will not to flash up on the top of the screen when players enter the region.  It could be tied into base or territory size maybe? Maybe a territory only becomes visible after it is expanded? I don't know, lets see what comes soon!



1) Vehicle Parts


Fixing vehicles with duct-tape is for the birds. I know its just a place holder and a bit of a laugh that duct-tape fixes everything. Also I appreciate the new cool animation and time requirements to repair a vehicle - this is so much better! 

Now lets see it get a bit more challenging and add a bit more depth to it by adding individual components within each vehicle. Id like to see some unique and new components added that are required, with more useful and heavy duty/military vehicles requiring specialist or different parts (See the new items section!).

As suggested further down, car batteries, lights,  windscreens, engine blocks (of varying size!), transmissions, braking systems and fuel lines should all be required and be individually damaged components. 

These should ideally also require different tools that can be configurable in much the same way as the cool crafting system!

2) More Vehicles


*sigh* sorry, I know you are slowly adding stuff still and we can see some new vehicles being added soon, and we really apprecaite all the cool vehicles already added - but we really do like our additional content! The more that comes in with vanilla exile, the less we see a fragmented community! Lets negate the need for all these additional vehicle mods that add inconsistent capacity and armour ratings! 

Some cool vehicles we still miss from other ARMA versions and mods;

  • Different coloured SUVs
  • Armed SUV
  • The Vodnik (armed and unarmed)
  • The Osprey
  • Blackhawk
  • Merlin
  • Venom
  • The Golf (multiple colours!)
  • The mosquito !
  • The little Skoda (all colours)
  • The old VW Sedan 
  • BTR 40 unarmed
  • LAV HQ

3) Vehicle Maintenance 


Something I thought may make surviving in Exile a bit more interesting, and adding yet another dynamic to the game, is the need for vehicle maintenance. This is something I mentioned in the Player Skills suggestion too!  

I feel it would be nice to have a configurable feature of being able to set the need for vehicle maintenance (controlled by server admins). Basically each vehicle as well as requiring fuel, will require periodic maintenance.  I appreciate you can and will hopefully need to "repair" vehicles (magic duck tape!), but aim talking about general maintenance in order for the vehicle to work , i.e. start and continue running. 

This could either be done either at the traders by a "mechanic" who will service the vehicle for a set fee, or by players themselves if they have the required tools and/or materials (oil/water/batteries) and player skills.

This could be controlled or monitored by a mileage counter that keeps track of a vehicles use/travel and gradually as it increases or reaches certain intervals it should be come less reliable (perhaps taking a couple of attempts to start, lights start failing, tires getting flatter, top speeds reducing etc) gradually until it becomes unreliable.

4) Refuel / Re-arm Costs


Why should players be able to refuel for free at service stations? I agree it's a nice convenience and is great that we can quickly and easily fill our vehicles up regularly BUT this should surely be something players have to pay for the speed, ease and convenience of.

Not only is this currently free but it's way too easy and it's potentially a mechanism of increasing PvP encounters that is currently not being capitalised on. For me fuel stations could easily be legitimate PvP hotspots offering vehicle rewards as spoils for those willing to tackle the brave soles who use them!

So in order to increase game play and immersion, first of all fuel stations should be deducting pop-tabs for using them. Nothing too pricey mind you as it still has to be something players prefer doing for it's convenience and ease (maybe 2-5 pop tabs per litre also configurable by admins?) but something should definitely be deducted from a players pop-tab balance for each refuel. 

To help with PvP and adding more elements of danger to this currently "too safe" convenience (boosting the risk/rewards stakes), Then you could think about locations of fuel stations and the easiest way to do this is to introduce different fuel types. More specifically distinguishing between aviation fuel and regular vehicle gas (petrol/diesel).  Choppers and planes shouldn't be able to refuel a regular gas stations, they should have dedicated gas stations across the map (airstrips/military bases) where they can be auto refuel (also at a cost). Those who didnt fancy the risks could still use fuel barrels to fill manually from free sources (tanks) and refuel trucks (dedicated aviation fuel truck at increased costs).

Similarly, for any armed vehicles, there needs to be a trader that will re-arm the vehicle for a hefty price. 

5) Vehicle Fortifications & Upgrades


Another popular suggestion, and in keeping with the general theme and feel of Exile, is to have "home made" armour and fortification upgrade options for player vehicles. This would serve as low tier objectives and cheap ways to increase survival chances early game. It also would add a little more to the atmosphere and give players another stepping stone to larger, more expensive military vehicles. 

Similarly, having increases in vehicle armour, capacity, resilience and speed due to upgrades would be nice if possible. Perhaps this could tie in with the skills system. 




1) More Weapons


One issue raised already is the need to reduce the fragmentation of the community, the biggest way of doing this is to tackle the mods that are fragmenting the community by including as much content as possible to reduce the need for said mods.  This is something I know Bastian is well aware of and has made efforts to tackle with the upcoming patch by including some of the A2 weapons to the Vanilla Exile (Courtesy of the very talented @Psycho !). 

This is fantastic and the mostly Soviet era weapons are more fitting and in-keeping with the game style. However, people always want more (sorry!). Here are some of the A3 content weapons (from A2  and  popular A3 mods) we would love to see added to the game.

  • M16 (A4 and A2) variants
  • M4
  • 416
  • 417
  • M110
  • M24
  • MK16
  • MK17
  • Winchester (Ala Day Z!)
  • M1014 shotgun!
  • AA12
  • MP5
  • MP5SD
  • P90
  • G36 variants
  • LOADS more pistols (Taurus revolvers, M9, Glock, Sig, USP etc)
  • Bizon
  • Saiga shotgun
  • SA 58 (Czech AK) (multiple variants including RIS mounts - awesome!)
  • CZ 805
  • LA85s
  • m249S
  • l110a1
  • MG36
  • M60
  • MK48
  • XM8 variants
  • MK12 Spr
  • MK16 sniper
  • Vintorez
  • SVDs!
  • M14
  • L129A1 !!!
  • CZ550
  • G22
  • AWM
  • M40
  • AS50
  • m107
  • KSVK

2) More Equipment / Tools / Stuffs!


Some possible expansions to the loot items include;


  •  Torches/flashlights - head-torches and regular handheld flashlights - last longer than flares/glow sticks.
  •  Old school road flares - we loved their harsh red glows in Day Z mod
  • Blow torch -  To flambé my puddings!
  • Scissors - used for various crafting/clothing crafting/releasing zipties
  • Side-cutters - Cutting tool
  • Camping stove - light and cookery
  • Crow bar - required for elements of building/crafting/or to priese open some "locked"  storage
  • Cement mixer - required to craft breeze block structures
  • Heavy duty/circular  saw  - required for large scale crafting/building or speeds up crafting>?
  • Chainsaw  - Speeds up wood collection and works like a weapon
  • Smelting pot - for the production of metal stuffs
  • Mortar and pestle - for herbal remedy production
  • Rake - tool for growing and horticulture
  • Fork - tool for horticulture
  • Tear gas - throwable tear gas


  • Batteries - multiple types for cordless screwdriver, torches and other tools
  • Gas canisters - small ones for camping stoves, large ones for blow torch - double as explosives if shot or can be used for crafting
  • Pad locks -  regular standard duty pad locks that for the best pat prevent access to storage items or doors but can be forced open with crow vars - this would work on a percentage, e.g 50/50 they would either work or break the crowbar - server admins could set the variable on how successful they were)
  • Safe cracking kit - a kit comprising of multiple tools required to have a percentage chance of hacking a safe
  • Seeds (various fruits and vegetables for cultivation)
  • Loose bullets - used to craft ammo
  • Empty magazines - used to craft ammo
  • Screens/monitors - used for CCTV installations
  • Keyboards - as above
  • Car batteries
  • Headlights/bulbs
  • Engine blocks (4-pot) - used for vehicle repair (small vehicles)
  • Ebgine block (6 Pot)  - used for medium vehicle repairs
  • V8 Engine - used for industrial/military vehicle repairs
  • Auto Transmissions - vehicle parts 
  • Manual transmissions - vehicle parts
  • Fuel tanks - vehicle parts
  • Rotor - chopper parts
  • Books/encyclopedias/documents - research materials for unlocking skills and reward bonuses
  • Various drugs
  • Pills - medication and poisons


  • String -  used as a crafting  material
  • Rags - Craftable material from ripping any clothing then used for bandages and other things such as camo nets etc.
  • Pens/pencils - trash/creating notes or documents
  • Cable - used to craft digital/electronic items
  • Sheets - Another crafting material
  • Slings - required to holster rifles to shoulder weapon slot - see suggestions further down page for more info
  • Nails - Used with planks to create quick, low level locking/barricades  on buildings, crafted bases or structures. Requires hammer to erect and crow bar to remove
  • Glass panes - used for various crafting and building recipes
  • Plastic panels - as above
  • Grass/reeds - crafting material
  • Bamboo - crafting material used like a weaker metal pole
  • Rocks/stones  - used for various crafting recipes.
  • Clay - Used to craft items such as tiles for bases
  • Gun powder - used for crafting boobie traps and explosives, or even bullets.
  • Compost - crafting resource for horticulture. Could be crafted for waste materials


  • Warmer clothing options
  • Cooler clothing options
  • Waterproof clothing
  • The "Donald" suit from A2
  • Hazmat Suits - for radiation and anti-thermal detection


  • Add some more backpacks! There are some bigger bergans in the MAS pack that are very useful and offer serves the chance to make more exclusive. 


  • As above - some more civillian vets (jackets/belts, fanny-packs, leg holsters, satchels etc) as well as military will help variety. 




1) Player Driven Economies & Marketplace


This is something a large portion of the community want. Basically it is a change to teh current trader system, which has essentially unlimited supplies of everything, and replaces it with limited amounts of stock that is replenished by players selling good. This adds a very interesting dynamic and creates a  genuine supply/demand market. Ideally, you would want to see trader prices increasing as stocks become lower, and decreasing as they become higher. This could offer some really fun scenarios in high pop servers, with large groups competing to dominate trader markets.  

2) Community Trader


Having a trader that deals specifically in players' unwanted goods with the player defining the prices of said goods works well.  Call it black market or player auctions, call it whatever, essentially it's a way of players selling things the traders don't trade in and/or they don't like the trader prices and are undercutting them.

Players get to sell their goods and make a bit of money and customers get some good deals. It's a purely community driven market that compliments the trade cities and works particularly well on busy servers. It also is in keeping with the setting and back story - it adds atmosphere and gives players another reason to be in that trade city. This is a must! 

It also adds a trade option for pre-crafted materials that players create and no longer need, saving other the hassle of doing it. Essentially creating another option for making money for some players. 

3) Mobile Trader


On a couple of mods I've seen "mobile traders" (Gypsie Traders!)  scripts that basically have traders spawning around the map dynamically in a  similar way to the missions system (only this time its done between restarts). This is a very cool feature and could do with being introduced , especially for those of us who love a custom map ! There needs to be a better, or less time consuming, method of adding/ manipulating traders and mobile traders could easily be one way to quickly allow traders on a custom map. Even for standard servers this feature adds some variety. Personally I wold have these as none-safe zone traders that deal in some of the ore high end equipment, such as laser designation, rocket launchers, Explosives, deploy-able weapons, UAVs, 50 cals etc. improving the risk/reward factor - yes you can get your mits on some rel Gucci military grade gear, but you pay the price for it as you are not protected. Having the traders mobile or dynamic  adds variety and means a players who do want to camp them have to do a bit of work in scouting their locations etc, so its not as easy as camping a regular trade zone.



1) Clan Respect


With the clan system still being developed and positive changes to the respect system being made in the next release, it would make sense for us to expect some kind of clan/family respect system to reflect each groups status within the server. This clan based respect, probably made up from a formula based on clan territory, activity and member resect levels, could or should have various benefits and unlocks.  Lets see what comes with the next release. 

2) Clan Diplomacy (Allegiances & Vendettas)


I love that a dedicated clan module is  something the devs are focusing on and have thought to include - kudos for that most mods don't do this! I'm excited to see what things they have in store for us on this front but I thought I'd add a few ideas that would occur in an "ideal world" situation. Now I get this may be all wishful thinking but this is a wishlist so why not explore some cool things we would like to see?

 Taking into consideration the above proposals regarding making changes to protection costs for larger groups, it may be fair to presume some groups would consider breaking down into smaller clans or groups, or even teaming up with other groups/clans to try and reduce their costs but still remain loyal to their allied clans. It also fair to assume some groups/clans will naturally favour some clans over others and have various diplomatic status' with them.  With this in mind, it would be great to see some kind of system for having various clan stats, similar to how the group system works now, perhaps having "allied" clan members showing up on a players' hud/in game as a different colour and a key showing clan members' their ally clan's colour.

For example I play with BSB, members of my clan will show up as maybe blue hexagons on my in-game screen and show me map locations of them. We could then strike up an allegiance with another clan and have an in-game function that noted this (via the clan system) and there could be an option (set by clan leaders/appointed admins/ranks etc maybe) to see allies as a different coloured hexagon, and again a toggle-able option to see their map locations. This would benefit clan cooperation raids and missions.

The game could also help maintain these in-game allegiances by offering incentives for honouring intelligences, such as deducting respect for killing clan members of your own and allied clans, offering trade bonuses between clans (see suggestion 11 for player marketplace etc.) 

Equally there could be options to set clans as enemies, or a way for tracking "vendettas", which would possibly reward players with additional points/respect for killing members of rival gangs/clans/groups. This could tie in nicely with a  bounty system too, with clans putting combined "hits" on certain clans or clan members. 

On the whole, the clan system could have a thread of it's own for cool features though I think. 



30 people like this

Share this post

Link to post
Share on other sites

I'm liking your ideas apart from #8, #17 and #18 apart from them well thought out and well written!:)

Share this post

Link to post
Share on other sites

Much appreciated. Could I ask why do you not like those ideas ? Just in the interest of getting some community feedback on these game play elements. 

Share this post

Link to post
Share on other sites

Regarding the AI's
Spot on, do not want to see zombies in this mod, I also think that Monsters, Demons and other Epoch crap was ridiculous - Please do NOT add some non-human AI's into Exile...

Like Boxman suggested, crime gangs, serial killers, psychopaths roaming around the map, protecting goods, vehicles etc would be awesome idea.

Depending on the AI you meet, they should have different strengths and powers so people would actually react accordingly when they see an "easy" gang AI with "ah it's only them..." and when they see the "hard" gang AI "shit... run" :D

2 people like this

Share this post

Link to post
Share on other sites


Add Taru Pods please and also the containers DLC Helicopter

Edited by Shadooowws
1 person likes this

Share this post

Link to post
Share on other sites

#14 +++ must have

need more hardcore medicial system with many different tools and injuries

2 people like this

Share this post

Link to post
Share on other sites

#14 +++ must have

need more hardcore medicial system with many different tools and injuries

Cheers, I completely agree. It's a massive part of the game that's under developed riught now yet is so critical to a crafting survival game! I've expanded the suggestion a  little to elaborate it more after playing a  little more and getting abit more experience with it. For me, Day Z /Epoch/Overpoch is leaps and bounds ahead of Exile in this way, yet using ARMA3 Exile could easily incorporate some of the many cool medical scripts out there to completely blow these previous mods out of the water! So lets see some development here! 





Add Taru Pods please and also the containers DLC Helicopter


I'd say this comes under Suggestion #9, more vehicles of all varieties are a must! The more the better, as long as they are balanced and not game breaking (I.e. tanks and OTT heavy military!)  

Edited by Boxman80
1 person likes this

Share this post

Link to post
Share on other sites

yea I just read your post, cracking idea mate.  The fact it's been suggested more than once just goes to show it's something that many of us would like to see introduced. I think we are likely to see many of these suggestions cropping up multiple times - which is a good thing as it means most of us are singing from the same hymm sheet! 


What I'll do is update some of the best ideas that the community in general feel are good ideas and add them to this list, with credit of who is suggesting what here. 

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.