The perfect game

General discussion of the Project Reality: BF2 modification.
ShadesOfBlack
Posts: 16
Joined: 2006-07-15 08:37

The perfect game

Post by ShadesOfBlack »

Now, I love PR. It's great fun to play and with a good team working together it can really shine. Compared to vanilla BF it's much more satisfying (ie. destroying enemy armour with AT weapons feels like a proper achievement as opposed to an almost non-event).

On the flip side it does have issues, we all know this and have our personal gripes but the Dev team does their best and we're all thankful for that.

Long story short and the point of this post:

If there was anything you would want to see in a milsim game - what would it be?

Apart from fastropes of course...

Some of my personal ones:

Infantry
  • The ability to climb obstacles, almost any obstacles. Walls up to 6 feet shouldn't provide much difficulty to soldiers to clamber over. Neither should a moderately steep hill.
  • Muzzle sway, nuff said.
  • A fluid cover system similar to, IIRC, MOH Airborne where you use your movement keys to peek and lean around cover.
  • Depending on how realistic you want it, have a navigation system similar to ARMA. Maybe even take away the 'you are here' icon. Make people figure it out for themselves or only give the squad leader a GPS and everyone else have maps.
Vehicles
  • For the love of god decent suspension.
  • Accurately modeled damage effects.
  • Player run artillery, with indirect fire make it reasonably difficult to use so that people have to learn how to fire accurately over long distances.
Geography
  • Realistic distances. Two hundred meters appears alot further in the BF2 than it does IRL. A LAV with a 25mm cannon can engage targets out to a maximum of 2.4km, if it was possible to fully render these distances it would be great.
  • Natural concealment that doesn't disappear after 100 meters or so.
  • Less haze/fog (unless it's a realistic part of the map) - would increase engagement distances (see above).
  • Dynamic weather and lighting. It would be impressive to have a map that started out pitch black and slowly come into dawn.
General
  • Huge maps, possible utilising a system where the maps gets bigger depending on how many people play.
  • Ability for huge amounts of players on a server (think at least 128 people in a battle)
  • Persistent consequences for wins and losses, a lost battle would mean that a certain map would be played next. Maybe use something similar to the World War 2 Online system.
  • A bigger role for the CO with more assets at their command.
That's about it for now. Discuss!
ShadesOfBlack
Posts: 16
Joined: 2006-07-15 08:37

Re: The perfect game

Post by ShadesOfBlack »

I've only added this as it's a subject dear to my heart...

Medical
  • Implement a system that works on the location of a wound (for gunshot wounds at least). When a soldier has been shot a certain icon or other indicator would appear for the medic when they are treating them. This icon would indicate what treatment the soldier needs ie. GSW to the chest may require an asherman chest seal or needle decompression, wounds to the limbs may need a combat application tourniquet. It wouldn't need to be super fancy but I only suggest this as I cringe everytime I use an epipen to 'revive' someone.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The perfect game

Post by Rhino »

ShadesOfBlack wrote:Natural concealment that doesn't disappear after 100 meters or so.
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***LeGeNDK1LLER***
Posts: 277
Joined: 2009-10-27 16:51

Re: The perfect game

Post by ***LeGeNDK1LLER*** »

ShadesOfBlack wrote:Now, I love PR. It's great fun to play and with a good team working together it can really shine. Compared to vanilla BF it's much more satisfying (ie. destroying enemy armour with AT weapons feels like a proper achievement as opposed to an almost non-event).

On the flip side it does have issues, we all know this and have our personal gripes but the Dev team does their best and we're all thankful for that.

Long story short and the point of this post:

If there was anything you would want to see in a milsim game - what would it be?

Apart from fastropes of course...

Some of my personal ones:

Infantry
  • The ability to climb obstacles, almost any obstacles. Walls up to 6 feet shouldn't provide much difficulty to soldiers to clamber over. Neither should a moderately steep hill.
  • Muzzle sway, nuff said.
  • A fluid cover system similar to, IIRC, MOH Airborne where you use your movement keys to peek and lean around cover.
  • Depending on how realistic you want it, have a navigation system similar to ARMA. Maybe even take away the 'you are here' icon. Make people figure it out for themselves or only give the squad leader a GPS and everyone else have maps.
Vehicles
  • For the love of god decent suspension.
  • Accurately modeled damage effects.
  • Player run artillery, with indirect fire make it reasonably difficult to use so that people have to learn how to fire accurately over long distances.
Geography
  • Realistic distances. Two hundred meters appears alot further in the BF2 than it does IRL. A LAV with a 25mm cannon can engage targets out to a maximum of 2.4km, if it was possible to fully render these distances it would be great.
  • Natural concealment that doesn't disappear after 100 meters or so.
  • Less haze/fog (unless it's a realistic part of the map) - would increase engagement distances (see above).
  • Dynamic weather and lighting. It would be impressive to have a map that started out pitch black and slowly come into dawn.
General
  • Huge maps, possible utilising a system where the maps gets bigger depending on how many people play.
  • Ability for huge amounts of players on a server (think at least 128 people in a battle)
  • Persistent consequences for wins and losses, a lost battle would mean that a certain map would be played next. Maybe use something similar to the World War 2 Online system.
  • A bigger role for the CO with more assets at their command.
That's about it for now. Discuss!

i prefer to say: a game with the teamwork of PR and the distances,ballistic of arma 2.simply with something more of course like fcs for vehicles...
Redfox
Posts: 106
Joined: 2008-09-27 08:06

Re: The perfect game

Post by Redfox »

Wait for PR2 and look on the faq ;) you will have some answers on your questions.

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CaptainKilla
Posts: 35
Joined: 2009-03-29 13:06

Re: The perfect game

Post by CaptainKilla »

WOW, I had no idea that a PR2 is in the planning stages. I cannot wait and I will definitely buy it. PR2 FTW!!!
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: The perfect game

Post by Zeno »

i talked to wicca here the other day and i tricked him into beliving i was in the dev team of pr2 :smile:

i told him lots off BS but what i said could possible be the most awsome game ever.

Gamemode

There will be one gamemode and that is global conflict.

- there will be a huge amount of regions to fight in with one map per region.
- If one side wins one region you can advance to the next
- There will be a commander for every company thats decides were his company will fight next and he will also command during battle.

Factions:

UFN (United Free Nations)

The UFN is composed of the USA, EU and the scandinavian countries.
they fight to spread their way of life and uses their strategical weapons to destroy the enemy.

AST(Asian Security Threaty)

AST is composed of Russia,China, India And the rest of the Asian and middle eastern countries. They rely on Heavy machanized forces to steamroll theyr foes.

Maps

There will be big maps reflecting the regions they are situated in. im thinking 5-10 km maps. or 3-4 to be more realistic :o ops:

there will be All kind of vehicles and planes/helis

Server system

There will also be a new server system that will enable servers to communicate with eachother. When you want to play you choose your division then your battalion and the company. then you will be connected to the server that is closest to you. when you get ingame you will play together with you company and squad and try to win the region.
when you team wins the region after taking all the strategic points and taken the last base, the whole world map will be updated and your commander will be able to attack or defend the region. The victory will enable the faction to advance into enemy lands and get global victory. There will only be ONE WAR with many battles, and the posibillity to win the war.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: The perfect game

Post by RHYS4190 »

have to make this quick my server playing my fav map.

OK DEV's, one of the must have's for PR2, or Pr if you can do it(and i said IF :) ).

Is a fluid cover system like he described, it would in simple words make the game excel to a whole new level.


AND oh definitely some thing else you must do when PR moves to PR2, IS stay in touch with us and talk to us, most game developers loss there way and develop a holeyer then though approach to public relations, one example where public relations completely utterly failed in front lines fuels of war.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: The perfect game

Post by Sgt. Mahi »

I don't think you will find many people in this forum who will disagree with you :-)

Personally I liked this suggestion the most and I'm pretty sure it has been discussed before:
ShadesOfBlack wrote: [*]Depending on how realistic you want it, have a navigation system similar to ARMA. Maybe even take away the 'you are here' icon. Make people figure it out for themselves or only give the squad leader a GPS and everyone else have maps.
Would love to see a realistic map where you are dependent on recognizing what you see in the battlefield for orientation and only giving the squadleader a GPS.
Peace is that brief glorious moment in history when everybody stands around reloading
thedare
Posts: 44
Joined: 2009-07-21 16:37

Re: The perfect game

Post by thedare »

Zeno wrote:i talked to wicca here the other day and i tricked him into beliving i was in the dev team of pr2 :smile:

i told him lots off BS but what i said could possible be the most awsome game ever.

Gamemode

There will be one gamemode and that is global conflict.

- there will be a huge amount of regions to fight in with one map per region.
- If one side wins one region you can advance to the next
- There will be a commander for every company thats decides were his company will fight next and he will also command during battle.

Factions:

UFN (United Free Nations)

The UFN is composed of the USA, EU and the scandinavian countries.
they fight to spread their way of life and uses their strategical weapons to destroy the enemy.

AST(Asian Security Threaty)

AST is composed of Russia,China, India And the rest of the Asian and middle eastern countries. They rely on Heavy machanized forces to steamroll theyr foes.

Maps

There will be big maps reflecting the regions they are situated in. im thinking 5-10 km maps. or 3-4 to be more realistic :o ops:

there will be All kind of vehicles and planes/helis

Server system

There will also be a new server system that will enable servers to communicate with eachother. When you want to play you choose your division then your battalion and the company. then you will be connected to the server that is closest to you. when you get ingame you will play together with you company and squad and try to win the region.
when you team wins the region after taking all the strategic points and taken the last base, the whole world map will be updated and your commander will be able to attack or defend the region. The victory will enable the faction to advance into enemy lands and get global victory. There will only be ONE WAR with many battles, and the posibillity to win the war.
that sounds basicly like a modernised version of Battle Ground europe
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: The perfect game

Post by Zeno »

thedare wrote:that sounds basicly like a modernised version of Battle Ground europe
never played it :-?
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: The perfect game

Post by PLODDITHANLEY »

Please please not on Steam.....A DVD is the most reliable is it possible to have the updates on a pay system?

Steam seems full of problems and with the lack of reliability in modern computers I prefer a good old disc to facilitate reinstalls.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: The perfect game

Post by Bob_Marley »

Right, we're not discussing specifics regarding PR2, which more speicifically means you're not discussing specifics regarding PR2. The information on the FAQ is as far as it goes.

Go any further down this route and you'll end up getting FAQed up. Clear?
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ShadesOfBlack
Posts: 16
Joined: 2006-07-15 08:37

Re: The perfect game

Post by ShadesOfBlack »

The whole point of this thread is not so much 'things you want to see in PR or PR2' it's things you would like to see in a perfect milsim game. No matter how unrealistic - if you think it would make for a great game suggest it.

One thing I'd like to see is the ability to customise a battle similar to the way RTS games work where the person hosting the server chooses a map and can choose which factions are going to battle. ie. MEC vs China, Brits vs. US, Insurgents vs Insurgents.

Sure it's not super realistic but having the option to control exactly how games are set up would be awesome.

The other thing I'd like to see is a system similar to, IIRC, world in conflict where a commander has a certain amount of points to allocate. These would determine what vehicles will spawn during a game and what amount will spawn.

Ie. a commander could choose to have a heavy armour focus at the expense of little or no air support or strong air with no ground vehicles etc. etc.

A RTS/FPS hybrid has the potential to be amazing if done right!
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: The perfect game

Post by gazzthompson »

ShadesOfBlack wrote:it's things you would like to see in a perfect milsim game. No matter how unrealistic
umm? you not see the contradiction there?



perfect game, PR with Arma's weapon handling and ballistics.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: The perfect game

Post by Z-trooper »

gazzthompson wrote: perfect game, PR with Arma's weapon handling and ballistics.
And Crysis style graphics :D
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: The perfect game

Post by boilerrat »

Project reality as it is now, but with sup4h l337 f4s7 r0p3z
ShadesOfBlack
Posts: 16
Joined: 2006-07-15 08:37

Re: The perfect game

Post by ShadesOfBlack »

gazzthompson wrote:umm? you not see the contradiction there?
That should have read no matter how unrealistic in terms of todays game engines.

Eg. BF2 can't support weapon sway but it would still be great to have
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: The perfect game

Post by Bringerof_D »

proper balisitics, wind, weather effects, a system where i dont need a mouse, keyboard or screen, and where i can feel everything around me and fight as i would in my own body...you see where i'm going with this?
ShadesOfBlack
Posts: 16
Joined: 2006-07-15 08:37

Re: The perfect game

Post by ShadesOfBlack »

Bringerof_D wrote:you see where i'm going with this?
Yeah, I do. It's not terribly constructive though.

Another idea 'borrowed' from another game, this time America's Army. Interactive tutorials for things like flying helicopters and gunnery practice.

Players would watch a series of videos or demonstrations and would then complete objectives.

For heli practice:

Taking off and landing
Hovering
Flying to waypoints
Strafing
etc. etc.

Gunnery:

Basics of armoured warfare
Static and moving targets
etc.

Once completing these objectives players would gain a 'qualification' that would allow them to use them during online play. It may annoy newer players but would hopefully provide a better experience for everyone in the long run.

------------------------

Destructible environments

I've yet to see it be done really well, Bad Company springs to mind as one of the better examples but would add some great tactical possibilities.

-------------------------

Ramping up the learning curve with aircraft

Not quite to the level of flight sims but adding a new layer of complexity to them. I dont have much flight sim experience so maybe someone who has could add what they'd like to see.

-------------------------

When you guys say "the weapon handling of ARMA" what exactly do you like about it? Is there anything you don't like?
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