What do you want to see in a Realism Mod?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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comadude
Posts: 10
Joined: 2006-02-24 06:28

Post by comadude »

5dollar wrote:A realistic hearing range would be good...
Stuff that's only relevant to your location on the map.
Hey, would it be possible to bind the microphone input to a sound entity that is linked to a player model? So that every model has a unique sound entity. And if possible, how about a dynamic decay? The louder you speak, the more distance the sound travels ingame.. I believe SplinterCell-multiplayer has such a function. And make the squadleaders the only ones with the normal bf2-voice, but only between leaders and commanders.

If it would be doable ingame and wouldn't hog the network, I think this would be an awesome feature. And we are finally rid of those people joining the squad while they're on the other side of the map, screaming for support... cause no one can hear them :) . And this way you can talk to everyone as long as they are within hearing range. So a US guy can go having a conversation with a MEC one :)
[k]MuffinMaster
Posts: 172
Joined: 2006-04-20 17:37

Post by [k]MuffinMaster »

Ant wrote:I think T-72 - old MBT, it would be beter to do T-80U tank, it more modern then T-72, and eee...
They also have T-90s.. and they are already ingame... They use a more modern version of the T-72 called Ajeya T-72M1s which are going through an upgrade-process ("Project Rhino")
India's Army is planing to introduce the Arjun MBT on a broad basis.Arjun
-MuffinMaster, former [R-CON]

".....there's a life past those weapons you know." -[R-DEV]Gaz
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F.N.G.
Posts: 145
Joined: 2006-01-03 02:15

Post by F.N.G. »

I agree with the realistic sound range of communication from the Commo rose. I hate it when I hear nothing but people screaming for ammo or medic or whatever and I can't even tell where shots are coming from, because of all the chatter. And the "Ammo Here!" has got to go. It gives away your position to easily, because noone has any noise discipline in this game. All you hear during sopposedly stealthy maneuvers is, "Clear!" "Hey Buddy, Your good to go, now get back into the fight!" "Hey Thanks! I Owe you one!" then the medic gives him medical attention and then another "Hey Thanks! I Owe you one!" "Ammo Here!" "Ammo Here!" "Ammo Here!" And your thinking, SHUTUP! Are these guys brain dead? Do they not realise that the enemy can hear us as well?

I love it when the enemy does it, but I hate it when my squad does it. :)
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F.N.G.
comadude
Posts: 10
Joined: 2006-02-24 06:28

Post by comadude »

If it would be possible to have the mic linked to the player, then you would have to whisper in your mic when the enemy is near... and then you could use voice to distract the enemy too :)
Last edited by comadude on 2006-05-30 01:47, edited 1 time in total.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

1) realism
Neoboy
Posts: 72
Joined: 2006-05-29 23:46

Post by Neoboy »

Not sure if this been mentioned (searching for voice and sound didn't show anything relevant) but I presume the British will get their own voice overs too? The euro forces voices were a bloody disgrace (I know they weren't suppose to have a British accent but sounded horrible anyway, it's as if they told the guys to close their nostrils and speak in some terrible accent during the recording session).

EDIT: Also been wondering about AS90. You already mentioned that you're developing some new artillery system which is where AS90 will come in as well, but with its 155mm gun and 360 degree turret what's there to stop people from using it against other armor just like a tank (apart from lack of machine guns for infantry)? Will there be a high minimum angle at which it can fire or will it just be notoriously slow? Also since British will have mobile artillery are you gonna include other mobile artillery to MEC, PLA and US forces?
Last edited by Neoboy on 2006-05-30 06:12, edited 1 time in total.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

possibly, mybe just have this as the satiationary arty:
http://www.army.mod.uk/equipment/aad/aad_lg.htm
and have 1 or 2 mobile arty, or to save time, only have them for selected maps!
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
NiGHTWoLF
Posts: 880
Joined: 2006-03-12 16:41

Post by NiGHTWoLF »

Civilians

Edit, wow i just though could that be possible now that we can have bots in multiplayer? that would be so freaking sweet.
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the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

I like this idea but more like have random civilian bots on an EXTRACT map with cars going round ETC - make it more realistic.

Plus if you hit a civvie, lose 5 tickets :P
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=HR=Drayu
Posts: 411
Joined: 2006-05-28 17:54

Post by =HR=Drayu »

ok, so I got through the first 20 pages or so, then I realized there were 113 pages to this thread!!!! I am sorry if this has been mentioned before, but I tried to search with no luck.

1) Bind commands to the binocs, ie arty here! That way when it is removed from the squad map in .311, it will still be used. I understand having to have a line of sight to call something in, that is a great idea for realism!!! I just think that if you bind a command to the binocs to call it in, it will be that much better. If someone in your squad calls it in, then the squad leader has to accept before it is passed on to the commander.

Just my $.02

BTW, LOVE this mod!
NiGHTWoLF
Posts: 880
Joined: 2006-03-12 16:41

Post by NiGHTWoLF »

You can already do that, Just look through the binocular as a Squad leader and Press `T`(by default) then select the artillery.
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Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

i cant find much info on the 7.62 round to back this up, but im sure a 7.62 can go through a brick wall at a 1mile.

its reliablity is the cause of its lack of accuracy, all the parts are losely fitting meaning it can be full of sand/mud/water and keep firing, but the parts aint as well machined as the nato rifle, but the soviets didnt care their doctrine was to pull up in a apc and hose the area down with 7.62 rounds as that much lead could only be a good thing.

i watch alot of programs about weapon systems, and alot of time these programs contridict each other its hard to build up a accurate picture of these weapon with out using them
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

'[5NFSO wrote:Thunder']i cant find much info on the 7.62 round to back this up, but im sure a 7.62 can go through a brick wall at a 1mile.

its reliablity is the cause of its lack of accuracy, all the parts are losely fitting meaning it can be full of sand/mud/water and keep firing, but the parts aint as well machined as the nato rifle, but the soviets didnt care their doctrine was to pull up in a apc and hose the area down with 7.62 rounds as that much lead could only be a good thing.
i guess this could be used to describe the AK-47
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
[k]MuffinMaster
Posts: 172
Joined: 2006-04-20 17:37

Post by [k]MuffinMaster »

the.ultimate.maverick wrote:I like this idea but more like have random civilian bots on an EXTRACT map with cars going round ETC - make it more realistic.

Plus if you hit a civvie, lose 5 tickets :P
DAMN, that would be sweet!
-MuffinMaster, former [R-CON]

".....there's a life past those weapons you know." -[R-DEV]Gaz
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G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

i like the idea!
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

'[5NFSO wrote:Thunder']i cant find much info on the 7.62 round to back this up, but im sure a 7.62 can go through a brick wall at a 1mile.

its reliablity is the cause of its lack of accuracy, all the parts are losely fitting meaning it can be full of sand/mud/water and keep firing, but the parts aint as well machined as the nato rifle, but the soviets didnt care their doctrine was to pull up in a apc and hose the area down with 7.62 rounds as that much lead could only be a good thing.

i watch alot of programs about weapon systems, and alot of time these programs contridict each other its hard to build up a accurate picture of these weapon with out using them
An average brick wall? No way in hell it can. I own an Ak and have shot up my share of things. AK rounds have no problem going through timber and things like that but not a brick wall. A brick by itself is easy to penetrate with any round because the center is not yet filled with concrete. An AK 90% of the time will not penetrate a well built SOLID brick wall even at close range. I say 90% because there can be a few bullets that will travel through holes or cracks in the wall.
Last edited by <<SpanishSurfer>> on 2006-05-31 17:24, edited 1 time in total.
"Get lost, support your Coast Guard."
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

Development team, make PRMM more realistic (If possible) my suggestions are:
•Individual values for weapon sway and recoil (Different gun different values)
Examples
•M-16 : Little recoil, little sway, little bullet drop, and medium damage.
•M249 Saw : Heavy recoil, heavy sway, medium bullet drop, heavy damage.
•AK-47 : Heavy recoil, medium sway, medium bullet drop, heavy damage.
•Pistols : Little recoil (Depending on caliber), little sway, heavy bullet drop, damage(Based on caliber).
•Proning should reduce gun sway dramatically. Weapons with tripods attached to them (Such as LMG) should have almost no weapon sway (Recoil is not reduced with tripods unless bolted to ground)
•Sniper Rifles : Heavy recoil, heavy sway, little bullet drop, heavy damage.

•As said many times before insta-proning must be eliminated.
•Takes at least 2-3 seconds to lay down with a weapon (I timed it with my own AR-15).

•I’ve suggested kit-limitations but this is 50/50 with the community.
•Perhaps not needed if the things mentioned above were implemented.

As someone who owns weapons that are very similar to the weapons used in this game I am basing my suggestions of experience, not assumptions or what I’ve read.

Another issue I am aware of is, are these things possible with the BF2 engine? Let me know DEV team. If they are I will gladly research every weapon currently used in PRMM and make more detailed list.

I strongly believe that the more realism is implemented into this mod the larger your fan base will grow.
willgar
Posts: 185
Joined: 2005-10-26 15:54

Post by willgar »

Suggestion: when a flag is under capture it should immeditely become non-spawning for the defending side. This would make people actively defend flags and work more closely as a group. On the flipside, capturing a flag should reuire a minimum of 2/3 people and take a 30-40 secs to stop the "rambo" style of play.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

My suggestion is REAL tank sights!
i hate the ones they have now, and where do they exist on the tank?
they should have the view they have now only from a different place (like where it shows on the tank) and no sight, and when u press F9 it changes into a real tank sight with limited visibility!
a nb idea eh?
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

G.Drew wrote:My suggestion is REAL tank sights!
i hate the ones they have now, and where do they exist on the tank?
they should have the view they have now only from a different place (like where it shows on the tank) and no sight, and when u press F9 it changes into a real tank sight with limited visibility!
a nb idea eh?

:thumbsup:
"Get lost, support your Coast Guard."
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