PR Training mode

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myles
Posts: 1614
Joined: 2008-11-09 14:34

PR Training mode

Post by myles »

I was thinking new players dont always want to read the manual.
So I have been thinking of a new fun way of learning the basics of PR where Co-op cant teach you.
Here are some of the scenarios i ave been thinking about.

Insurgency

You start off in a 6 man squad(with the 5 other being AI) as squad member with where your squad members are progamed to go to the cache loaction with the attack marker fixed on the cache location. You follow the squad there where you come to meet resitince with also civis in amoung the insurgents. You fight them off and find the cache to where your sqaud go.
You blow it up with incderies. Also I was thinking you could use the Hint system to aid aswell during the mission like in BF2V.

Destroy FOB

You follow your squad to a FOB and must destroy all assets.

Jet bombing lazed targets

We could have it where you fly a jet and have specfic loactions of enemy AI armour located on the map and the armour is prelased to bomb. Ideas But not in Detail

HELO insertion/evac/supply

Mortars

Deviation trainning

Bulidng FOB

Defend Cache

Armour
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: PR Scenario mode

Post by Bluedrake42 »

this could be really cool, don't know how easily implemented it is tho but is redoing the voice hint system hardcoded? for 1.0 it would be a HUGE freaking plus to have a new voice hint system. Hell I'll record the new ones myself, they'd just need to be implemented

In general a real in depth tutorial system would be great (and then maybe a practice map with all the assets? plzzzz? =( )
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: PR Scenario mode

Post by Shovel »

Some training maps are alreday available or in the works, just look in the Community Modding section.

Anyway i think programmed AI paths, like those in modern games' campain, are hardcoded in BF2.
Shovel009
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: PR Scenario mode

Post by SGT.MARCO »

I think that there should be a mission editer for coop. like they do for arma 2. for example you take a map like operation archer. you set waypoints in which the squad must go and cap in order with a convoy with no spawn making fun game modes and save them for other events

can anyone tell me if a mission editer is possible and also if that has been suggested because i may post that on forums
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: PR Scenario mode

Post by dtacs »

can anyone tell me if a mission editer is possible and also if that has been suggested because i may post that on forums
Don't bother, its not going to happen. Your best bet is to organize a scenario night where an actual mission structure must be followed.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: PR Scenario mode

Post by myles »

TheBobJeff wrote:Some training maps are alreday available or in the works, just look in the Community Modding section.

Anyway i think programmed AI paths, like those in modern games' campain, are hardcoded in BF2.
Im not looking for trainning maps this can be done on any map its just a scnerio to teach new players how things work in PR. Its not like a mock up of a normal round.

I dont think its harcoded as if your SL of a AI squad and you place a marker at a flag they will go to it. Anyway if your not the Sl the AI commander will place where they must go.
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR Training mode

Post by Rhino »

I've renamed the title to "Training Mode" since "Scenario Mode" is the name for something totally different :p
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Cushing63
Posts: 47
Joined: 2012-04-03 22:08

Re: PR Training mode

Post by Cushing63 »

Teamwork is always an issue in PR. Especially in squads.

The 'run and gun' people don't seem to understand that. They only want the kit they want (AR, sniper, marksman). Then you have the 'lookie loos'. They can never keep their heads down and stay hidden. Always have to pop their heads out to see where the MTLB is or if any enemy is nearby and give away your position.

I'd love to see a scenario where a squad is deployed and EVERYONE has to cover a sector. Then AI attacks. As is usually the case, some people only care about shooting and leave their position to 'look' or to try and kill the enemy.

In that instance, I'd love for AI to spawn from the position that was abandoned, killing the entire squad. Thereby teaching the noob/elitist that teamwork isn't always about shooting at something. That - as boring as it may be - watching a specific sector (watching other people's backs) is just as important.

Another issue is noob pilots.
I've seen a huey cas pilot (Towtothehead? Ufear Cookie?) who can fly at street level on Muttrah map and circle a T building while still facing the building AND shoot rockets into individual windows that he targets. Great flying. I know it takes time and practice.

COOP isn't difficult enough for pilot training. Learning to take off and land and flying high and level is one thing. Flying in-game combat is another. Passing some sort of obstacle course for a pilot would be cool to have. Once a pilot can pass varying levels of combat obstacle courses they would be ready to fly on other servers.

Like a gauntlet of vehicles shooting at the pilot. With say...3 varying levels. Each level becoming more difficult with more AA, mobile AA, 50 cals shooting at them. Would go a long way to the problem of asset wasters that jump in crash (get shot down) 3 or 4 choppers/aircraft and then leave the game.

I know it's a pipedream. But what a dream. :D
Last edited by Cushing63 on 2013-07-12 06:25, edited 1 time in total.
Reason: Pilot training
smgunsftw
Posts: 242
Joined: 2012-10-26 21:43

Re: PR Training mode

Post by smgunsftw »

Cushing63 wrote:Teamwork is always an issue in PR. Especially in squads.

The 'run and gun' people don't seem to understand that. They only want the kit they want (AR, sniper, marksman). Then you have the 'lookie loos'. They can never keep their heads down and stay hidden. Always have to pop their heads out to see where the MTLB is or if any enemy is nearby and give away your position.

I'd love to see a scenario where a squad is deployed and EVERYONE has to cover a sector. Then AI attacks. As is usually the case, some people only care about shooting and leave their position to 'look' or to try and kill the enemy.

In that instance, I'd love for AI to spawn from the position that was abandoned, killing the entire squad. Thereby teaching the noob/elitist that teamwork isn't always about shooting at something. That - as boring as it may be - watching a specific sector (watching other people's backs) is just as important.

I know it's a pipedream. But what a dream. :D
It's not the engine that's hardcoded, it's the players. Plus, with the lack of destructible environments and the combination of very effective infantry vs armour weapons, PR can't seem to ditch the "run and gun" altitude of vBF2, but then again, no realism game has effectively dealt with running without having a negative impact on the overall gameplay.

Pretty old necro BTW
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: PR Training mode

Post by Arab »

Bots can drive a heli, they can drive a car, they can do almost everything you can throw at them in PR, so why not use CO-OP as a base?
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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: PR Training mode

Post by Insanitypays »

It would be cool if PR brought back training maps- I miss them.
something else that may be cool would be a museum, where kits and vehicles are all on display with high res signs telling you about each one and their purpose.

I think the best thing to have are regular training events, where people find friends who haven't tried PR, and introduce them to it.

All these ideas are a bit far fetched though, it would be best if we had some new detailed tutorials as well as the wiki(which is being worked on) to educate the masses to the inner workings of PR.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: PR Training mode

Post by Darman1138 »

Echo331 wrote:
I think the best thing to have are regular training events, where people find friends who haven't tried PR, and introduce them to it.
There used to be regular training events but they stopped doing them because of low attendance I believe
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR Training mode

Post by PLODDITHANLEY »

I think a ground based test area like test airfield would be good, but how do get all factions weapons on there?
Hourly map change with factions only that change, or could you have all faction crates with all kits available?

Would be lovely to have targets at appropriate distances for all weapons from pistol to Abrams.

With all the empty servers if 5? could run it that'd be 10 factions.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR Training mode

Post by Redamare »

:P as i recall ... something like this has already been done .. and it FAILED MISERABLY. My #1 Solution to this idea is.
V V V V V V V V V V V V V V V V V V V V V V V V V V V V V
REMOVE THE BULLET / EXPLOSION / EVERYTHING DAMAGE!
^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
This way players will not be able to Kill each other and derp around like before in previous installments. You will still be able to do everything you would normally except for the fooling around factor.
Murdoch89
Posts: 25
Joined: 2013-01-31 19:45

Re: PR Training mode

Post by Murdoch89 »

this thread has potential, learning to fly aircraft with hints and tips would be a plus + Any type of tutorial besides the field manual would most definitely be a perk in my book.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: PR Training mode

Post by LITOralis.nMd »

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