Changes to Basrah [Gameplay]

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Changes to Basrah [Gameplay]

Post by Celestial1 »

Bringerof_D wrote:its called a tuke
I was actually just wondering what it really was called.

Lolthanks.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Changes to Basrah [Gameplay]

Post by Celestial1 »

Excuse the double-post.

I just found something while browsing around. And I like it a lot. A lot a lot a lot.

https://www.realitymod.com/forum/f81-de ... post623702

Kit pieces rendering at a distance. Assuming this also applies to insurgent headpieces, and is going to be implemented into PR/can be implemented client-side (hopefully with a little guidance from a person who knows where to go and what to edit to make it so), I have nothing to complain about civi/insurgent missing kit pieces.

If a DEV happens to walk by and feels like busting a secret, is there a chance of this being implemented automatically into PR, or will it have to be done clientside (as I'm assuming Mosquill did)?
Defiyur
Posts: 266
Joined: 2008-04-04 18:28

Re: Changes to Basrah [Gameplay]

Post by Defiyur »

Some more ideas in visual form. Just brainstorming a little.
Image
=[PS]=Ihrocks
Posts: 27
Joined: 2007-09-01 02:09

Re: Changes to Basrah [Gameplay]

Post by =[PS]=Ihrocks »

maverick551 wrote:Its realistic isn't it? Have you ever heard of insurgents actually attempting to repair a bridge in battle? If the insurgents want to use their bomb cars so badly, then defend the bridges, its that simple.
I think it would be cool if civis could some how put bored across the gap but they get damaged everytime a vehicles goes across them so its not a set and foget thing youd have to keep a civi at it and maybe if you shot it like 5 times it would destuct too(so brits can take it out again easily
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Changes to Basrah [Gameplay]

Post by General Dragosh »

Defiyur wrote:Some more ideas in visual form. Just brainstorming a little.
Image
ya got my vote :D
[img][/img]Newly ordered sig !


G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: Changes to Basrah [Gameplay]

Post by G.Drew »

Defiyur wrote:Some more ideas in visual form. Just brainstorming a little.
Image
On some of the locations you have marked to the south there are crossing there, u just have to look for them.
Image
Image

[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
jOHNNYdOUBE
Posts: 637
Joined: 2007-09-13 21:28

Re: Changes to Basrah [Gameplay]

Post by jOHNNYdOUBE »

This map represents a real place.
Not too much extra stuff can be added if it's not there.
I guess, looking it up on google earth might help as to what can and can't be there.
There was an image here under,"In real Life, PR maps".
But I can't find it.
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