The improvement plan

General discussion of the Project Reality: BF2 modification.
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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

The improvement plan

Post by RHYS4190 »

OK this will probably be it from me for a while (if thinks work out) And i thought id say this before i move on.

PR2: On of the biggest things that has hampered with PR from the beginning is the lack of a cover system. I sure a lot of solders out there would agree being able to hide behind objects peek and lean around corners are what has kept them alive all these years, And if pr2 is going to get where it going then your going to have to design one. MOH had a interesting cover system you where able to calibrate how far you ducked down or leaned to make better use of the cover available, and some thing like this may just solve the problem.

Now to but it bluntly how important solving this problem is, unless you solve it the arcades feel of the BF2 engine will follow you. And you will then still have the game play problems you are facing now.

What it will do for the game is, make exchanges of fire last longer, encourage squads to stay together and watch each others flanks, the game will slow down, Fighting will be more intense and prolonged. and it will take perhaps 2x more effort to kill some one removing the arcadish game play.


Now PR1:

You could go about improving cover in this game by modifying terrain and objects to be made better use of as cover by the players, take for example concrete blocks in game, by heightening them to around the same hight as a players shoulders you will allow him to shot over it and limit his exposure.

Currently the best cover in PR is a small knoll, by proning you can crawl forward until you just crest the ridge, and the shot over it, But so far this is the only terrain that allows you to do this.

We need more cover like this in game,
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: The improvement plan

Post by OkitaMakoto »

Raven Shield had a great variable lean and stand ability. Thatd be a good system to model/look off.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: The improvement plan

Post by Wilkinson »

RHYS4190 wrote:OK this will probably be it from me for a while (if thinks work out) And i thought id say this before i move on.

PR2: On of the biggest things that has hampered with PR from the beginning is the lack of a cover system. I sure a lot of solders out there would agree being able to hide behind objects peek and lean around corners are what has kept them alive all these years, And if pr2 is going to get where it going then your going to have to design one. MOH had a interesting cover system you where able to calibrate how far you ducked down or leaned to make better use of the cover available, and some thing like this may just solve the problem.

Now to but it bluntly how important solving this problem is, unless you solve it the arcades feel of the BF2 engine will follow you. And you will then still have the game play problems you are facing now.

What it will do for the game is, make exchanges of fire last longer, encourage squads to stay together and watch each others flanks, the game will slow down, Fighting will be more intense and prolonged. and it will take perhaps 2x more effort to kill some one removing the arcadish game play.


Now PR1:

You could go about improving cover in this game by modifying terrain and objects to be made better use of as cover by the players, take for example concrete blocks in game, by heightening them to around the same hight as a players shoulders you will allow him to shot over it and limit his exposure.

Currently the best cover in PR is a small knoll, by proning you can crawl forward until you just crest the ridge, and the shot over it, But so far this is the only terrain that allows you to do this.

We need more cover like this in game,
One thing for sure I bet I can say is the DEVs have been thinking about this. Creating Static Vegetation and Adding more Scenery is tough somewhat due to the Map size. True the BF2 Engine limits us but in all honesty we have to work with what we have. The DEV Mappers try their 100% best to create Visual Pleasure along with 100% Safety Satisifaction. Plus try to reduce our Gameplay FPS Lag. Along with creating proper Gameplay Assets, Flag Capture zones, an Equillibrium of Blufor vs Opfor Benefits...

I Could go on all Day but we all get the point. I can say that I have a feeling v0.9 will satsify your needs.
Last edited by Wilkinson on 2010-01-05 07:27, edited 1 time in total.
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galeknight1
Posts: 252
Joined: 2009-08-15 22:33

Re: The improvement plan

Post by galeknight1 »

I agree, one of the things that makes PR full of those stand offs is not only the deviation, but the fact that you basically have no choice anyhow. I wish there was more small ditches/hills, rocks, bushes etc. to take cover in but I do understand the limitations mappers are under with statics. Hopefully PR2 can bring more cover, a cover system would be an extra plus too.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: The improvement plan

Post by alberto_di_gio »

I think cover subjects in game is not that dramatic. Especially in city maps like Sunset or Muttrah you may find many nice spots. I may only have a small complain about the trees and logs in forest maps. I think they not showing too much difference. May some thicker/larger trees and logs can create better defensive positions.
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