Project Reality Mini-Mod 0.1

Project Reality announcements and development highlights.
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Munchies
Posts: 4
Joined: 2005-05-11 11:07

Re: Project Reality Mini-Mod

Post by Munchies »

requiem wrote: - Kill & Hit Indicator removed
- Weapons Damage increased
- Reticles removed
- Parachutes removed
- Adjusted Physics of Vehicles and Characters
Reticles ingame represent hand-eye coordination of a real life soldier, IRL a trained soldier can fire from the hip with relative accuracy for close range (~30m) and the reticles represent that, and also represent the current accuracy you have, things you can feel when using the gun itself but cannot be simulated in a game without reticles, they shouldnt be removed.

Hit indicator (i'm talking about the one you get when being shot), again represent things you would feel irl (being shot.. :p ) you could tell where did the bullet hitting you came from, if you're talking about the x you get when hitting someone then its ok, thats unrealistic.
3FJ_Werner
Posts: 94
Joined: 2005-06-13 15:55

Re: Project Reality Mini-Mod

Post by 3FJ_Werner »

nvm
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

My question about the nades still remains... in the minimod, are grenades (both thrown and launched) going to be tweaked to actually behave like grenades, not M80s? Currently, you have to be at least 7 feet away from one to die, which is not correct...You can easily be killed by a nade from about 30 feet away.
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=|BC|=Kevin
Posts: 9
Joined: 2005-07-14 23:30

Post by =|BC|=Kevin »

I got a question.............with the new expansion coming out for BF2 will some of its features be included with a patch or something? I mean things like the grappling hook and rope; and night maps?
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

for the sake of realism im sure grenades will act more like grenades instead of m80s
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NYC
Posts: 20
Joined: 2005-07-09 01:03

Post by NYC »

Make the dam grendades roll! In BF2 right when it hit the ground it would stop. And mabye make them roll in a random direction because there not a perfect circle.
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

KaiserPanda wrote: Battlefield 2: Napoleonics
:twisted: good one :wink:
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NYC
Posts: 20
Joined: 2005-07-09 01:03

Post by NYC »

OMG the release is getting so close. Towards the end of the month or earlier could be a week...Right?
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Kaiser Panda, I think that is actually fairly easy to do:

Along with shooting the shell, when you left click, you also fire and invisible set of very weak explosions to represent the danger area, you get in the danger area, you get knocked over (critically wounded)


...........................* * * * * * *
------\..............* * * * * * * * *
Tank |===== * * * * * * * * * *
------/..............* * * * * * * * *
..........................* * * * * * *

*'s = small, invisible explsions (very weak in actual explosive power, but strong in amount of damage they can do to you)

.'s = spacers for image

Something like that

This could also be done for AT rockets, have a small, visible explosion at the back that will kill people.
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Dont know if this has been answered yet, but in the Mini-Mod will the M95 be capable of disabling vehicles???
GOD BLESS AMERICA AND OUR ALLIES
Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Re: Project Reality Mini-Mod

Post by Ugly Duck »

Munchies wrote:
Reticles ingame represent hand-eye coordination of a real life soldier, IRL a trained soldier can fire from the hip with relative accuracy for close range (~30m) and the reticles represent that, and also represent the current accuracy you have, things you can feel when using the gun itself but cannot be simulated in a game without reticles, they shouldnt be removed.

Hit indicator (i'm talking about the one you get when being shot), again represent things you would feel irl (being shot.. :p ) you could tell where did the bullet hitting you came from, if you're talking about the x you get when hitting someone then its ok, thats unrealistic.
In-game all you would have to do is put the enemy in the middle of your screen and click. After a bit of practice it's probably just as easy, if not easier, than this "sense" of where the gun is pointed. If you think it'll be bad with full auto weapons, try playing RO. No crosshairs... and that's with bolt action rifles!
Apache
Posts: 2
Joined: 2005-01-27 05:16

Post by Apache »

Figisaacnewton wrote:Kaiser Panda, I think that is actually fairly easy to do:

Along with shooting the shell, when you left click, you also fire and invisible set of very weak explosions to represent the danger area, you get in the danger area, you get knocked over (critically wounded)


...........................* * * * * * *
------\..............* * * * * * * * *
Tank |===== * * * * * * * * * *
------/..............* * * * * * * * *
..........................* * * * * * *

*'s = small, invisible explsions (very weak in actual explosive power, but strong in amount of damage they can do to you)

.'s = spacers for image

Something like that

This could also be done for AT rockets, have a small, visible explosion at the back that will kill people.


There is a big problem with that though. You would get TKs when idiots stand too close to your tank. Anyone making that mistake shouldn't have the power to punish you, nor should your score be held responsible.


Also a suggestion- Can you up the range for most sounds? This way we could really get a fog of war thing going! Imagine if you could hear small arms fire from 1-2 flags away on karkand! That would be one noisy intense battle.
DCX/RC Coder
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Apache
Posts: 2
Joined: 2005-01-27 05:16

Post by Apache »

KaiserPanda wrote:Well, it is a "reality mod," so punishing people for doing stupid things that would kill you in real life would make sense. :D
No I meant the tanker should not be punished. People should learn to keep there distance, I don't think the tanker should have to check for people if he has the chance to get the first shot on another tank.
DCX/RC Coder
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I don't think it should count as a tk at all, just be another sort of (was killed) thing, with no one really responsible.
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TAW_Doedel
Posts: 29
Joined: 2005-04-05 06:52

Post by TAW_Doedel »

This is my personal opinion but... I think a rifle shot (5.56mm, 7.62mm etc) and pistol (9mm standard) should kill anyone in no more than 2 shots.. and, of course, 1 shot to the head. The .50's should outright kill in 1 shot, even if it hits you in the toe (wouldn't that blow your foot apart anyway? you might as well be dead limping around with nothing past the ankle..)

According to a friend of mine who was in the US Army and was an Abrams crewman (everything from gunner, loader, radio, driver, Commander) something like the Eryx should take out an M1 in one shot anywhere.. perhaps two, just for the sake of not completely eradicating tanks' usefulness (in the future I'd like to see the ATGM kit removed and replaced with perhaps RPG-7/SMAW?).. also give the AT Kit a single missile! Make him need to get ammo after every shot!
Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

TAW_Doedel wrote:According to a friend of mine who was in the US Army and was an Abrams crewman (everything from gunner, loader, radio, driver, Commander) something like the Eryx should take out an M1 in one shot anywhere.. perhaps two, just for the sake of not completely eradicating tanks' usefulness (in the future I'd like to see the ATGM kit removed and replaced with perhaps RPG-7/SMAW?).. also give the AT Kit a single missile! Make him need to get ammo after every shot!
In real life a single tank shell would do the same thing(modern one, at least). If this was done tanks would become huge death traps. I think a better option(won't be possible without MDK) will be more specific locational DMG. This will enable you to kill a tank in 1 hit if you can hit it in a sweet spot like on top(tanks should avoid cities) or maybe in the rear(exhaust grate).
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Or even below. I'm not entirely off when I say that manually triggered mines and bombs are a pretty huge threat for tanks nowadays, right? As well as the tracks still being fairly vulnerable to RPG's.
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