Imaging Project reality with realistic gameplay
-
ILoveKebab/RSSY_RYD
- Posts: 15
- Joined: 2020-11-25 00:11
Imaging Project reality with realistic gameplay
Hello everyone!
___________________________________________________________________
Let's talk about one thing and that Project reality, Project reality have Been a good realistic game, but let's imagine it's more realistic!
First let's talk about the kits.
Project Reality squad have breacher, which some country doesnt have, and the some faction will not have scope, for example Russia and China. And medic will be a limited kit because there is 2 medic per 1 platoon or 40 people. And there will be assistant Gunner because some countries use it.
Let's talk about the squad.
The squad composition will change according to their country and their unit. For example Russian btr squad have 7 infantry
Im going to give you the example of squad
(https://static.wixstatic.com/media/a137 ... 9a~mv2.png) Russian btr squad
(https://static.wixstatic.com/media/a137 ... )%20German panzergranadier
https://static.wixstatic.com/media/a137 ... 29~mv2.png)
China mechanized
(https://static.wixstatic.com/media/a137 ... )%20united state rifle squad
Let's talk about the gameplay
Now map will not show your teamates, only the objective, and the voice channel is connected to enemy voice channel. And when you use the map you need to pick up it and you cant use your weapon when using the map. And fobs and emplacement is not coming to pr because of the realistic need
So what is the conclution?
So first PR will be more onforgivable because of no fobs, deadlier gun, more chaos, and more!
___________________________________________________________________
That is for today, see you later to my smaltalk!
Have a great day everyone!
___________________________________________________________________
Let's talk about one thing and that Project reality, Project reality have Been a good realistic game, but let's imagine it's more realistic!
First let's talk about the kits.
Project Reality squad have breacher, which some country doesnt have, and the some faction will not have scope, for example Russia and China. And medic will be a limited kit because there is 2 medic per 1 platoon or 40 people. And there will be assistant Gunner because some countries use it.
Let's talk about the squad.
The squad composition will change according to their country and their unit. For example Russian btr squad have 7 infantry
Im going to give you the example of squad
(https://static.wixstatic.com/media/a137 ... 9a~mv2.png) Russian btr squad
(https://static.wixstatic.com/media/a137 ... )%20German panzergranadier
https://static.wixstatic.com/media/a137 ... 29~mv2.png)
China mechanized
(https://static.wixstatic.com/media/a137 ... )%20united state rifle squad
Let's talk about the gameplay
Now map will not show your teamates, only the objective, and the voice channel is connected to enemy voice channel. And when you use the map you need to pick up it and you cant use your weapon when using the map. And fobs and emplacement is not coming to pr because of the realistic need
So what is the conclution?
So first PR will be more onforgivable because of no fobs, deadlier gun, more chaos, and more!
___________________________________________________________________
That is for today, see you later to my smaltalk!
Have a great day everyone!
Last edited by ILoveKebab/RSSY_RYD on 2020-12-06 22:14, edited 1 time in total.
-
KurmayYuzbasi
- Posts: 5
- Joined: 2020-05-11 13:50
Re: Imaging Project reality with realistic gameplay
Fobs are the essence of "reinforcements" feeling, also connecting the voice channel to enemy voice channel? You do know that different militaries use different frequencies right?
Also No.Russia and China uses scopes in conventional means.
You do know there is a military class just for emplacements like "Istihkam" in Turkish Armed Forces? Emplacements are a must.This game represents tactical and operational level conventional conflicts.
So what else could be better in terms of reality?
I fully agree on not being able to see your friendlies on map.Of course squad leads should be seen.
How could it be better?
These are just my thoughts;
Maybe recon squads could be more efficient with some kit improvements.Maybe Armed UAV's could be added into the game just like a minor type area attack,maybe intelligence officer could be a kit per team (That can somewhat listen enemy radio chatter upon achieving some stuff and gathers some other intelligence somehow bla bla.)
Maybe we could have conventional artillery or howitzers for 4km maps (a mix of apc body and stronger and longer range PR mortars with the graphics of artillery.)
These aren't the stuff to post here but you see the point if you really want to talk about realism,you surely gotta think about how could devs implement that into the game.There is no "woosh-did it machine" that could do those.
Also No.Russia and China uses scopes in conventional means.
You do know there is a military class just for emplacements like "Istihkam" in Turkish Armed Forces? Emplacements are a must.This game represents tactical and operational level conventional conflicts.
So what else could be better in terms of reality?
I fully agree on not being able to see your friendlies on map.Of course squad leads should be seen.
How could it be better?
These are just my thoughts;
Maybe recon squads could be more efficient with some kit improvements.Maybe Armed UAV's could be added into the game just like a minor type area attack,maybe intelligence officer could be a kit per team (That can somewhat listen enemy radio chatter upon achieving some stuff and gathers some other intelligence somehow bla bla.)
Maybe we could have conventional artillery or howitzers for 4km maps (a mix of apc body and stronger and longer range PR mortars with the graphics of artillery.)
These aren't the stuff to post here but you see the point if you really want to talk about realism,you surely gotta think about how could devs implement that into the game.There is no "woosh-did it machine" that could do those.
Last edited by KurmayYuzbasi on 2020-12-06 11:13, edited 1 time in total.
-
ILoveKebab/RSSY_RYD
- Posts: 15
- Joined: 2020-11-25 00:11
Re: Imaging Project reality with realistic gameplay
I know, first China and Russian doesnt have scope for their squad, look at photos of it. Only snipers and marksman have it.KurmayYuzbasi wrote:Fobs are the essence of "reinforcements" feeling, also connecting the voice channel to enemy voice channel? You do know that different militaries use different frequencies right?
Also No.Russia and China uses scopes in conventional means.
You do know there is a military class just for emplacements like "Istihkam" in Turkish Armed Forces? Emplacements are a must.This game represents tactical and operational level conventional conflicts.
So what else could be better in terms of reality?
I fully agree on not being able to see your friendlies on map.Of course squad leads should be seen.
How could it be better?
These are just my thoughts;
Maybe recon squads could be more efficient with some kit improvements.Maybe Armed UAV's could be added into the game just like a minor type area attack,maybe intelligence officer could be a kit per team (That can somewhat listen enemy radio chatter upon achieving some stuff and gathers some other intelligence somehow bla bla.)
Maybe we could have conventional artillery or howitzers for 4km maps (a mix of apc body and stronger and longer range PR mortars with the graphics of artillery.)
These aren't the stuff to post here but you see the point if you really want to talk about realism,you surely gotta think about how could devs implement that into the game.There is no "woosh-did it machine" that could do those.
And what i mean by channels is the local, they should be connected for more reality deal, i know that it will go through wall, but first we need to figured out how to block those.
And istihkam is different from general squad, they are like sappers their main goal is to build. And most squad doesnt have shovels. Even atgm is carried by infantry, they not building it. They just placed it and set ready for it to fire. So atgm carrier team should be made, their goal is to carries atgm and how about machine gun? Well their to is carried by a team of 2 man and mortar is carried by a squad (of i'm not wrong. So what does we left with? Only foxholes. They will be build by sappers squad.
And why i say we should delete fobs? Because its reality porpuses you wouldnt see Someone just spawning in a middle of a firefight.
-
Iguanadjy
- Posts: 215
- Joined: 2008-04-12 23:31
Re: Imaging Project reality with realistic gameplay
They also don’t send just 50 peoples from their mainbase of operation to engage in a major battle over a city/objectives... They send much more! This is to simulate the reinforcement on some frontlines...ILoveKebab/RSSY_RYD wrote:And why i say we should delete fobs? Because its reality porpuses you wouldnt see Someone just spawning in a middle of a firefight.
Supporting this game since 0.6 Never gonna give up!
-
PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Imaging Project reality with realistic gameplay
Players will be required to speak in the language of the faction they're playing as.
In-game: Cobra-PR
-
transpilot
- Posts: 109
- Joined: 2019-02-28 06:25
Re: Imaging Project reality with realistic gameplay
And when you go dead dead jump down the balcony.
-
BigBigMonkeyMan
- Posts: 187
- Joined: 2017-12-16 05:08
Re: Imaging Project reality with realistic gameplay
And every time before you spawn, you have to submit a bunch of documents to your teams army recruitment squad, they need to approve it, you go through a training course and then you can spawn.
-
M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Imaging Project reality with realistic gameplay
No vehicle can be driven without conducting a full inspection in accordance with the technical manual and signing a dispatch form. Players will first have to wait 30 minutes for someone to fix the printer to get the paperwork. Upon reaching their vehicle, they will find the battery dead and have to search the entire main base to find the one set of jumper cables, which other drivers are also trying to get. After starting it, they will realize the body mounts are dry rotted again, and it has a class 3 transmission fluid leak. The vehicle is deadlined, and nobody is allowed to drive it. The team will discover that in fact all vehicles in main have to be deadlined. Everybody will have to wait for civilian buses as transport.
-
JamesRyan123
- Posts: 23
- Joined: 2020-08-26 16:37
-
SemlerPDX
- Posts: 530
- Joined: 2011-01-16 21:49
- Contact:
Re: Imaging Project reality with realistic gameplay
@ILoveKebab/RSSY_RYD ... reality has it's limits, even in milsim games like Arma. Project Reality still a PC game, and it still needs to be playable and fun.
There are dozens of concepts that you barely even touched upon; crew served weapons almost always have several members carrying part of the load, whether ammo, mount/tripod, additional barrels, other needed gear, and the actual weapon itself. Regular army (most anywhere) issues iron sight rifles to troops, scopes being limited and/or assigned only to more specialized soldiers (or in some armies/units, may be allowed to be purchased and owned by the soldier themselves of their own accord).
At the end of the day, PR is still the best combined arms shooter that doesn't push too far into the milsim genre and remains functional despite the various meta that is more milsim-like than average FPS games. There is no game that comes close to this, even to this day, with the only exception being SQUAD (of course, being inspired by PR and developed by some former PR Devs obviously makes it the 'only one like PR')
Some of what you propose would ruin what PR is, and disregards the careful thought that goes into making it what it is and balancing what we can do with what we should be able to do in this specific styled game. Before asking for something to change, first ask why it is the way it is for Project Reality. Generally, most things are well considered as good as it can get, while others are merely limitations of the engine or implementation capability (or lack thereof).
There are dozens of concepts that you barely even touched upon; crew served weapons almost always have several members carrying part of the load, whether ammo, mount/tripod, additional barrels, other needed gear, and the actual weapon itself. Regular army (most anywhere) issues iron sight rifles to troops, scopes being limited and/or assigned only to more specialized soldiers (or in some armies/units, may be allowed to be purchased and owned by the soldier themselves of their own accord).
At the end of the day, PR is still the best combined arms shooter that doesn't push too far into the milsim genre and remains functional despite the various meta that is more milsim-like than average FPS games. There is no game that comes close to this, even to this day, with the only exception being SQUAD (of course, being inspired by PR and developed by some former PR Devs obviously makes it the 'only one like PR')
Some of what you propose would ruin what PR is, and disregards the careful thought that goes into making it what it is and balancing what we can do with what we should be able to do in this specific styled game. Before asking for something to change, first ask why it is the way it is for Project Reality. Generally, most things are well considered as good as it can get, while others are merely limitations of the engine or implementation capability (or lack thereof).
-
PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Imaging Project reality with realistic gameplay
Yeah, I don't think his intention was to suggest this, more like simply let's imagine it. 
On topic, every time your squad lead scolds you, you have to go clean your bathroom
On topic, every time your squad lead scolds you, you have to go clean your bathroom
In-game: Cobra-PR
-
BigBigMonkeyMan
- Posts: 187
- Joined: 2017-12-16 05:08
Re: Imaging Project reality with realistic gameplay
please tell me this isn't based off something that happened IRL hahaM42 Zwilling wrote:No vehicle can be driven without conducting a full inspection in accordance with the technical manual and signing a dispatch form. Players will first have to wait 30 minutes for someone to fix the printer to get the paperwork. Upon reaching their vehicle, they will find the battery dead and have to search the entire main base to find the one set of jumper cables, which other drivers are also trying to get. After starting it, they will realize the body mounts are dry rotted again, and it has a class 3 transmission fluid leak. The vehicle is deadlined, and nobody is allowed to drive it. The team will discover that in fact all vehicles in main have to be deadlined. Everybody will have to wait for civilian buses as transport.
-
M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Imaging Project reality with realistic gameplay
It's a slight exaggeration, but not far off 
- captainfuture
- PR:BF2 QA Tester
- Posts: 84
- Joined: 2010-10-21 00:36
- Location: Germany
Re: Imaging Project reality with realistic gameplay
Generally I like the idea that stands behind the topic and I would love to see a new do not die "DND" game mode.
Generally the One-Life Event is what I loved most. I dont see it as a way for every-day-playing for multiple reasons (connection-loss, frustration of players, number of available players), but I would love having a PR mode, that brings people more to limits.
If harsher gamemodes are played, the server needs probably intense admin supervision as actions of players violating rules, probably can lead to the quick loss of gamebalance f.e. if rare-limited assets are wasted.
The details are not the point and discussable.
FOBs:
I do not see the point, as FOBs are blocked when enemy comes close and FOBs are in that way simply resembling strongholds with troops standing by compensating the fact that there are max. 50 players/team available.
Squads and vehicles:
I would love to see APC more integrated in a mechanized and (also troop transport) surrounding in mixed APC/INF mechanized squads.
On maps with CAS there should be something enforcing AA support (if available) if the tanks are on the field,
Squadleaders of tank squads should do a squadleader job in a light vehicle without driving/gunning a tank, as i see many people that are just not capable doing both at the same time.
These 2 points could be covered by modified server rules.
Limitation of medics:
Why not? Something sticking to my idea of a DND mode, f.e. limited number of medic kits in game. Doesnt have to be only 2/team.
Generally the One-Life Event is what I loved most. I dont see it as a way for every-day-playing for multiple reasons (connection-loss, frustration of players, number of available players), but I would love having a PR mode, that brings people more to limits.
If harsher gamemodes are played, the server needs probably intense admin supervision as actions of players violating rules, probably can lead to the quick loss of gamebalance f.e. if rare-limited assets are wasted.
The details are not the point and discussable.
FOBs:
I do not see the point, as FOBs are blocked when enemy comes close and FOBs are in that way simply resembling strongholds with troops standing by compensating the fact that there are max. 50 players/team available.
Squads and vehicles:
I would love to see APC more integrated in a mechanized and (also troop transport) surrounding in mixed APC/INF mechanized squads.
On maps with CAS there should be something enforcing AA support (if available) if the tanks are on the field,
Squadleaders of tank squads should do a squadleader job in a light vehicle without driving/gunning a tank, as i see many people that are just not capable doing both at the same time.
These 2 points could be covered by modified server rules.
Limitation of medics:
Why not? Something sticking to my idea of a DND mode, f.e. limited number of medic kits in game. Doesnt have to be only 2/team.

-
BigBigMonkeyMan
- Posts: 187
- Joined: 2017-12-16 05:08
Re: Imaging Project reality with realistic gameplay
The reason APCs don't often attach themselves to INF squads is that their mobility is their greatest asset when enemy APCs are in play, also I've heard an APC SL once say he won't come and pick up my squad because that is when he is most likely to get RPG'd, waiting for my squad to load in. When I do get an APC covering my squad or taking us to an objective, it's nice, but I do recognize how vulnerable they are in this position.captainfuture wrote:Generally I like the idea that stands behind the topic and I would love to see a new do not die "DND" game mode.
Generally the One-Life Event is what I loved most. I dont see it as a way for every-day-playing for multiple reasons (connection-loss, frustration of players, number of available players), but I would love having a PR mode, that brings people more to limits.
If harsher gamemodes are played, the server needs probably intense admin supervision as actions of players violating rules, probably can lead to the quick loss of gamebalance f.e. if rare-limited assets are wasted.
The details are not the point and discussable.
FOBs:
I do not see the point, as FOBs are blocked when enemy comes close and FOBs are in that way simply resembling strongholds with troops standing by compensating the fact that there are max. 50 players/team available.
Squads and vehicles:
I would love to see APC more integrated in a mechanized and (also troop transport) surrounding in mixed APC/INF mechanized squads.
On maps with CAS there should be something enforcing AA support (if available) if the tanks are on the field,
Squadleaders of tank squads should do a squadleader job in a light vehicle without driving/gunning a tank, as i see many people that are just not capable doing both at the same time.
These 2 points could be covered by modified server rules.
Limitation of medics:
Why not? Something sticking to my idea of a DND mode, f.e. limited number of medic kits in game. Doesnt have to be only 2/team.
The great thing about PR is all the choices we have. If I know I have a killer CAS squad that will take down the enemy jets, I might not be concerned with bringing AA support with my tank squad.
Leading an armor squad from a jeep could be effective I will have to try it.
- captainfuture
- PR:BF2 QA Tester
- Posts: 84
- Joined: 2010-10-21 00:36
- Location: Germany
Re: Imaging Project reality with realistic gameplay
In some situations I can see this problem.BigBigMonkeyMan wrote:The reason APCs don't often attach themselves to INF squads is that their mobility is their greatest asset when enemy APCs are in play, also I've heard an APC SL once say he won't come and pick up my squad because that is when he is most likely to get RPG'd, waiting for my squad to load in. When I do get an APC covering my squad or taking us to an objective, it's nice, but I do recognize how vulnerable they are in this position.
Generally I do not see any APC any safer by just keeping it on the run. I see this as a way to cross unsafe territory - but loading and unloading passengers is selfspeaking going along with intel and infantry cover in more or less safe conditions.
APC crews running without infantry cooperation and in uncleared territory in front of the frontline I see as a waste of asset even if it may sometimes be rewarded with ticketgain earned by surprise attack. It has not much to do with realism, crew safety and PR realistic gameplay it is a counterstrikewise way to play an APC.
Special exception, sounds also pretty much away from realism to me. I am talking of more common situations.BigBigMonkeyMan wrote:The great thing about PR is all the choices we have. If I know I have a killer CAS squad that will take down the enemy jets, I might not be concerned with bringing AA support with my tank squad.
I would prefer to have an armed command vehicle, also a special position in tank could do, like f.e. the front right seat in the BRDM with zoomed view but not driving and not gunning position. The jeep command style might be more a WW2 heroes picture.BigBigMonkeyMan wrote:Leading an armor squad from a jeep could be effective I will have to try it.
Generally my point is more what could be implemented to augment realism by hardcoding or serverrules.

-
Esunmanta
- Posts: 7
- Joined: 2020-12-13 01:58
Re: Imaging Project reality with realistic gameplay
I like arma and Squad but if you want to play without a clan PR is the best. Players is the most important thing if you want to play Milsim. You can go Squad and enter in that chaos, no matter how they game is. Same for Arma lol.
The best Milsim players are still in PR.
The best Milsim players are still in PR.
-
CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Imaging Project reality with realistic gameplay
Thank God OP is not Lead Dev.
All of this sounds terrible and unfun.
Good suggestion still, thumbs up. Learning 'nam right now.
All of this sounds terrible and unfun.
Would love to play as a proper Nazi, but some voice comms would probably get me arrested here in Germany (if they find out).PatrickLA_CA wrote:Players will be required to speak in the language of the faction they're playing as.
Good suggestion still, thumbs up. Learning 'nam right now.
Having half the PR community jump off the balcony would probably make the world a better place.transpilot wrote:And when you go dead dead jump down the balcony.


-
Coalz101
- Posts: 493
- Joined: 2017-07-03 11:11
Re: Imaging Project reality with realistic gameplay
The commander seat exists, but in a dumb way that I once disagreed with and I still do.. Just make it into an extra seat, Just because it will turn the engine off people complain about it. But look at it from another perspective:captainfuture wrote: I would prefer to have an armed command vehicle, also a special position in tank could do, like f.e. the front right seat in the BRDM with zoomed view but not driving and not gunning position. The jeep command style might be more a WW2 heroes picture.
"A tank rolls up to a hill, the driver stops on the hill, switches seats and starts spotting, (This switch can be cruical to the survival of the tank) they spot enemy tank, but the enemy tank took the first shot, now the driver has to switch back from commander seat to driver seat and reverse. (This would take so much time that they are practically dead)."
This encourages having a third person in the commander seat at all times.
-
PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Imaging Project reality with realistic gameplay
No, what we need is a few Balkan factions, then shit gets real with languageCAS_ual_TY wrote: Would love to play as a proper Nazi, but some voice comms would probably get me arrested here in Germany (if they find out).
Good suggestion still, thumbs up. Learning 'nam right now.
In-game: Cobra-PR


