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kinexz

The solution to the bandit problem. Definitive.

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I am a bandit not for choice , but because everytime i tried to make friend i get shooted at.

So i learned one simply rule as a solitary man i was. Trust no one and kill if necessary/hide/spot/recon/move stealthy/kill/kill.

First of all i teamed up in teamspeak. This changed the rul of engagement.

Now is : kill everything that moves with intelligence/moves stealthy.

My idea is this. Factions.

Let the people who join servers to choose a faction.

Like in other shooters. Everyfaction has a certain area of spawn but they could still kill each other because this is a milsim.

Once factions, it will be a lot more easy to team up, for those of the few newbies that don't understand that teamspeak/mumble is a necessity in ARMA.

Once this, it's done. Factions wars, Guards at critical points, city attack!

Most important thing, no respawn, meaning that once you die you start with the makarov, in random place of your set spawn place that could be in one half of the map.

Think about it.

You will met the casuals needs but also not make the veterans sad.

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I think this is overcomplicating things, and takes the power away from the player. However, the ability to possibly 'group up' with other players would be good and could provide benefits such as communication through a group channel, and also possibly being able to see each other on the map.

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you must be new to arma not to know the faction system...you can add all the faction you want in game, instead the possibilititi to group up is not possible.

you could still see player name on the map...but...this is not good.

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I believe Rocket said he wanted to add factions at some point.

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Factions are unneeded. I would like to see groups that players can keep track of though.

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I like the emergent approach for groups - if you all find a radio, you can have comms (for a certain range). Otherwise direct chat and possibly gestures. I also reckon for more immersion the side bar should be scrapped for text (and definitely voice).

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