How real will PR be???

General discussion of the Project Reality: BF2 modification.
Knight
Posts: 18
Joined: 2005-05-09 14:34

How real will PR be???

Post by Knight »

Hi,
i posted on the BF2 site about reality mods for BF2 and got this link as an almost imediate reply. ;)
Im a Brit who lives in Korea, I prefer a more realistic online wargame so i'm excited about PR.
The two closest to reality games i've played over the last four years are OpFlash (great game but terrible net code) and Ghost Recon (realistic in some ways but not others.) I'm still looking for a game that looks freakin awsome, has great scope of terrain and takes patience and real learned skills to play. The afore mentioned two had some of those elements but still fell short.

Apart from the idea of a more realistic version of BF2 one thing that caught my eye was a mention of certain features (or removal of) such as the fact that when you kill someone you don't get any on screen indication of the kill. Also no tags over friendlys.
The onscreen indication of a kill takes away some of the suspense and simplifys the game. In real life you arn't always sure you got the guy (i assume) so part of the mission is approaching the area to confrim the kill, otherwise i assume you could move on only to have the supposedly downed guy get up and flank you. So having to confirm the kills or having to be unsure and cautious will be a great feature and addition of tension.
In Operation Flashpoint single player it was great the way we had to get to know the Sov uniforms or even the sillouette and be able to recognise the sound of an AK over an M16.

Apart from those cool features then, can you let us know what else will be characteristics of the mod. Here's some questions.

1. Will there be crosshairs. Or iron sights/scopes only?

2. Will there be options for a limited respawn match either with no spawns or a set number such as 5?

3. Will it be possible to have a starting number of vehicles and once they are taken out that it. So no infinitly respawning tanks etc?

4. Can destroyed vehicles remain as smoking hulks of twisted metal instead of fading away?

5. For ex Ghost Recon players who like the slow game with strategic placement of players and sometimes as much as 5 or ten minutes going by before even having a chance to take a shot . . . will the PR mod be configurable to cater to that type of match?

6. This is more of a graphics question but will there be a consistency of terrain and lighting? In Ghost Recon the graphics may not have been the best in the world but a shadow or a tuft of grass that i saw at my feet would look exactly the same to the guy in the far distance who was either using his eyes, binos or a scope. That way the subtlety of the game went right down to choosing what part of a shaddow to lay up in or what side of a shrub to nesttle against in order to use the shade of it, or what tuft of grass to peer through or get behind.

7. What game types will the mod cater for? Will it be all out constantly rolling, mid game populating warefare or will it be able to have a set team number that can't be joined after the round has started. Also what objectives will be possible. Apart from vanilla dm or conquest?

8. Is there any public release projection date? What percentage would you estimate is done (% of time not work).

Sorry if these quesitons have been posted before or if they are just shot out haphazardly. I'll get more of a feel for what the mod will become the more i visit the site.
Black Beret
Retired PR Developer
Posts: 2022
Joined: 2004-07-23 12:00

Post by Black Beret »

We definitely want to 'slow-down' BF2's gameplay in a sense, so it feels a lot more realistic, while still giving you that "on the edge of your seat" feeling. There are many ways to go about achieving this type of gaming experience. One such method would be lengthening respawn times. Another; increasing damage rates for weapons; in order to teach players to value their virtual lives and think before they act in battle situations. Various ideas are still being developed every day.

And we don't plan on having crosshairs or other unrealistic aiming systems (for the most part). :)

P.S.

It's good to have another GR player around here. I've been playing since the game's release. 8)
Logue
Posts: 86
Joined: 2005-03-30 21:51

Post by Logue »

i was wondering were you going to remove the damage direction arrows?
No army unbeatable, no ship unsinkable, no life expendable.
JS.Fortnight.A
Retired PR Developer
Posts: 3469
Joined: 2004-07-23 12:00

Post by JS.Fortnight.A »

We'll definatley be trying, since you don't get that sort of warning IRL now do ya? :wink:
Project Reality Operations Lead v0.2-0.3
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Logue
Posts: 86
Joined: 2005-03-30 21:51

Post by Logue »

well i don't really know having never been shot.
No army unbeatable, no ship unsinkable, no life expendable.
JS.Fortnight.A
Retired PR Developer
Posts: 3469
Joined: 2004-07-23 12:00

Post by JS.Fortnight.A »

You should be glad. Are you saying you've never played paintball either? :o :)
Project Reality Operations Lead v0.2-0.3
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Logue
Posts: 86
Joined: 2005-03-30 21:51

Post by Logue »

nah i had the chance but i was broke at the time, i should hopefully be going the next time my mates all get organised.
No army unbeatable, no ship unsinkable, no life expendable.
JS.Fortnight.A
Retired PR Developer
Posts: 3469
Joined: 2004-07-23 12:00

Post by JS.Fortnight.A »

:D It'll be fun I assure you!
Project Reality Operations Lead v0.2-0.3
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Ohh, paintball!!! I love Paintball, here's a pic of my marker... :shock:

http://kcheseny89.tripod.com/bmp/index.album?i=0&s=1

On the other hand, Knight, Im sure PR will come through with a great Realistic Mod.
GOD BLESS AMERICA AND OUR ALLIES
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

First off: HOLY ****! thats a damn nice paintball gun you got there.

Second: That brings up a good question for Mod Day: How close to exactly do people and thier environment look from far away? Sniping in BFV is a joke, the grass doesnt conceal you, and NVA appear as white blobs in 't' poses untill you look at them.

Recent reviews have said that camo actually works, and thats nice, but I hope they fine tune everything as well as they can.
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Glad you guys enjoyed my marker :D
GOD BLESS AMERICA AND OUR ALLIES
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Re: How real will PR be???

Post by Beckwith »

Knight wrote: 1. Will there be crosshairs. Or iron sights/scopes only?

4. Can destroyed vehicles remain as smoking hulks of twisted metal instead of fading away?

Sorry if these quesitons have been posted before or if they are just shot out haphazardly. I'll get more of a feel for what the mod will become the more i visit the site.
there will be scopes or iron sights on every gun

as far as the desrtroyed vehicles, 1. they destroyed vehicles only last until the vehicle respawns to my knowledge this is the only way to do it however if you could alter it so that every vehicle destroyed stayed it would cause EPIC LAGGGGGGGG it wouldnt even been funny, some people need to realise that theres a fine line between realism in a video game and the ability of a person to play that game, alot of the little things that seem cool and are cool cause lots of lag and if taken out can enhance gameplay.

please dont take this as a lash out just an explaination for anyone who has similar questions
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Napalmas
Posts: 35
Joined: 2005-04-02 05:13

Post by Napalmas »

Tactical Advantage wrote:Ohh, paintball!!! I love Paintball, here's a pic of my marker... :shock:

http://kcheseny89.tripod.com/bmp/index.album?i=0&s=1

On the other hand, Knight, Im sure PR will come through with a great Realistic Mod.
Check this out

http://www.asiapaintball.com/news.htm
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"All that is necessary for the triumph of evil is that good men do nothing"

-Edmund Burke
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

i know how he said about one time use of the vehicles i meant to address them seperately the vehicles i suppose you could do but it would take alot of the fun out of the map in 5 minutes

as far as the exploded vehicles causing lag iv played in tournaments doing 27v27 and i know how much of a difference has been made by simply removing the stuff like smoke trails from MLRS or taking out the ground effects caused by a chopper over head and cutting down the time a blown up vehicle sits out there i can tell you it can cause lag if you were only doing one time use vehicles which i would object to, but if its only like 10 exploded vehicles it wouldnt be a problem
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ArchEnemy
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Post by ArchEnemy »

We will experiment with the capacities of BF2 netcode, for the moment we don't know if it's possible of not. Also you have to realise that if you have 30 blown up vehicles on a 32 player server, the server needs to send the information (ID, position, rotation) every 1/60 of a second to all 32 players.
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HellSpike
Retired PR Developer
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Post by HellSpike »

[R-DEV wrote:ArchEnemy]Also you have to realise that if you have 30 blown up vehicles on a 32 player server, the server needs to send the information (ID, position, rotation) every 1/60 of a second to all 32 players.
AND lets say you have about 6 wrecks on your screen and every wreck is made out of 2000 polygons.. That means the engine needs to draw 6x2000 polygons which can be spent on other things...
And dont forget the engine needs to draw the first person weapon model (in current games the average is about 3000-4000 polygons), player models, effects, the map and other things aswell.

You should also remember that there are people around without monstermachines on their desks (like me :wink: ).

I hope my post makes a bit sense cuz my mind is a bit messed up right now :P
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Knight
Posts: 18
Joined: 2005-05-09 14:34

Post by Knight »

In my original post my point was that I prefer a starting set of vehicles for each side and when they are destroyed they are lost and do not respawn again at the player base.
So the number of vehicles at the beginning of the match and the middle and end will be the same. The only difference being whether they are functional and moving around or destroyed/disabled and sitting in one spot.
The difference between moving vehicles and static ones as far as lag is concerned is probably negligable as moving ones need animating and position updating and static destroyed ones give off smoke. Although, the static ones probably don't ever need any data to be passed around as once their position and value have been set to static/destroyed then the individual computers only have to contintue to draw them and animate the smoke/sound of fire. Whereas active vehicles need their positions passed around constantly.
My ideal would be no or limited (perhaps 5 at most) respawns per player and vehicles that once used up in combat can not be replaced during that round.
In that case the protections of ones hardware would ad a vital strategic element to the team play.
The limited soldier respawn combined with the time penalty to respawn would make rambo style play rare.
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