Boxman80

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

220 posts in this topic

Either find a way to integrate ACE and its damage model
- or alternatively make it easier to deactivate the Exile health system, so that you can replace it with 3rd party mods such as ACE. Modularity!
Might be useful on other parts as well.

Thanks & cheers!

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Now this board has been enabled again i'll update this thread shortly and get it back on track and add some of the more common features people are asking for. 

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Posted (edited)

To Fix the way the database handles magazines, a year later ammo is still deleted just from picking up gear, swapping gear or reloading. 

Edited by Rangecreed

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lets have the radar working again in vehicles when you set a waypoint, was very useful to see the orange square on the radar whilst driving a strider.

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Posted (edited)

Entirely reworked loot cleanup. Loot cleanup being on a predefined global cleanup is honestly horrible, it has ruined gameplay more than anything. Why parameters are not setup to not affect loot when players are nearby is a mystery. Not to mention it fails to cleanup weapon placeholders most of the time.

There is nothing worse than sitting on a corpse waiting for a squadie to loot and then it gets cleaned up because it has reached the defined cleanup cycle.  It needs entirely reworked.

Edited by Rangecreed

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On 2.4.2017 at 5:41 PM, Rangecreed said:

Entirely reworked loot cleanup. Loot cleanup being on a predefined global cleanup is honestly horrible, it has ruined gameplay more than anything. Why parameters are not setup to not affect loot when players are nearby is a mystery. Not to mention it fails to cleanup weapon placeholders most of the time.

There is nothing worse than sitting on a corpse waiting for a squadie to loot and then it gets cleaned up because it has reached the defined cleanup cycle.  It needs entirely reworked.

If i am not to outdated to this then in the early exile versions the loot didnt disappear if someone was near. I think it was because of Performance Issues. The Server has to check continuously if someone is near loot and decide on that if he can despawn it or dont despawn it.

But im not sure to this!

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1 hour ago, Orbitus said:

If i am not to outdated to this then in the early exile versions the loot didnt disappear if someone was near. I think it was because of Performance Issues. The Server has to check continuously if someone is near loot and decide on that if he can despawn it or dont despawn it.

But im not sure to this!

Yes, this! Checking if a player is nearby to prevent despawning adds addtional server overhead and Arma servers cry when there are too many constructions on the server. We have had this in the first version and it turned out to be horrible.

On 2.4.2017 at 5:41 PM, Rangecreed said:

Not to mention it fails to cleanup weapon placeholders most of the time.

Weapon placeholders? If you mean the GroundWeaponHolder class, they are cleaned up in a different way.

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Config option to server's admins/owners choose what the tools can break and what we get.

for example: i want the axe can be able to break trees and drops wood, okay its alrerady. But i want too the axe be able to break rocks and drops rocks (or another item that i created)... I want the sledge hammer be able to break one type of walls, containners, maybe some types of vehicles, and have diferent loots.

That would be really amazing!

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Just a quick thought. I may have to edit this post and expand upon it to convey what Im suggesting. Lets go to a random suggestion in the OP's list. Regarding vehicles, well more over the repair and maintenance of them. Yes we all agree it needs to be overhauled and a more comprehensive system of maintenance/repair put in place. I believe it was suggested different components needing to be obtained in order for a repair to be carried out (in conjunction with the trusty old foolbox plus a wrench/spanner/screwdriver etc depending on what is being repaired) and the bulk item ie engine block/brakelines/transmission etc need to be found by looting areas. What if the vehicle wrecks that we see strewn around the map were made to be "lootable" that could potentially harvest various items (a random list with a random percentage of success to give it a level of variance) but requiring tools in order to break down the components from the wreck. each attempt at breaking a vehicle down would have a percentage of success or failure with the resulting loot being random with varying percentages of damage (ie if an item that you harvest from a wrecked vehicle is quite damaged that said item would THEN need further repair made to it to get it working before it can be used to repair/maintainan existing vehicle) items such as the engine block/brakelines/transmission/metal scrap could be the resulting loot that is harvested from the wreck. Again you could make it so that only certain parts from certain wrecks are compatible with the vehicle you are repairing. Sobasically im suggesting we dont just make it a "one tier" system to repair a vehicle...lets make it so that there maybe another tier in the process in order to get a salvageable part for your vehicle ie harvested components may also need to be repaired prior to using them to repair your trusty old strider!

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 some sort of  radioactive beastie .. some scary shit .. spawns in and near say within 1000 meters of rad zones

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