New Game Mode- Special Forces

Suggestions from our community members for PR:BF2. Read the stickies before posting.
blackdagger13
Posts: 4
Joined: 2012-12-17 21:31

Re: New Game Mode- Special Forces

Post by blackdagger13 »

ok i have seen the perfect sf models for this gameplay but they are only for private mods but i'm sure that the modeler finds PR wants new models he'll faint so here's the link
M4A1 Updated Eotech. image - seeneonu - Mod DB
at least this how i see the weapons so...
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: New Game Mode- Special Forces

Post by Gracler »

[R-DEV]Rhino wrote: Also Eddie I know you don't think much of the BF2 engine but to be frank, it really isn't as bad as you may think. W/e engine you go on there are going to be problems when working as a mod at least, like ARMA2, you can't do some of the simplest things in BF2 like "shovel a deployable" etc, even thou the engine is in many ways far more flexible than BF2, it still has many flaws. The real advantage PR:BF2 has simply the foundation we have made over the past god knows how many years with loads of good quality content and gameplay, and to replicate than onto another engine and as well in higher quality, is not only going to take a hell of a lot of time, but also has the chance of never hitting that spark PR:BF2 has.
I agree

I'm no expert at game developing but I have done little here and there over the last 20 years and even though the programs gets more and more user-friendly they seem to also block more and more customization, and the time saved on the easier workflow is today wasted on the larger amount of work that has to be done to make it up-to-date-standards.

So decommissioning the bf2 engine should be only be done when the players has moved on or when you hit an unbreakable wall that is essential for survival. (PR developers seems to have a good sledgehammer though)

Also i think that we where many that thought ARMA2 PR would take over quick, but better graphics and unlimited possibilities couldn't drag people away from bf2 PR game play that they have gotten used to and couldn't recognize.

What I'm trying to say is that whatever engine is used, in the end it all comes down to game-play so if some sort of SF variation could be done and be fun to play for both sides it would be played a lot.
Unfortunately I can't come up with a solution other than AI bots for insurgents and even engines with good Ai gets boring to fight after some time. ARMA's Ai is decent and bf2's AI work the same way as a robot vacuum cleaner, and only cat's and baby's think they are fun :D .

Scripted events with extra rules that are recorded and put together into a video in the end, is the only thing that I can see would be worthwhile and fun. (making it a video so that the insurgents who die early can watch the fun later and say... i was there :D )
Last edited by Gracler on 2013-05-19 16:15, edited 1 time in total.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: New Game Mode- Special Forces

Post by hobbnob »

Wasn't the 2142 superior engine ruled out because we'd have to create assets that were currently vanilla BF2? I'm not sure, but aren't we getting close to the point at which that's a non issue? We still have vanilla panther sounds I think, but there was a recording session a few years back that should solve that.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: New Game Mode- Special Forces

Post by Rhino »

the BF2142 engine is yes, slightly superior but we are still using quite a lot of vBF2 content. A lot of our staticobjects are from vBF2, most terrain textures are from vbf2, even most of the player models we have ingame are from vBF2. So while we hardly use any handheld weapons (although still use quite a few vehicles, especially for the Chinese) we are a long way from replacing all of the vBF2 content, nor are we aiming to.
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tutvys13
Posts: 43
Joined: 2013-03-23 19:42

Re: New Game Mode- Special Forces

Post by tutvys13 »

Yeah, Yeah add It NOW! I order you!
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: New Game Mode- Special Forces

Post by rPoXoTauJIo »

Every time i hear about special forces in PR - i remembering this post.
And epic phrase :D
Special forces have been removed from the game for a reason, PR is not concerned with OMG BLACK OPS TACTICAL POCKET NUKE WARFARE FLYING KNIFE KILL TOMAHAWK 360 SUPPRESSED SHOTGUN NOSCOPE.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: New Game Mode- Special Forces

Post by ComradeHX »

Instead of all the better ideas; this "special forces" idea is allowed to appear in this section.

wtf
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: New Game Mode- Special Forces

Post by Spec »

Stay on topic, or posts will be deleted.

Edit: One subsequent post deleted.
Last edited by Spec on 2013-05-21 12:01, edited 1 time in total.
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--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
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Handmademayonnaise
Posts: 5
Joined: 2013-05-21 13:41

Re: New Game Mode- Special Forces

Post by Handmademayonnaise »

I thought PR was to not portray special forces because they don't have the knowledge?

Noddy - duplicate forum accounts are not allowed.
Last edited by IINoddyII on 2013-05-22 05:14, edited 1 time in total.
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: New Game Mode- Special Forces

Post by qs-racer »

In real life, Insurgent aim like rambo, weapon on the waist, and fire full auto. But they are not rambo, and will miss a target at 20m.

In PR, Insurgent and SpecOps are both well train.
Put 50 Insurgents in an area of 300m square and try to assault it with 10 man, even with OP weapon will never work.
Just need 3/4 insurgents on strategic position, with machine gun and explosive, waiting for you, and you are down.

It will be nice to play that, but i think it cannot be done on any multiplayer game because skill are equal on each team. Maybe script it for solo player and play as Co-op game is a solution.

For example, try to play PR tournament with a team on insurgency layout, u will see how hard a cache defended by 20 players and 10 others sneaking around is hard to get, even with good team-play on blufor side.


Edit : a 10vs10 game, on small layout like skirmish, with one objective to defend for Opfor, and various spawn points for blufor, in all corner of the area could be nice. A good alternative for skirmish game.
Last edited by qs-racer on 2013-05-21 18:50, edited 1 time in total.
crokojot
Posts: 122
Joined: 2008-01-05 00:10

Re: New Game Mode- Special Forces

Post by crokojot »

It will be nice that 1 squad in game can use parachute...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: New Game Mode- Special Forces

Post by Rhino »

Right I think this topic has gone on long enough and should have been locked ages ago, let alone ever been approved.

We are never going to focus to much of our efforts onto SF for PR for reasons stated already in this thread by a few devs and we are certainly not going to make a gamemode like this just for them either.

- Locked.
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Locked

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