The Normandy Campaign

General discussion of the Project Reality WWII modification.
Ts4EVER
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Re: The Normandy Campaign

Post by Ts4EVER »

You know, looking at the minimaps they seem way too big. I mean this is not modern warfare spec ops stuff but WW2, you want more concentration. As an example, when the Russian attacked the Germans near Iasi in 1944 they had 6 rifle bataillons per kilometre of front, and here we are basically dicking around with what amounts to a platoon with some tanks on 2x2 or 4x4km maps.
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Pvt.LHeureux
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Re: The Normandy Campaign

Post by Pvt.LHeureux »

Ts4EVER wrote:You know, looking at the minimaps they seem way too big. I mean this is not modern warfare spec ops stuff but WW2, you want more concentration. As an example, when the Russian attacked the Germans near Iasi in 1944 they had 6 rifle bataillons per kilometre of front, and here we are basically dicking around with what amounts to a platoon with some tanks on 2x2 or 4x4km maps.
64 players in normal PR on those big maps already account for intense combats, PR:N will be the same to be honest. Also, 128+ players dude :D

St.Lo and some other maps are already really small, maybe too much.
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AfterDune
Retired PR Developer
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Re: The Normandy Campaign

Post by AfterDune »

The Overlord map will get a better flag layout. Think there are too many flags right now. Will probably work with AASv3 (random flags) or AASv4 (routes). Depending on 64 or 128 players, I'll go for a slightly different flag layout maybe.

Don't think the size is much of a problem. With better flag layout on Overlord, you concentrate the forces on certain areas. Saint Lo and Bloody Gulch are 1km maps, so small enough to get some intense combat.

The Brecourt map is 2km, we just have to playtest it a little. Though that's already using either AASv3 or v4, unsure.

We'll see on the next beta-test :) .
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Ts4EVER
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Re: The Normandy Campaign

Post by Ts4EVER »

Pvt.LHeureux wrote:64 players in normal PR on those big maps already account for intense combats, PR:N will be the same to be honest. Also, 128+ players dude :D
lol you serious? 6 vs 6 dudes alone in the desert is not an intense battle in my book, that's a skirmish at best. In Normandy you need at least a depleted platoon per field, otherwise it's just a reconaissance action.
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Arc_Shielder
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Re: The Normandy Campaign

Post by Arc_Shielder »

Don't you think it's a bit silly to complain about that when there's no workaround other than what's given?

PR wouldn't work with FH2 sized maps. Especially with the number of players coming for the new release.
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Ts4EVER
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Re: The Normandy Campaign

Post by Ts4EVER »

And why not? What is so horrible about having realistic troop density?
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Pvt.LHeureux
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Re: The Normandy Campaign

Post by Pvt.LHeureux »

Because the battlefields were as big or even bigger than in PR during WW2 but the thing is that like in real war, there's more than 64 or 128 soldiers fighting lol. But the thing is that you respawn in a video game and can travel back to the fight quickly and even more with rally points and FOBs.

Also to be honest I think that FH2's version of war is too spammy, like if the war was constant action 24/7. While PN concentrate more on realism and lethality.
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Ts4EVER
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Re: The Normandy Campaign

Post by Ts4EVER »

I'm not saying make it like FH2. What I'm saying is that while the battlefields might be big, most units never saw most of them. Say you got an attacking platoon, that's like what, 400m of frontage at the most? Even less in Normandy, there it was like one field. And "going around" is also not possible, since then they would come into a different units sector and it wouldn't help much anyway, since the Germans are there too. But ingame they aren't there. So you use oob lines to simulate unit frontages and sectors and concentrate on what PR is best at: simulating long range, drawn out fire fights.
That way the maneuvre element is a bit scaled back, yes, but the second element of warfare, the fire, is giving the spotlight.
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Pvt.LHeureux
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Re: The Normandy Campaign

Post by Pvt.LHeureux »

Oh yeah I see what you mean, I was making a more concentrated map like this that would work like in Darkest Hour mod for RO1 (if you ever played) where there was most of the times 2 fronts to spawn on.
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Ts4EVER
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Re: The Normandy Campaign

Post by Ts4EVER »

Yes, or I don't know if you ever played Combat Mission, but maybe a bit like this:

Monster Combat Mission Normandy tutorial - YouTube

Jump to 20:20
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Pvt.LHeureux
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Re: The Normandy Campaign

Post by Pvt.LHeureux »

Ts4EVER wrote:Yes, or I don't know if you ever played Combat Mission, but maybe a bit like this:

Monster Combat Mission Normandy tutorial - YouTube

Jump to 20:20
Funny that you show me that, because Combat Mission Normandy is exactly the game that inspired me on making the map :-D
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Salvo
Posts: 66
Joined: 2011-06-06 07:35

Re: The Normandy Campaign

Post by Salvo »

Afterdune, I can try and get you some playermodels of the 6th Airborne Division of the British Army if you want. After all, the 6th AD worked alongside the 101st and 82nd :)
Second Lieutenant S. Golding
Platoon Commander, 1st Platoon - "Outlaws"
Alpha Company, 1st Battalion
22nd Infantry Regiment, 1st Brigade Combat Team
4th Infantry Division, US Army
AfterDune
Retired PR Developer
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Re: The Normandy Campaign

Post by AfterDune »

Sure, all is welcome!

Do wonder where you're getting them from though :p .
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missinglink
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Re: The Normandy Campaign

Post by missinglink »

i would love to see the canadians on juno beach
G.Kibler[3|AIU]
Posts: 35
Joined: 2010-11-28 15:29

Re: The Normandy Campaign

Post by G.Kibler[3|AIU] »

missinglink wrote:i would love to see the Canadians on Juno beach
That really would be interesting to see, but it would take too much work just to make a new faction for just 1 map. Look at the community factions for example. Those are taking a very long time to make, and many factions are using weapons from other or preexisting factions. The only one that could be used for Canada would be the SMLE. (Correct me if I'm wrong.)
It really would be interesting to see, but it's a lot of work to make a new faction. (If you could do it tho be my guest.)
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titsmcgee852
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Re: The Normandy Campaign

Post by titsmcgee852 »

I think it would've been more interesting had the Pacific campaign had been covered instead of Normandy. PR is one of the few games which could pull off such a unique style of gameplay. I guess it would work a little bit like insurgency but with a proper organised army and without caches. There have been too few games which properly convey the Pacific campaign. Maybe Rising Storm will hit the mark. That being said though, PR:N is a great thing to have :)
Moszeusz6Pl
Retired PR Developer
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Re: The Normandy Campaign

Post by Moszeusz6Pl »

Give them ships and Japanese equipment and it might happened.

Making ships is a very hard task for BF2, this is why PR have only two ships atm. Pacific without ships isn't really this. Also you can't have carriers on Refractor2, unlike Reflactor 1. I don't think that regular 4km maps would be enough for naval warfare, and I don't think that somebody will dare to make another map bigger than 4km. Also it would require new Japanese equipment, which need a lot of time to make, Normandy was make not because they choose it, but because they had a lot of equipment used by Normandy. So it's probably not going happened, unless you want to make it itself.

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Arc_Shielder
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Re: The Normandy Campaign

Post by Arc_Shielder »

Salvo wrote:Afterdune, I can try and get you some playermodels of the 6th Airborne Division of the British Army if you want. After all, the 6th AD worked alongside the 101st and 82nd :)
Curious, what's up with this?
tutvys13
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Joined: 2013-03-23 19:42

Re: The Normandy Campaign

Post by tutvys13 »

What about winter map(bulge if I remember correctly?)
Pvt.LHeureux
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Re: The Normandy Campaign

Post by Pvt.LHeureux »

Need winter textures and new effects, new models, new soldier models, etc :(
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