A list of unrealistic game mechanics

General discussion of the Project Reality: BF2 modification.
Sequadon
Posts: 35
Joined: 2015-11-19 14:15

Re: A list of unrealistic game mechanics

Post by Sequadon »

I know some of them can run on battery, or even on a small APU. We are talking about a solution that prevent the crew to hop in/out the tank unrealistically and based on some real life mechanism. The key is balance between gameplay and realism. IMO.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: A list of unrealistic game mechanics

Post by LEGIYA »

Heavy Death wrote:But wasn't it re-added for chopper 50.cals after people complained they were useless?

Besides, all of the things in OP, turrent intertia, tank sound, smoking yourself infinitely etc... - Change any of that and the assetwhore mob come s crying sweet tears of "muh k/d" and will complain so long until DEVs cave in and revert it back to COD.
Assetwhores should addopt.They are minority.
And afterall,main gameplay should focus on INF,while armour should focus on supporting INF.
Thats my thinking...
I find it more fun to support inf,insted of hunting eachother over and over again with sound whoring...
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Maybe a louder engine startup sound for 5 seconds could prevent that they drivers get out of the tank.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: A list of unrealistic game mechanics

Post by LEGIYA »

Jabil_One wrote:Maybe a louder engine startup sound for 5 seconds could prevent that they drivers get out of the tank.
I was thinking of 3sec+ moving delay when you enter.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Jabil_One wrote:Maybe a louder engine startup sound for 5 seconds could prevent that they drivers get out of the tank.
LEGIYA wrote:I was thinking of 3sec+ moving delay when you enter.
Lets combine it ;-)
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Wait, when i remember right, one method to stop that the driver getting out is to lock the driver PCO "DontAllowExit". Driver can only leave when he switch to the gunner PCO. That means the gunner has to get out first.
Entering the turretgun lonely would force the blackscreen right for the gunner!?

F+ck, the 3rd pco ruins the plan.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: A list of unrealistic game mechanics

Post by AlonTavor »

You can't edit ObjectTemplates of existing vehicles in realtime. Only "object." stuff.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Question:

Many ppl maybe experienced some bugged bipods when you get in them you cant exit it.
Reason is the exit point is blocked.

My question is now, is it possible, when the gunner entered the turret pco, that something invisible moves (remember the bf2 vanilla cockpit cupola closes when you enter it) and block the exit point for the driver.
The gunner would have a different exit location and when he leaves the invisible driverlock position resets and makes the driver exit location unblocked? Maybe the roof hatch attached to the tankturret can close and block it with a rotational code?

I remember some modders did that with the F15 copilot seat so bots dont jump out when you barrelroll but they put the exit location into the planefuselage.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: A list of unrealistic game mechanics

Post by viirusiiseli »

Heavy Death wrote: turrent intertia, tank sound
Turret inertia still in game despite "revert" of changes. Armor sounds made significantly harder to hear over long distance in 0.98 -> 1.0. Barely anyone bases their tactic solely on listening for enemy armor, as was the standard in 0.98 and before.

ITT: People talking about things they don't know
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: A list of unrealistic game mechanics

Post by camo »

Alright, i'll bite.

Which turret inertia are you talking about?
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Spitfire1.2
Posts: 23
Joined: 2015-04-09 14:24

Re: A list of unrealistic game mechanics

Post by Spitfire1.2 »

-heavy weapon handling - while for hand-held weapon like MG or HAT it's probably an engine limitation, mounted heavy weapons like M2HB on hummvee shoukd in no way be allowed to be swung around like it was a pistol. After all youre trying to move a 40 kg gun, as well as the turret it is mounted on, which adds probably another 40-80 kg.
Irl, mounted M2's movement is somewhat like the SPG, the gunner has to use a controller in order to move the gun more than a certain amount of degrees horizontally, but unlike the SPG the movement is much faster. So if you implement an SPG type rotation in the "fifty" (A/D to rotate) it would be more realistic
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: A list of unrealistic game mechanics

Post by AlonTavor »

Spitfire1.2 wrote: So if you implement an SPG type rotation in the "fifty" (A/D to rotate) it would be more realistic
Its doable, but its much work and extra networkables. The engine has a very low networkable limit. Maybe in the future.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Irl, mounted M2's movement is somewhat like the SPG, the gunner has to use a controller in order to move the gun more than a certain amount of degrees horizontally,
What i dont can understand is why using a joystick to rotate the turret irl.
Wouldn't it be much more better having 1 botton on each weapon grip. Left grip pull left, right button pull right?
My cars handsteeringwheel has a similiar function to operate my car HIFI loudness.

My common sense tells me having both hands on the gun, so not one hand on gun and one on joystick, is much better for accuracy and handling of the weaponrecoil etc.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: A list of unrealistic game mechanics

Post by Rhino »

In the CR2 they use a PS Controller :p

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Spitfire1.2
Posts: 23
Joined: 2015-04-09 14:24

Re: A list of unrealistic game mechanics

Post by Spitfire1.2 »

What I don't can understand is why using a joystick to rotate the turret irl.
I am not sure if it's a 1-axis analog joystick or an on-off-on switch, but the former gives you the ability to control rotation speed. Also, I dont think it would be very practical (and safe :-) ) firing a .50 cal machine gun while doing a 90 deg turn. The gunner has to rotate the turret first, before he starts firing.

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Last edited by Spitfire1.2 on 2017-10-05 20:33, edited 3 times in total.
mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: A list of unrealistic game mechanics

Post by mectus11 »

fast ropes when? :wink:
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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: A list of unrealistic game mechanics

Post by Lugi »

Heavy Death wrote:Respawn is also unrealistic game mechanic. :D
Thats why we have one-life events, don't we? :D
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: A list of unrealistic game mechanics

Post by Jabil_One »

Respawn is also unrealistic game mechanic
Why such comparesions? It will end in nowhere.

It's a game. It's a build in spawnmechanic of the engine.
FYI, in every GAME engine you spawn. There will be never a engine where you not spawn or something spawns.
NEVER.
You spawn in CS, you spawn in ArmA (ACE ACRE also and this mod is compared to PR ultra realistic), you spawn your troops in C&C, you spawn in World of Warcraft, you spawn in all games. Also when you play MaYong.
Tell me please how the Devs can make it better. I listen.

The intension of this mod (realism) isn't about when you die you have to look for another server. It's not a game about perma death. For that's the Dev's integrated respawn time penalties etc. to take out the unrealistic spawnwaves. Such OneLife events are a good method for the hardcore fanbase who like it and it revitalize PR.

People who want the feature when they get killed ingame and want a reallife penalty ..... please jump, where a will is is a window.

Some of us talking not about the spawn mechanic or the Bloody screen or suppression or coop bots. We all know we have currently no cyborg soldiers in reallife so should we remove now the coopmode?


Some of us talking about how things get handled in reallife and how would it fit into the Mod.
Some of us talking here about Joystick controlled turrets and how it would work in PR.
Making it the light attack vehicles (i mean humvees) a bit more difficult to farm infantry.
The MK19 humvee is OP. AAVP7 on Muttrah is OP.

PR is also a game about asymetrical warfare. How you can balance such things for the sake of gameplay? Here an excample :

Humvee turning the turret vertically and controllable with A-D and horizontally with mouselook with a small vertically angle with mouse.
Humvee gunner is good protected.

Compared with :

Technical weapon controlled with pure mouselook.
Technical gunner not so good protected.
Spitfire1.2
Posts: 23
Joined: 2015-04-09 14:24

Re: A list of unrealistic game mechanics

Post by Spitfire1.2 »

I think the respawn thing it was a joke Jabil :-)
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