I'm playing Pr for 2 years(from 0.981) After getting some basic experience about nearly all positions in game I wish to write something about realism, teamwork, strategies etc in pr. First of all I should say sorry about bad English. And also I have to say that these are my view so I am not forcing it as it's the truth. Please be gentle while discussing it
As I know, Project Reality is community modding, which means our opinions are really important for the future of Pr:Bf2 and even for PR2. But I noticed while we are suggesting our opinions about new stuff or the old We speaking about realism and teamwork. I am completely supporting the realistic side of project reality. But what i see about it is not bunch of shortcut buttons as arma series. It's more about mentally. For example limiting spawn points and bigger maps forced players to fulfill transportation role. That's the spirit of project reality. It's all about limited resources. Spawn time between assets, transportation requirement in maps, necessity of fobs near objectives... All of these forcing players to simulate a teamwork and strategy of an organisation like armies and force them to think about what should be their next movement. That's the spirit of project reality: Limited resources!
Probably you are asking why i'm talking about these shit. Reason is simple: project reality is becoming like big mapped arcade games. As I said before this is a community modding so our opinions are really important and If we don't give this game new blood as gameplay mechanics or good feedbacks. I guess the mod is just going to die slowly. For healthy ideas and feedbacks we should first know what's the project reality. This is why i tried to give definition by myself. Of course this is not truth, just my opinion...
This is so wide opinion. You may add everything fits on it. Human resources, time, ammunition, assets, field etc. Limited resources are pretend you from moving without thinking it's consequences. For exampe if you have unlimited ammunition on your AT probably you would fire it to everyone. Or If you have permanent flag spawnpoints but no fobs like Battlefield 2 itself, you would not think about transportation or worry about the most important resource: time... What I am thinking is
Some feedback examples about how important limited resources (after 1.0 patch):
-Spawnable Special Kits: This is breaking the importance of supplies and supply crates in strategies. It does not matter if you have any crate near your spawn. You may spawn with a kit that your squad needs. So who cares about supplies?
-Rally Points: I was opposite to rally points in 0.981. If you loose some men you should fall back wait for the fresh men arrives with trans. Rally point with limited time still okay. No problem, just forget about it. But permanent rally point with short reload time... That's what converted project reality into arcade... It does not matter if you find enemy fob. There are always enemy rally points 200 or 250m back.
Or some suggestion in understanding of limited resources:
-Rifleman ammo packs: Ammunition is essential resource. But having one pack of ammo after spawning with Rifleman is just killing the spirit I always speak about. I am not against the idea of carrying ammunition by infantry. I am against spawning with it. Just every rifleman spawns without a pack of ammunition and should need to reload it's pack again.(more slowly than normal) or I can carry it into next phase:
-Spawning with no kit and preparation: I accept this is radical suggestion but for common good. It does not matter if you are squad leader or member, tank crew, pilot etc. every man should spawn with no kit. And the crucial point: When you take a kit from a crate. It does not come with fully lock'n loaded. It should have no ammunition, no handgrenades or AT rocket ammunitions etc. You should reload it slowly. So it gonna prevent "spawn and go" arcades which you kill a man and he spawns and came in 1 min to kill you while you heal wounds, prepare etc.
All of these are just for example about the idea of limited resources and how should we convert game into more strategic and fit for teamwork. As I said before I am not using this thread as suggestion or feedback thread. If you liked the ideas or criticise feedbacks, you may open new threads in suited places.
I want to attract your attention into a new discussion: Gamemodes... I think AAS or Ins game mode is just old fashionated. It's still fun for some but most of veteran players just left the mod because of this. So as i said before our opinions are really important for the mod. We should think and suggest ideas about new "possible" mods which will not convert game into arcade.
That's all folks! And I really want to say thank you if you all of this post. I am sorry for bad English again.
Have a nice day




