Combat-ready self-test for new players

General discussion of the Project Reality: BF2 modification.
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Combat-ready self-test for new players

Post by Spearhead »

I just read several posts from new players who are unsure what to do first after downloading PR. So I thought I conjure up some combat-readiness self-test for them to help them check what they might want to do and how well they have understood the key elements of the mod. Also it can act as a reminder of those elements when undergoing the test.

Right now I have conjured up questions from the first 4 chapters of the manual for the basic test that is aimed at getting players ready to participate in games using unlimited kits and get the first in-game experience on the battlefield.

I will need to see how it will be implemented finally. Ideally it should be a web page with check boxes and automatic score resolution + advice based on the answers selected or not (in some cases).

The questions and possible answers so far:

Project Reality basic infantry combat readiness test:

1. Do you know how to play (unmodified) Battlefield 2?
a) Yes, I have played some games.
b) I think so.
c) No.

2. Have you read the Project Reality PDF manual?
a) Yes, I read it completely.
b) Yes, I read at least the first 4 chapters.
c) No.

3. Have you tested some of the equipment on the training server?
a) Yes, I did check out the training servers and played around a bit with several kits.
b) No.

4. How do you recognize which kits you can spawn with?
a) The kits are colored in a lighter tone than the others.
b) The kits don't have the word “limited” at the beginning of their name.
c) When the kit is selected it does not display “select different kit” on the lower right corner.
d) The advanced kits are written in leet-speak e.g. Sn1p3r.

5. Where can you spawn in Project Reality?
a) Your team's head-quarters.
b) A control-point that belongs to your team.
c) A forward outpost constructed by your team.
d) The back of your squad leader.
e) A rally point that was placed down by your squad leader or the map's creator.

6. Why is it important to join a squad?
a) When the squad has more than 3 members they can request artillery.
b) You are able to use your squad's rally point to spawn closer to the other squad members.
c) When in a squad, you have access to limited kits like the marksman or medic kit.
d) The more squad mates you have the lower the chance that you die first.
e) You are only able to communicate effectively and work as a team when in a squad.

7. What statement(s) about player health in Project Reality is/are correct?
a) When you think you are OK, you most likely are unhurt.
b) When you do get hurt, you can heal a bit using a field dressing.
c) When you wait long enough while hurt, you will heal up by yourself.
d) Answer c is a lie. The opposite is true.
e) If you are seriously hurt your screen will turn reddish and you will hear screams.
f) If your health is low you should consult the nearest available medic.

8. What statement(s) about dying & medics in Project Reality is/are correct?
a) Medics can revive wounded players up to 5 minutes after they have been shot if the player did not give up.
b) When you die often, you will take longer to respawn.
c) If you give up on waiting for a medic, the nearest medic will lose 10 score points.
d) If you are shot within 60 seconds of being revived you can't be revived, again.
e) When you are revived you only have about 10% of your health.
f) Medics need to stand next to you and keep using their bag for some time to heal you.

9. What statement(s) about weapon deviation in Project Reality is/are correct?
a) Weapons have a higher deviation than in Battlefield 2.
b) Weapons take several seconds to reach their lowest deviation after moving or shooting.
c) Weapons are more accurate when you are crouched or prone.
d) Snipers and machine-gunners are extremely accurate even while standing upright.

10. Where can you obtain new ammunition for your weapons?
a) You can get some spare ammunition from fallen enemies.
b) You will be able to resupply at ammunition boxes and crates.
c) Riflemen can drop you a bag with some ammunition.
d) You can take ammunition from enemy supplies.
e) Weapons caches and the team's supply depot hold infinite amounts of ammunition.

11. What statement(s) about the heads-up display in Project Reality is/are correct?
a) Project Reality uses a blue cross-hair to make it harder to shoot down aircraft.
b) When you see the enemy's name-tag, you better have your knife ready.
c) Friendly name-tags are only shown at short distance.
d) The mini-map only shows enemy tanks & helicopters.
e) When you kill an enemy, PR will not show a message.
f) PR won't even show your recent kills in the scoreboard.

12. What statement(s) about suppression in Project Reality is/are correct?
a) When you are being suppressed, your weapon's deviation increases a lot.
b) When you are suppressed you can not run.
c) Suppression causes your vision to become dark and blurry.
d) Suppression can make your soldier snap and become uncontrollable.
e) The effects of suppression are felt when bullets impact near you.
f) Suppression is caused by nearby explosions.

13. Which new items can be found in most of the kits in Project Reality?
a) Facepaint can be used to disguise oneself as member of the other team after taking their kits.
b) Binoculars can be used to spot and identify enemy troops at long range.
c) Weapon cleaning kits need to be used every now and then to prevent jamming.
d) MRE rations regenerate your stamina when consumed.
e) Field dressings help reduce bleeding after being injured.
f) The shovel can be used to build MG-nests, barricades and other structures.

14. What is the objective in the “Insurgency” game mode?
a) The coalition forces need to destroy several insurgent weapons caches to win.
b) Insurgents do not lose tickets for their men dying.
c) The insurgents have to destroy the coalition head quarters to win.
d) Middle-eastern insurgents can chose to play as civilians.
e) The coalition forces can arrest enemies to gain intelligence points.
f) The coalition assaults the stronghold of the insurgent leader by deploying fast-ropes from helicopters.

15. What statement(s) about weapons caches in Project Reality is/are correct?
a) Weapons caches contain more powerful weapons than the ones the insurgents do spawn with.
b) Weapons caches can be destroyed using incendiary grenades.
c) Insurgents can place the weapons caches on the map at the beginning of the game round.
d) Insurgents only lose tickets if their weapons caches are destroyed.
e) The coalition only gets to know the general area a weapons cache is in and has to search for it.

16. When a civilian is killed by the coalition, his killer is punished and the coalition loses intelligence points. Players will not get punished if:
a) The civilian was killed by running him over with a vehicle.
b) The civilian was in a vehicle or climbing a rope in the last 60 seconds.
c) The civilian was holding a weapon or his medic bag in the last 60 seconds.
d) The civilian was throwing rocks at coalition soldiers.
e) The civilian killed a coalition soldier (somehow) during his life.
f) The civilian was climbing on a ladder when he died.
g) The civilian was “killed” with the melée weapon or the breaching shotgun



When I'm done exploring the idea a bit further I might be inclined to also post the correct answers to the questions above.

UPDATE: Just improved the readability by doing some reformatting. I guess I will put on the answers and some comments tonight. Still need to figure out a way to make it work as an online test.
Last edited by Spearhead on 2009-09-24 17:20, edited 2 times in total.
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Igloo35
Posts: 202
Joined: 2007-08-25 20:43

Re: Combat-ready self-test for new players

Post by Igloo35 »

kudos to you for this
TY2D2
Posts: 433
Joined: 2007-06-07 05:21

Re: Combat-ready self-test for new players

Post by TY2D2 »

Make players take this test once before launch and get a 75% or better to play :D Now wouldn't that be awesome.
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Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Combat-ready self-test for new players

Post by Gosu-Rizzle »

Not a bad idea, good job. But i would be carefull not to make the test too long.. It might prevent some players form taking it at all :? ??:
eztonia
Posts: 200
Joined: 2007-07-11 10:52

Re: Combat-ready self-test for new players

Post by eztonia »

It feels like driving licence theory test.
Arnoldio
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Re: Combat-ready self-test for new players

Post by Arnoldio »

Make this a must, before even instaling the game lol..but then you need to take the wreapons testing quoestion out...
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Combat-ready self-test for new players

Post by mat552 »

Can we get an answer key? (Cmon clarification on 16..)
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Combat-ready self-test for new players

Post by Spearhead »

OK for all the people keen on find out the correct answers: I present you with the first

prototype

Try it out and have fun. The test does have some limitations. That is why I guess we will have to do our own custom system if we want to keep exploring this idea.
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N.Kuntze
Posts: 116
Joined: 2007-07-16 14:26

Re: Combat-ready self-test for new players

Post by N.Kuntze »

Whats up with Question 11:
If you see the Nametag of an enemy, you better have your knife ready.
I think there aren't any visible Nametags for enemys?!
Spec
Retired PR Developer
Posts: 8439
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Re: Combat-ready self-test for new players

Post by Spec »

There are at VERY close range. Though I'd change the answer a bit, to something like "it could be better to have a knife ready", as even on very very close range I'd usually still prefer just shooting than switching weapons.
Cheditor
Posts: 2331
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Re: Combat-ready self-test for new players

Post by Cheditor »

I liked the proto type but maybe change it so if you miss out 1 check box out of 5 in one answer it doesnt count as an entire failure.
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Peeta
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Re: Combat-ready self-test for new players

Post by Peeta »

Maybe make only one answer the correct answer? Or do I just fail?
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Combat-ready self-test for new players

Post by Spearhead »

[R-COM]Cheditor wrote:I liked the proto type but maybe change it so if you miss out 1 check box out of 5 in one answer it doesnt count as an entire failure.
Sadly the engine I used for the test does not allow for it. Else I would also weight wrong answer for the severity (so the knife would only be very small in points but stating that you can spawn at any control point would give/take a few more points.

I will look into making it a html quiz on our server in the future but I don't have any experience with this, so I would need to learn a lot or find someone who could help me do the technical part.
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OkitaMakoto
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Re: Combat-ready self-test for new players

Post by OkitaMakoto »

question 6, while I got it right, can be confusing. It has an answer that says with three members you can request artillery[which is listed as incorrect, somewhat rightly] but at the same time... by a strong stretch, you need X players to get an officer kit, and getting an officer kit gives you the ability to call in a JDAM[though not arty, its a similar bf2 ability] etc.

Nothing major, but in a way, it made me think twice, or at least go "hmmmm"

question 7, answer 4 saying the opposite is true of the previous answer... I think it would simply be clearer to say "You do NOT gain health if you wait a while". Saying the opposite is true for a fairly confusing sentence like that is a bit confusing to some. Better to restate the opposite. Some might think the opposite means "If you RUN AROUND A LOT while hurt, you will heal up by yourself". Just a thought...

Question 11, the showing of "recent" kills needs to be reworded. At a passing read one could simply say "yes, it shows recent kills since this round is 3 hours long and its showing my kills from earlier" Or add in a more specific time[the time delay we use for example]

Question 13 saying you can "spot" and identify enemy troops with binocs... I got this wrong as I assumed "spot" was a reference to the BF2 tactic of spamming the "spot" command...

Question 14, the use of the word "objective" needs reconsidering, since "Being able to spawn in as a civilian" and "insurgents not losing tickets for dying" are most certainly NOT "Objectives" rather simply good information about the rules of the game. Maybe state "rules of insurgency are: xxx xxxx xxxxx or something along those lines

Cheers for putting this up, it also serves for vets to make sure they are up to snuff and only takes a few minutes :)
Last edited by OkitaMakoto on 2009-09-25 21:57, edited 4 times in total.
Vege
Posts: 486
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Re: Combat-ready self-test for new players

Post by Vege »

Question 4 seems to be flawed as you can spawn with a limited kit based on the "text on the button"
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Combat-ready self-test for new players

Post by Spearhead »

[quote=""'[R-DEV"]OkitaMakoto;1145625']question 6, while I got it right, can be confusing. It has an answer that says with three members you can request artillery[which is listed as incorrect, somewhat rightly] but at the same time... by a strong stretch, you need X players to get an officer kit, and getting an officer kit gives you the ability to call in a JDAM[though not arty, its a similar bf2 ability] etc.

Nothing major, but in a way, it made me think twice, or at least go "hmmmm"

question 7, answer 4 saying the opposite is true of the previous answer... I think it would simply be clearer to say "You do NOT gain health if you wait a while". Saying the opposite is true for a fairly confusing sentence like that is a bit confusing to some. Better to restate the opposite. Some might think the opposite means "If you RUN AROUND A LOT while hurt, you will heal up by yourself". Just a thought...

Question 11, the showing of "recent" kills needs to be reworded. At a passing read one could simply say "yes, it shows recent kills since this round is 3 hours long and its showing my kills from earlier" Or add in a more specific time[the time delay we use for example]

Question 13 saying you can "spot" and identify enemy troops with binocs... I got this wrong as I assumed "spot" was a reference to the BF2 tactic of spamming the "spot" command...

Question 14, the use of the word "objective" needs reconsidering, since "Being able to spawn in as a civilian" and "insurgents not losing tickets for dying" are most certainly NOT "Objectives" rather simply good information about the rules of the game. Maybe state "rules of insurgency are: xxx xxxx xxxxx or something along those lines

Cheers for putting this up, it also serves for vets to make sure they are up to snuff and only takes a few minutes :) [/quote]


Thanks for the feedback Okita. The questions and answers are not final and will be improved on in the future.

Q6: Thought about that, too but consideres it correct since you only need 2 men for calling off-map support. But I will most likely change it since it is still too similar to a real system in PR.

Q7: Well the point is that you will not heal when hurt but rather get worse all the time. So I think the opposite is a good answer and opposed the health system of CoD and other modern FPS games in a memorable way.

Q11: Might think about rewording.

Q13: Might use another word but I don't see it as big problem.

Q14: Seems I need to take a serious look at that question. Thanks.

[quote="Vege""]Question 4 seems to be flawed as you can spawn with a limited kit based on the "text on the button"[/quote]

If I recall correctly, the question was not wether kits are limited but which kits can be spawned with. Correct answers would be kits hich are not limited and also any kit that does not have the red warning shown when selecting. (Even if it is limited) But I will look into it for a revision.
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Archerchef
Posts: 196
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Re: Combat-ready self-test for new players

Post by Archerchef »

if only they can integrate this in-game to prevent noobs from getting the sniper kits and any vehicles ;-)
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