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Startup times for veichles, multimanned veichles initial setup
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I feel that in order to deepen realism and avoid rambos going around and have it easy, vehicles in arma should be slightly tweaked.

I would suggest some of improvements:

  • startup times: In both A2 and A3, a medium chopper passes from cold & dark to up and running almost faster than a car. Tanks are even faster than a car. This cannot do. A Black Shark requires 10 minutes to startup. A Cessna 172 a minute or so. Im no expert about tanks or APCs but i cannot believe you can push a magic button and all onboard systems become nominal and ready to employ. Related to that...
  • multimanned vehicles should require split startups, one for each station. One-man armies have it easy, they jump inside a tank, push a W and after a few seconds they can move and fire any system onboard and face a crowd. Truth be told, systems need to be calibrated, and it should require time. This is a simulation, its not your average Conquer The Flag RTS. Vehicles have strategical value, must be prepped in time and cannot be jumped in and run like a moped.

I dont ask realistic times nor specific actions like those required in dedicated sims for ramp starts like F16 or Black Shark, but less than 6 seconds to move a Tusk cannot do. IMHO it should be something varying from 30 seconds to a minute, the more complex the weapon system, the longer it will take to be ready and fully operational. Also, real weapon systems procedures and timings can be used as a reference, and modified in order to make the game more enjoyable. Vehicles are powerful force multipliers, and should be better managed as such.


Legacy ID

Event Timeline

Maffa edited Steps To Reproduce. (Show Details)Aug 5 2013, 5:29 PM
Maffa edited Additional Information. (Show Details)
Maffa set Category to Balancing.
Maffa set Reproducibility to Always.
Maffa set Severity to None.
Maffa set Resolution to Open.
Maffa set Legacy ID to 3827720119.May 7 2016, 3:51 PM
Bohemia added a subscriber: AD2001.Aug 5 2013, 5:29 PM