If PR went independent...

General discussion of the Project Reality: BF2 modification.
BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

If PR went independent...

Post by BetterDeadThanRed »

...what would you want in it?

I know this subject has been discussed before, but I thought it might be fun to dream a little bit about what could be. Clearly PR has an enormous fan base and a fair bit of resources to boot, so it may not be all that far fetched, but that isn't the topic at hand.

So, if PR was an independent game, what would you want in it? or more generally, what would you want if PR wasn't restricted by EA copyright issues and hardcoding?
  • Dynamic aiming system
  • Dynamic movement system (character move with respect to their environment, using surfaces for support)
  • Regional size maps with objective driven gameplay (clear and seize city x)
  • Intelligent AI support to multiply numbers of combatants (and non-combatants) on a given battlefield (who wants to sit at an artillery position all game? nobody that's who. Put that under the command of an AI and call down support at will.)
  • Chain of command (Squad < Platoon < Company < Battalion, populated by either AI or human soldiers and specialty squads)
  • Continuous campaigns (None of this one map scenario stuff, I'm talking a progressing campaign with a time line)
  • Dynamic inventory (Swapping items in kit inventory, carrying extra missiles for teammates and such)
  • Fully destroyable/modifiable terrain (not just buildings, but craters from JDAMs and artillery and shit)
  • F4ztr0p3z!11!1, and maybe some airborne insertions (I said it first)
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SGT.JOKER
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Re: If PR went independent...

Post by SGT.JOKER »

I think you listed the majority of things I coulda thought of for the modern era lol. IF PR was independent and had the man power though, Id like to see it cover other era's Like WW2, Korea, and Vietnam(!!!). Just my thoughts
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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FastWinston
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Re: If PR went independent...

Post by FastWinston »

I would so buy PR WW2 edition! And I totaly agree with Intelligent AI support :)
DESATS
Posts: 1
Joined: 2008-05-08 06:00

Re: If PR went independent...

Post by DESATS »

All the above (i dont really care about AI, I prefer the real people) But having a MMOFPS version would be nice.. A server with 1000+ people in it with a huge map would make me all squishy inside.
Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: If PR went independent...

Post by Colt556 »

I'd want a good cover system. Hold a key and glue yourself to a wall, and then the ability to fire behind cover, and lean behind cover. And also, the ability to open doors. QCB maps ftw.
Spaz
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Re: If PR went independent...

Post by Spaz »

arma 2
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IAJTHOMAS
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Re: If PR went independent...

Post by IAJTHOMAS »

Better VOIP, e.g. inside vehicle, local area, leaning, more appropriate weapon aiming system
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Rudd
Retired PR Developer
Posts: 21225
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Re: If PR went independent...

Post by Rudd »

Spaz wrote:arma 2
basically, but not quite as heavy as that
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[T]Terranova7
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Re: If PR went independent...

Post by [T]Terranova7 »

FastWinston wrote:I would so buy PR WW2 edition! And I totaly agree with Intelligent AI support :)
What about Project Reality 4142? "Dude! There's a 30 seconds warmup time on the Pulse Laser Plasma Launcher (PLPL)! You shoot before that and it overheats and blows up you nub!"

Nah, in all seriousness if PR were independent I would first want them to get some ultimate engine. It should be pretty scalable, so everyone doesn't have to go out and purchase the latest in hardware technology. But at the same time, it should be capable of sporting some high end graphics.

I would like to see the real world physics taken to next level. That incorporates everything in the game. If a car crashes into a building, the front end of that car should be caved in and it shouldn't be able to drive as well if not at all (Like GTA's system). If you're driving your vehicle over muddy terrain, your vehicle should be placed at the risk of being stuck. Same thing if you're driving through snow and what have you. If you're walking on Ice, there should be potential for it to break and for you to fall into the water. You should be capable of literally digging yourself a foxhole or tench or anything you feel like.

Every structure should be enter able by some means. If the door's locked, I should have the ability to unlock (By keys or by breaking in) or even just blowing a hole in the wall with explosives.

AI should be extremely intelligent. I really like how "Euphoria" does it. It's used in Grand Theft Auto 4. You notice how the AI will react realistically when shot (often times immediately falling down or stumbling). It's also amazing on how they can be aware of objects around them. In GTA they will sometimes attempt to hold on to your car doors if your speeding away with their car. Though, SW: The Force Unleashed seems to really take advantage of the system really well.

Your own player movement should be advanced to. If you're sprinting, the moment you start turning you should lean into the turn. Doing complete 360s should mean coming to a dead halt before moving back again. Strafing side to side should mean coming to a halt first before moving back in the other direction. There should also be a potential for injuring yourself by moving recklessly. If you sprint into a wall, you should physically hurt yourself, try running on ice, you should slip, fall and possibly hurt yourself.

Maybe even have an advance form of injuries too. Jump off a high enough building and instead of instant death you might end up with broken bones. Which could affect your own breathing patterns (which would affect sway) and the way you move. Break a leg, you might find yourself crawling or hobbling on only one leg (Doing so puts you at greater risk of falling however). Break an arm, you might now be able to shoot. Break your nose, and you'll be bleeding a shitstorm from it.

With that in mind, players should be able to physically interact with other. I mean doing things like carrying another player, or dragging them. Sort of like how things are done in Army of Two (Never played it though). In addition, players should be able to do all sorts of things to enemy players too. I'm thinking Metal Gear Solid and Splinter Cell style takedowns. Give the opposing player a chance to counter it all too. You could end up with some pretty intense knife and fist fights as opposed to typical hack and slash.

Meh... I could go on... but things like that would be included in my fantasy.
Drav
Retired PR Developer
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Re: If PR went independent...

Post by Drav »

128+ player servers
Weapon Sway
Motion captured animations
Vastly more indepth medic treatments.
Proximity based VOIP rather than squad based.
Track IR support for pilots.
Torque effects in helicopters
Much larger maps, with more detailed environments. Everything is destructible

So basically lots more realistic features and world detail, but keeping the fun factor and intuitiveness of PR, so it doesent become a simulation.
LtSoucy
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Re: If PR went independent...

Post by LtSoucy »

no engine..... thats all i have to say.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: If PR went independent...

Post by cyberzomby »

+1 on the bigger server limit!

I agree with the rest of your points as well. Im not interested in ww2 version of this. I like the cooperation and the modern day feel.
GR34
Posts: 471
Joined: 2007-04-07 03:08

Re: If PR went independent...

Post by GR34 »

CANADIAN FORCEZZZZ
ARMA Sized maps so we could have 265 player servers 128 vs 128
Combined current PR maps like fools road ans mestia all put together
Dedicated chopper Pilots that will insert/X-tract from a given area on the map.
Better VOIP eg, Team Area VOIP (every one with in ear shot can hear you including enemy) Vehicle VOIP, Baslicly VOIP for every thing so the squad leaders dont have to go through the commander to tell the squad 50m away from him there is an enemy position ahead




AND dedicated medic squad/group so lets say your shot in the leg the best your squad medic can do is stop the bleeding and you wont be able to walk you will have to call for medi vac/casavac, then you will have a flight to the aid station 40-50 sec to get fixed up then have to get a ride back to your squad
Last edited by GR34 on 2008-07-08 21:18, edited 1 time in total.
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Alex6714
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Re: If PR went independent...

Post by Alex6714 »

Integrate flight simulation physics into the aircraft.
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Masaq
Retired PR Developer
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Re: If PR went independent...

Post by Masaq »

"Masaq" kit, complete with riot shield, baton, CS spray, tear gas and facemask and a Saxon armoured vehicle with a watercannon.


Mmmmmmmmmmmm.

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MarineSeaknight
Posts: 287
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Re: If PR went independent...

Post by MarineSeaknight »

Tactical Gaming Done Right, according to dslyecxi

Three pages of "Outstanding examples in current games, areas that could use improvement, and general commentary on the genre."

Look for a mention of PR on the last (3rd) page.
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BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Re: If PR went independent...

Post by BetterDeadThanRed »

[R-CON]Alex6714 wrote:Integrate flight simulation physics into the aircraft.
I second this. Just because a game revolves around infantry, doesn't mean jets need to be devolved to what one finds in an arcade. It's about time they get some simulation quality controls and handling.
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Spaz
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Joined: 2006-06-01 15:57

Re: If PR went independent...

Post by Spaz »

Mescaldrav wrote:128+ player servers
Weapon Sway
Motion captured animations
Vastly more indepth medic treatments.
Proximity based VOIP rather than squad based.
Track IR support for pilots.
Torque effects in helicopters
Much larger maps, with more detailed environments. Everything is destructible

So basically lots more realistic features and world detail, but keeping the fun factor and intuitiveness of PR, so it doesent become a simulation.

Arma.
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Craz3y|Assasin
Posts: 170
Joined: 2008-06-20 14:18

Re: If PR went independent...

Post by Craz3y|Assasin »

No, the best would be a motion simulator which you put on and it's like your actualy in the battle
vibes
Posts: 43
Joined: 2007-07-17 23:13

Re: If PR went independent...

Post by vibes »

terrain that renders at distance for everyone, so when i'm hiding in long grass i'm not in plain view to someone with their terrain settings turned down, or someone a couple of hundred metres away.

if there will be bullet drop and windage (yes please), there should be:
a) milldots on the scope and a guide, somewhere, on what 1 dot equals at what range for each rifle.
b) ditto for the windage
I say this because ARMA has bullet drop and windage but provides no information on what the marks on the scope mean, which makes sniping a pain in the arse.

Damage models: I know there is a limited damage model in PR, but it would be nice to say, shoot someone in the leg and not have them sprint into cover.

unlocks! don't pussyfoot around making the unlocks the same but slightly different a la BF2, make them better.

a .50cal sniper rifle that takes out vehicles. it's what they do.

adjustable server settings (i know this is kinda possible already) so you could, say, have a fun server with lots of vehicles and rapid respawns, or a more serious server with the normal settings, or a map with no vehicles at all.

a map that involves some kind of arial beach assault with a crapload of helicopters. preferably to ride of the valkyries. please.
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