What would you like to see in a military game ? How should it play ?

General discussion of the Project Reality: BF2 modification.
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

What would you like to see in a military game ? How should it play ?

Post by Cassius »

In military games there are 2 extremes, training simulations with real physics including hard to control choppers and dull missions where you stay dead till the game is over (if that particular mission features you getting shot at) and, well battlefield 2 XD.

What would you like to see ? I will go first. The short version, I would like to see a game that matches the depth of an simulation, but softens the points about it that might make it too boring to be considered a game, like dying and sitting out the rest of the 2 hours till the game is over. What I would like is,

1. Realistic VOIP and comunication channels. Per default players should only get mumble style voip, with communication over distance being only avaiable to those who have the equipment for it. Texchat comes only in global.

2. realistic equipment and vehicles with reduced capabilities if their real life counterparts might be considered overkill irl (no apache helicopters engaging 16 tanks at the same time or autoaim on tank turrets).

3. Scalable controls especially for aviation, players should get to choose between assisted controls for stable operation for new players and unassisted controls, for players with the right equipment and flight hours to do advanced maneuvers if needed.

4. fairly big maps, though depending on the map the game could start with the opposing forces in proximity of each other.

5. A deployment phase for other maps where one force has to cover a sufficient ammount of ground in vehicles or aircraft, to make it unfeasable to attempt doing so on foot.

6. A realistic distribution of firepower. Instead of static tickets, or other measures of victories being static, there should be freedom to distribute any ammount of firepower between the factions and the game be kept fair by giving one side less tickets, if they have more firepower for example, or varying any other trigger for victory.

7. Some kind of respawn implementation.

8. More AI implementation, for example AI guided assets could be implemented if their appearance is so short that it is unappealing for a player to handle said asset, like a fighter bomber with an ETA time and reload time so high that it would only make 1 - 2 appearances per round or beefing up air transport with some AI pilots, or for a mission that revolves around retriving a downed pilot. Or artillery manned by AI soldiers which can be killed.

well thats it for now. I am not going into the type of missions or units id liek to see, its more about the mechanics. What about you ?
Klutz
Posts: 18
Joined: 2009-07-30 02:26

Re: What would you like to see in a military game ? How should it play ?

Post by Klutz »

In military games there are 2 extremes, training simulations with real physics including hard to control choppers and dull missions where you stay dead till the game is over (if that particular mission features you getting shot at) and, well battlefield 2 XD.

What would you like to see ? I will go first. The short version, I would like to see a game that matches the depth of an simulation, but softens the points about it that might make it too boring to be considered a game, like dying and sitting out the rest of the 2 hours till the game is over. What I would like is,

1. Realistic VOIP and comunication channels. Per default players should only get mumble style voip, with communication over distance being only avaiable to those who have the equipment for it. Texchat comes only in global.
I support the idea of a mumble only style of play, but I think that it would severely kill the cooperation efforts of the asset squads. It's hard enough as it is to get some Stryker or LB support.
2. realistic equipment and vehicles with reduced capabilities if their real life counterparts might be considered overkill irl (no apache helicopters engaging 16 tanks at the same time or autoaim on tank turrets).
Again I think that making the game any more realistic than it is at the moment will make communications between squads of people (some who haven't the will to follow orders) is asking too much.
3. Scalable controls especially for aviation, players should get to choose between assisted controls for stable operation for new players and unassisted controls, for players with the right equipment and flight hours to do advanced maneuvers if needed.
Sounds like a great idea for newbie pilots like myself :grin: .
4. fairly big maps, though depending on the map the game could start with the opposing forces in proximity of each other.
What is "fairly big"? What style of combat (Vehicular, Infantry, Mixed)?
5. A deployment phase for other maps where one force has to cover a sufficient ammount of ground in vehicles or aircraft, to make it unfeasable to attempt doing so on foot.
I would enjoy such a map.
6. A realistic distribution of firepower. Instead of static tickets, or other measures of victories being static, there should be freedom to distribute any ammount of firepower between the factions and the game be kept fair by giving one side less tickets, if they have more firepower for example, or varying any other trigger for victory.
Are you talking about an asymetrical type of warfare? For example: INS vs. U.S. in AAS but the INS get more tickets because they have less firepower?
7. Some kind of respawn implementation.
???
8. More AI implementation, for example AI guided assets could be implemented if their appearance is so short that it is unappealing for a player to handle said asset, like a fighter bomber with an ETA time and reload time so high that it would only make 1 - 2 appearances per round or beefing up air transport with some AI pilots, or for a mission that revolves around retriving a downed pilot. Or artillery manned by AI soldiers which can be killed.

well thats it for now. I am not going into the type of missions or units id liek to see, its more about the mechanics. What about you ?
From my experience AI always has weaknesses that can either be exploited, or cause a huge headache for the people relying on it. I don't think that AI should be allowed onto the battlefield.
Last edited by Klutz on 2009-11-19 17:03, edited 1 time in total.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: What would you like to see in a military game ? How should it play ?

Post by Bob_Marley »

Modern military games that arnt based in WWII, Vietnam, Desert Storm or a generic Tom Clancy rip off future conflict (CoD:MW, BF2) or the Cold War gone hot.

There are so many other wars. Korea, Malaya, Borneo, Israel/Palestine, Rhodesia, South-West Africa, Angola, Colombia, Sierra Leone, The Falklands, Afghanistan (either Soviet or NATO edition), Former Yugoslavia, the list goes on.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: What would you like to see in a military game ? How should it play ?

Post by BloodBane611 »

Modern military games that arnt based in WWII, Vietnam, Desert Storm or a generic Tom Clancy rip off future conflict (CoD:MW, BF2) or the Cold War gone hot.

There are so many other wars. Korea, Malaya, Borneo, Israel/Palestine, Rhodesia, South-West Africa, Angola, Colombia, Sierra Leone, The Falklands, Afghanistan (either Soviet or NATO edition), Former Yugoslavia, the list goes on.
You said it all Bob. Something new and realistic would be nice. Something with the slightest bit of creativity would be really nice as well.
[R-CON]creepin - "because on the internet 0=1"
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