[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Bringerof_D »

If god exists, the creation of the above mentioned by [R-DEV]eggman would be proof of it.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by cyberzomby »

haha nice one :P Bringerof.

Eggman, these updates are always a treat to read and Im depressed when I see the end of your post :P It will be a very nice move if you could pull that off! Happy to buy said product from you lot ;)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by McBumLuv »

Eggman, I like that design plan. You know the Unreal Tournament mod Infiltration? That has amazing infantry handling, with a collision mesh on the weapons themselves. It allowed for players to deploy the guns onto ledges, forced them to walk through smaller openings in a way that their guns wouldn't get stuck, had weapon sway + leaning.

If stuff like that could get implemented, infantry would be amazing and would have amazing capabilities :D Also, do you know if it's possible to have two separate zoom levels on screen? That way, you wouldn't have to have the blacked-out screen for the Acog and other scopes, which would help eliminate tunnel vision and make it better aestheticaly.

As for vehicles, I'm wondering what the capabilities of the engine with the dynamic panels. If it could be codded so that you could for instance use a CROWS system inside a vehicle via a screen similar to the light panels in the demo without taxing the networking, that would be amazing. But it shouldn't tax the networking if it only allows the client to see what's happening on the panels, no?
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x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by x.trEm*e »

McLuv
AA3? :wink:

YouTube - Infiltration 2.9
^- own, and that in year 1999 on UT...
no weapon spread, good stamina model, load factor, full ballistics with ricochet and fragments, wound system, weapon customization, full scale freeaim, fully customizable additional scripting...
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by SkaterCrush »

x.trEm*e wrote:McLuv
AA3? :wink:

YouTube - Infiltration 2.9
^- own, and that in year 1999 on UT...
no weapon spread, good stamina model, load factor, full ballistics with ricochet and fragments, wound system, weapon customization, full scale freeaim, fully customizable additional scripting...
I think I just jizzed my pants...
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Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Antonious_Bloc »

This is the first time I checked this thread in months and months. Glad to see it's no longer just suggesting crysis and work is actually getting started on C4. When it gets to a more concrete stage, post more details about it; we have so many contributors that work on PR, and I'm sure many of them would be able and willing to help out a new engine.
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CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by CareBear »

looking forward to testing already eggman! :D
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Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Viper.Sw »

ARMA 2 engine!

real virtuality

Seems it will hold 50+ players.
Awesome graphics and capabilities.

Looks like PR will have some huge competition in like 2 weeks when ARMA 2 is released, only major difference is that ARMA 2 will not house any insurgent or taliban factions. Maybe if PR start modding ARMA 2 instead if that is possible. ;)
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DankE_SPB »

Viper.Sw wrote: Looks like PR will have some huge competition in like 2 weeks when ARMA 2 is released, only major difference is that ARMA 2 will not house any insurgent or taliban factions. Maybe if PR start modding ARMA 2 instead if that is possible. ;)
PR and ARMA are VERY different, so and experience is different too
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nicoX »

Viper.Sw wrote:ARMA 2 engine!

real virtuality

Seems it will hold 50+ players.
Awesome graphics and capabilities.

Looks like PR will have some huge competition in like 2 weeks when ARMA 2 is released, only major difference is that ARMA 2 will not house any insurgent or taliban factions. Maybe if PR start modding ARMA 2 instead if that is possible. ;)
ARMA is a military simulator, I think we are keeping PR arcade.
x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by x.trEm*e »

nicoliani wrote:ARMA is a military simulator, I think we are keeping PR arcade.
wait is it called project reality or project arcadity?
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by IAJTHOMAS »

The BF2 engine isn't flexible enough imo to create the same level of simulation as is attempted in the OFP/ARMA series. The simple inability to lean around corners limits infantry combat alot in terms of use of cover, for example.

However, human v human multiplayer in these games has, imo, not been as good as that which can be found in PR, regardless of the limitations that face PR on the current engine.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by cyberzomby »

Thomas and nico speak the truth imo.

If you compare PR to MilSims like ARMA and OFP its arcadey. Compare PR to acrade games like COD and its realistic. We are playing a top notch realistic arcade game. Because of engine limitations. Thats how I'd put it in my current state of mind.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Wicca »

how large will maps be in terms of "megabites" and statics etc?

Will it be possible to have like a ingame download update maps stuff?

Kinda like World in conflict?
Xact Wicca is The Joker. That is all.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

Far too early to tell any technical specifics about file sizes.

PR2 will have an "auto update" capability. Not sure if it will have the ability to download maps you don't already have. More than likely we'd not bother with that and instead just stream those down as an auto updating patch.

Ideally PR2 will retain the "accessibility" of PR1, but add in a lot more depth along the lines of ArmA as well as expand greatly on the innovations already found in PR1.
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Cpt. Trips
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Joined: 2009-04-08 12:32

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Cpt. Trips »

How about subversion? That way you could roll out small changes and bug fixes as you develop them.
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nicoX »

[R-DEV]eggman wrote:Theoretically the C4 engine will allow for unlimited terrain sizes, with seamless paging of terrain from disk (when the terrain engine is complete). Whether that is practical (due to some technical limitation) is unknown. The game play aspects of that are not in our design vision. We're looking to very large maps not because we want arbitrarily large worlds, but because we want to see realistic deployment of a variety of assets.

Jets don't really make sense in PR1, they are very gamey. Artillery doesn't really make sense. Even helicopters are not realistic in the current sized BF2 terrain.

We've thought about aspects of fuel consumption being relevant, so we'll probably accelerate fuel consumption so that Helicopters and such need to consider time to and time on target. Additionally we want to see supply aspects play a larger role. Logistics of a variety of types will be an important aspect of PR2. ArmA Warfare mode with the WACO mod and ACE is a very cool game mode imo. But ArmA itself has innumerable barriers to being a great multiplayer game. A lot of the concepts of Warfare and CnC mode will be incorporated into PR2. We'll probably have other game modes, but there will be a core concept of how PR2 is played that will be more like a real time version of the PR Tournament than the typical public PR server.

There will eventually be bots in PR2, at least with our current thinking. Bots will do stuff like man defensive positions (which will be placed like PR1), anti air positions, drive supply trucks etc. Boring stuff that players don't want to do all the time. Current thinking is also that anything a bot can do, a human player can do as well .. but the bots are available (likely at a logistical cost of some sort).

We're shooting for 100+ players broken into 8 man squads with a commander per team. So 98 players would be 6 x 8 man squads + 1 Commander + Bots. If we can get it beyond that, we will. But destructible networked environments eat up resources. And those are cool :D

The nature of map size and layout will be affected by the type of assets we want to see deployed. So, for example, a map with jets will be extremely large.. with significant chunks of it just to facilitate there being jets wth somewhat realistic airfield layouts and such. Jets are likely quite low on the initial priority list. It'll start with Infantry, Jeeps, APCs, Supply Trucks and some sort of Helicopters.

I'd say that when we can do those vehicle types (a single type of each to start with) with superb Infantry play and fairly high fidelity simulation of the vehicles we'd look for some money from you lot to play it ;)

But there will be a lot of playable alphas and betas for a long time before we get anywhere near that.

egg
This statement gives me the hunch that PR have already picked which engine to work with for the upcoming PR2, is it the C4 engine or the engine from the Mod of the Year Awards?
Since there is no game in the market with the BF2 touch to work with I assume you are not already making planes for an upcoming game and working on a mod for that game?
lucky14
Posts: 149
Joined: 2008-06-20 17:28

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by lucky14 »

If they are going to release PR2 within the next 3 years, I'll wait with my map-making....no point of making a small BF2 map when I can just do a bigger, better one with the new engine...I hope.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by cyberzomby »

nicoliani wrote:This statement gives me the hunch that PR have already picked which engine to work with for the upcoming PR2, is it the C4 engine or the engine from the Mod of the Year Awards?
Since there is no game in the market with the BF2 touch to work with I assume you are not already making planes for an upcoming game and working on a mod for that game?
Dude! Read the last few posts from Eggman and it should confirm your hunch :)
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