As we all know, the underlying game mechanics of piloting and fighting in aircrafts have not been changed since the first arma game, formerly known as ofp cwc.
The topic of improving the helicopter and aircraft aspect of arma has lead to the most heated but unfruitful discussions on the forum. To end this frustration, i have decided to write a sophisticated elaboration about this issue, which is hopefully backed by all of you. You are free to use the thread for feedback, which will be incorperated into the front post and eventually find it's way into the very basic abstract, that you are reading here.
Please have a look here for info and discussion.
http://forums.bistudio.com/showthread.php?158384-The-community-s-definite-suggestion-for-better-heli-immersion-and-guided-weapon-FCS&p=2431793#post2431793
Here is a very basic abstract of the topic:
<b>To the devs</b>
Please see this effort as an expression of appreciation for the great work you are doing, which is arma 3. The game is coming along splendidly and it's obvious that arma 3 is going to be the most polished arma title to date. However, as some aspects have been greatly improved, it's getting more obvious that some aspects haven't received any love regarding gameplay depth and fidelity of simulation since the original flashpoint. This topic is about one of theese...
<b>Gameplay and realism and the AI</b>
When i was drafting this little review, i was planning to conclude every paragraph with an evaluation about realism, gameplay depth and accessibility. However while writing, it appeared to me that this would not be necessary: All suggestion that are listed here root from the initial desire for more realism and more authenticity, but each of them would be directly beneficial for gameplay depth experienced by novice and expert players alike. Furthermore none of the suggestion would seriously hinder accessibility, as the underlying mechanics are already used by other mainstream shooters and simulators. However the fine line between realistic simulation and authentic game experience could always be tuned through config work by the devs themselves or modders.
Please also note, that the following suggestions would only need minor tweaks for AI-crew behavior (see points 2.c and 2.d).
<b>Shortcomings of the current implementation</b>
Helis are no challenge to fight with and the lack of even a basic form of FCS makes spamming ATGMs unsatisfying easy and highly unrealistic ("tab-lock issue").
The UI for helicopters is un-coherent and un-immersive ("dull white diamond").
There is absolutely no need for the crew to interpret sensor data, or make decisions, due to absurdly accurate combat awareness of the aircraft ("magical radar issue") .
For the same reason, there is absolutely no need for JTACs or some other form of FAC.
Completely ignoring the mechanics of semi-active guidance, the implementation is once again unrealistic and prevents accessible, yet challenging gameplay mechanics.
<b>Detailed suggestions</b>
Please take your time to read the detailed explenations in the link. I gave my best, to make it as short as possible. Also feel free to discuss things you don't like or things you would like to see added.
http://forums.bistudio.com/showthread.php?158384-The-community-s-definite-suggestion-for-better-heli-immersion-and-guided-weapon-FCS&p=2431793#post2431793
<b>Conclusion</b>
Make the GUI for helis and jets coherent and realistic. Kill the dull, white diamond. It is a really bad substitute for proper HUD/HMD.
Make use of render-to-texture as a gameplay mechanic, it could be so much more than just eye-candy.
Bring back the old ofp-style radar view.
Have IFF only for friendly units!!! This would be realistic and would make target identification a gameplay mechanic and make JTAC and overall FAC meaningful!
Seperate "calling" a target and locking the FCS on it. "Calling" a target could still be instant, but locking would require the aircraft to be aimed at the target and would need a short amount of time.
Incorperate audio-feedback.
Implement different mechanics for different types of missile guidance.
Consider making most ATGMs semi-active. This is realistic and would add great gameplay mechanics.
<b>Thank you for your time!</b>