In-Game Map Realism
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Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
In-Game Map Realism
What level of realism in maps do you think is ideal for a game like PR where the goal is a balance between teamwork and realism?
This could range anywhere from the system we have now where one can look at a map see a dot that represents you, green dots that represent squad mates, blue dots that represent other team mates and blue/green figures which represent vehicles or a completely realistic model where all you see is the map itself.
There are a number of different options in between those. Keep in mind ideas such as realism regarding the information one would get from a map in real life while bearing in mind with other aspects that are not possible in PR (like active inter squad communication and a persistent commander presence) which can be balanced with map features. Some questions to ask are:
Which map features do you think are unnecessary and which ones help promote teamwork?
Will removing certain map features give the commander more to do with keeping inter-squad cooperation and awareness effective?
The three main options I can see are
1. What we have now.
2. You can only see dots for members of your squad.
3. You can only see yourself. Squad Leader can see all his squad members. Commander can see all his squad leaders.
I personally think that either option two or three would work for a few reasons.
1. It will cause squad members to stick together more so the people dont get lost
2. It will force different squads to work together or communicate because they wont know where they can expect support unless doing so.
3. It will give the commander a persistent task to do... keeping squad leaders updated on who is where.
4. Squad leaders will have to depend on their commander more for objectives or plans because they don't know who else is doing what (just as it is in real life)
One final note is that I don't think something like this would be reasonable unless mumble could be implemented to allow squad leaders to communicate because currently the map helps make up for that inability.
PS I'm sure this has been discussed in the past but it was hard to really find an appropriate thread to discuss this in as searching the word map results in almost entirely unrelated threads.
This could range anywhere from the system we have now where one can look at a map see a dot that represents you, green dots that represent squad mates, blue dots that represent other team mates and blue/green figures which represent vehicles or a completely realistic model where all you see is the map itself.
There are a number of different options in between those. Keep in mind ideas such as realism regarding the information one would get from a map in real life while bearing in mind with other aspects that are not possible in PR (like active inter squad communication and a persistent commander presence) which can be balanced with map features. Some questions to ask are:
Which map features do you think are unnecessary and which ones help promote teamwork?
Will removing certain map features give the commander more to do with keeping inter-squad cooperation and awareness effective?
The three main options I can see are
1. What we have now.
2. You can only see dots for members of your squad.
3. You can only see yourself. Squad Leader can see all his squad members. Commander can see all his squad leaders.
I personally think that either option two or three would work for a few reasons.
1. It will cause squad members to stick together more so the people dont get lost
2. It will force different squads to work together or communicate because they wont know where they can expect support unless doing so.
3. It will give the commander a persistent task to do... keeping squad leaders updated on who is where.
4. Squad leaders will have to depend on their commander more for objectives or plans because they don't know who else is doing what (just as it is in real life)
One final note is that I don't think something like this would be reasonable unless mumble could be implemented to allow squad leaders to communicate because currently the map helps make up for that inability.
PS I'm sure this has been discussed in the past but it was hard to really find an appropriate thread to discuss this in as searching the word map results in almost entirely unrelated threads.
Last edited by Sniperdog on 2009-04-29 17:46, edited 1 time in total.
Reason: grammor / clarification
Reason: grammor / clarification
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TomDackery
- Posts: 611
- Joined: 2009-01-11 02:23
Re: In-Game Map Realism
It sounds like a good idea, but I have a few problems with it.
1. For the many who don't use Mumble, it would be hard to keep track of other players.
2. There would be so many friendly fires in the field, it would ruin the gameplay.
3. This may be something for the commander, but it may be too persistent, constantly updating "Squad 6" on how Squad 4 is moving up on their left flank, when squad 4 may only be one man.
4. People would get lost, and not have any idea where to go because they have no friendlies on the map that they can hook up with until they can regroup with their squad, etc.
So, I would have to be against this.
1. For the many who don't use Mumble, it would be hard to keep track of other players.
2. There would be so many friendly fires in the field, it would ruin the gameplay.
3. This may be something for the commander, but it may be too persistent, constantly updating "Squad 6" on how Squad 4 is moving up on their left flank, when squad 4 may only be one man.
4. People would get lost, and not have any idea where to go because they have no friendlies on the map that they can hook up with until they can regroup with their squad, etc.
So, I would have to be against this.
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Re: In-Game Map Realism
Personally what I would like to see:
Squad Members - no map. stick close to your SL and squad members, use your eyes in the 3D space around you instead of relying on 2D information.
Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.
Commander - same as now.
The problem with editing the map is its not easy, its very hard coded unfortunately. What I described above is probably impossible to implement.
And yes I know alot of players would hate the system I outlined above, but I have seen this system work first hand in some ACE ArmA missions with 40+ players, and it truly brings immersion to another level, in addition to heavily enforcing teamwork and cooperation with the Squad Leaders, as they are very vital for navigation and communication.
Squad Members - no map. stick close to your SL and squad members, use your eyes in the 3D space around you instead of relying on 2D information.
Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.
Commander - same as now.
The problem with editing the map is its not easy, its very hard coded unfortunately. What I described above is probably impossible to implement.
And yes I know alot of players would hate the system I outlined above, but I have seen this system work first hand in some ACE ArmA missions with 40+ players, and it truly brings immersion to another level, in addition to heavily enforcing teamwork and cooperation with the Squad Leaders, as they are very vital for navigation and communication.
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: In-Game Map Realism
Why topographical? I think it was Duckhunt who said that in real life, they use satellite photos anyway, so why change?[R-DEV]fuzzhead wrote:Personally what I would like to see:
Squad Members - no map. stick close to your SL and squad members, use your eyes in the 3D space around you instead of relying on 2D information.
Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.

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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: In-Game Map Realism
I'd love it !'[R-DEV wrote:fuzzhead;1007924']
And yes I know alot of players would hate the system I outlined above, but I have seen this system work first hand in some ACE ArmA missions with 40+ players, and it truly brings immersion to another level, in addition to heavily enforcing teamwork and cooperation with the Squad Leaders, as they are very vital for navigation and communication.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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503
- Posts: 679
- Joined: 2008-08-30 02:53
Re: In-Game Map Realism
This is beautiful.[R-DEV]fuzzhead wrote:Personally what I would like to see:
Squad Members - no map. stick close to your SL and squad members, use your eyes in the 3D space around you instead of relying on 2D information.
Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.
Commander - same as now.
The problem with editing the map is its not easy, its very hard coded unfortunately. What I described above is probably impossible to implement.
And yes I know alot of players would hate the system I outlined above, but I have seen this system work first hand in some ACE ArmA missions with 40+ players, and it truly brings immersion to another level, in addition to heavily enforcing teamwork and cooperation with the Squad Leaders, as they are very vital for navigation and communication.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: In-Game Map Realism
what if the map would be just like its now but it would only be updated every 15-30 seconds? so you could asume that if your seeing movement in that direction you could look at the map and think there are frendlies that direction and not like- ``yes theres a friendly 3 meters`` north of that door =P

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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: In-Game Map Realism
Topographical maps would allow squad leaders a three dimentional view of the battlefield. Considering I got screwed by some hills yesterday on Qwai, I'd have to give Fuzzhead Two thumbs up. But then again I always give him two thumbs up.Scot wrote:Why topographical? I think it was Duckhunt who said that in real life, they use satellite photos anyway, so why change?
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shribey22
- Posts: 103
- Joined: 2009-03-24 23:05
Re: In-Game Map Realism
The only question I have is what about maps for vehicle drivers and pilots?
IMHO they need maps in order to get around/avoid AA.
IMHO they need maps in order to get around/avoid AA.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: In-Game Map Realism
I dont think pilots spend alot of time looking at maps...
Perhaps before flight but not after.
Correct me if im wrong though..
What mr Fuzz said was very nice, i would love that!
Cant you just remove all the blue dots? or the dots that represent the blue men? But not the blue number? Isnt there a file?
Correct me if im wrong though..
What mr Fuzz said was very nice, i would love that!
Cant you just remove all the blue dots? or the dots that represent the blue men? But not the blue number? Isnt there a file?
Xact Wicca is The Joker. That is all.
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: In-Game Map Realism
Topographical is way more fun immersion goes up 50times and you can see the map in a 3d enviroment on a 2d map.
Its easier to actually see the range of the target you can tell buildings apart and so on. Why I think they use satelite in A-stan is because its no real topographical maps over A-stan and Iraq that is precise enough, now I would choose a topo map over satelite as it is easier to see gives you all the information clearly at once, and you can actually tell buildings more apart in cities and villages.
Its easier to actually see the range of the target you can tell buildings apart and so on. Why I think they use satelite in A-stan is because its no real topographical maps over A-stan and Iraq that is precise enough, now I would choose a topo map over satelite as it is easier to see gives you all the information clearly at once, and you can actually tell buildings more apart in cities and villages.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: In-Game Map Realism
Yeah zimmer, i agree. Would be nice with that type of maps. So, will they be implemented?
Xact Wicca is The Joker. That is all.
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=WFL= Sgt Bilko
- Posts: 96
- Joined: 2007-05-05 15:44
Re: In-Game Map Realism
I thought the transparency "feature" was removed a couple of versions ago?

~~ He flung himself upon his camel and rode madly off in all directions ~~
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: In-Game Map Realism
What about just blocking off the Map button...?[R-DEV]fuzzhead wrote:Personally what I would like to see:
Squad Members - no map. stick close to your SL and squad members, use your eyes in the 3D space around you instead of relying on 2D information.
Possible to bind the M key to a Commo Rose button to make the map show up maybe?
Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.
Maybe make the icons for "Members" see through so you don't get them
Agreed. I would love to see this feature, but i still believe that members should get a topographical map so we know how to describe stuff, and at least give us our own "Placement" system so we know where we just were and where we are going XD kinda like thumbtacks...The problem with editing the map is its not easy, its very hard coded unfortunately. What I described above is probably impossible to implement.
And yes I know alot of players would hate the system I outlined above, but I have seen this system work first hand in some ACE ArmA missions with 40+ players, and it truly brings immersion to another level, in addition to heavily enforcing teamwork and cooperation with the Squad Leaders, as they are very vital for navigation and communication.
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
Re: In-Game Map Realism
Ideally I think it should be:Sniper_dog14 wrote:What level of realism in maps do you think is ideal for a game like PR where the goal is a balance between teamwork and realism?
2. You can only see dots for members of your squad.
3. You can only see yourself. Squad Leader can see all his squad members. Commander can see all his squad leaders.
Squad-members can see themselves and their squad (for cohesion, strategy, etc) (and all the commander's pin-tacks and contact reports, etc)
Squad-leaders can see themselves, their squad, and other squad-leaders
Commanders and drivers are unchanged.
Also, I think you should have your direction-arrow back for your dot, so you know at a glance who you are and which way you are orientated without having to faff about with the move-markers and the bearing-HUD, etc. IRL you don't spawn onto rally points and not know which way is which. Me jiggling my character left and right to see which dot is rotating isn't more "real" than me having an arrow on it to show me the same thing.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: In-Game Map Realism
According to 'Apache' by WO1 (retired AAC) Ed Macy the helmand region has not been mapped because its been too dangerous. I guess that is why they are using satiliite images for maps instead.Squad Leaders - topographical map with marking of squad members and other squad leaders, but not "blue guys". Friendly vehicles, firebases, stationary weapons, etc are all still visible on the map.
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Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
Re: In-Game Map Realism
A lot of maps have topos already done for them, and damned good quality IMO;
https://www.realitymod.com/forum/f66-pr ... imaps.html
Would be great to see them ingame to replace the default minimaps.
https://www.realitymod.com/forum/f66-pr ... imaps.html
Would be great to see them ingame to replace the default minimaps.
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