Making the Best of Barely Populated Co-op Servers

General discussion of the Project Reality: BF2 modification.
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O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Making the Best of Barely Populated Co-op Servers

Post by O.Ortega »

Hello all.
I've noticed that many co-op servers are empty or have ~5 players on them. Now, having not found any suggestion like this after a quick search on Google, I wondered if some players wouldn't want to use these otherwise unpopulated servers to host scenario type games. How it would work is that one player would become Commander of the Opfor AI Team while the other players stay on Blufor, allowing for the game to have a 'DM' to make the AI act in a way that fits the scenario. If players and servers are willing. we could have scenarios like:
Hold the Line: A group of players must keep the Opfor from securing a location by eliminating Opfor troops and Assets until Opfor runs out of tickets. The defending force will only get Logistics vehicles and light assets.
Assasination: The Blufor must assasinate the Opfor commander who will be at a certain control point/ area. It would actually be better to keep the commander away from the control point or he/she will notice that someone is capturing the flag once the Blufor team gets close. The Opfor commander will only be protected by infantry and light assets but once they respawns he can unleash their full fury.
Sabotage: on a map where the AI delays using the heavy assets, the Blufor team must destroy the assets before they can be put into use.
I think that this will need to be co-ordinated and organised since it needs a cohesive team on the Blufor side and a Commander who needs to be able to look after his own enjoyment and that of the Blufor. So let me know what you think of my idea and tell me if you are interested.
Current Scenarios I have in mind:
Hold the Line: Bijar Canyons
Sabotage: Fool's Road
Assassination: Iron Ridge
SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Making the Best of Barely Populated Co-op Servers

Post by SkyEmperor »

I don't think you can do this kind of stuff with PR AI
O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Re: Making the Best of Barely Populated Co-op Servers

Post by O.Ortega »

SkyEmperor wrote:I don't think you can do this kind of stuff with PR AI
As it turns out the PR AI doesn't move to markers as quickly as one would want but all that the PR AI needs for the scenarios is to be given the appropriate markers to move to and hold, and then new markers when the situation changes.
SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Making the Best of Barely Populated Co-op Servers

Post by SkyEmperor »

It's better with real players than bots
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Making the Best of Barely Populated Co-op Servers

Post by matty1053 »

SkyEmperor wrote:It's better with real players than bots

Sometimes it feels like your playing with bots on normal servers :lol:
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SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Making the Best of Barely Populated Co-op Servers

Post by SkyEmperor »

matty1053 wrote:Sometimes it feels like your playing with bots on normal servers :lol:
lel sometimes it's true
O.Ortega
Posts: 53
Joined: 2015-05-21 11:48

Re: Making the Best of Barely Populated Co-op Servers

Post by O.Ortega »

The reason for using bots is so that less players are needed for a scenario. Sometimes you don't need a side full of imaginative, intuitive humans for your scenario. You need lots of troops to throw at an enemy. If you pit ten players versus fifty bots they may hold out. If you pit ten players versus fifty other humans a massacre is likely. What I have is more along the lines of DM versus heroes.
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