Ripoff Mod of PR
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Ripoff Mod of PR
Looks like someone either ripped off PR or took a lot of ideas from it. That may attract more people then this mod is now which could be bad.
http://www.tacticalgamer.com/tactical-g ... d-2-a.html
http://www.tacticalgamer.com/battlefiel ... tures.html
http://www.tacticalgamer.com/battlefiel ... -faqs.html
http://www.tacticalgamer.com/tactical-g ... d-2-a.html
http://www.tacticalgamer.com/battlefiel ... tures.html
http://www.tacticalgamer.com/battlefiel ... -faqs.html
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lonelyjew
- Posts: 3176
- Joined: 2005-12-19 03:39
Some stuff is similar, and some stuff isn't. Actually, a few things they have should be put in the reality mod. Here are a few good ones:
Decrease flag capture radius
Require squads to control an outpost before they are able to safely capture it. Remove the ability to capture an outpost while hiding in/behind a building, wall, etc.
Neutralize flag when enemy starts to capture it
Stop players from spawning around or behind enemy players when a flag is being captured. Require defenders to maintain a solid perimeter around the flag. The flag will return to the defenders if the attackers leave the flag capture radius before it has been completely lowered.
Make supply crates actual supply crates
Supply crates no longer repair damanged objects.
Removed all personal scoring
This is a team oriented game and personal scores just lead to stat padding.
Limit ammokit availability
Stop players from having a constant supply of grenades and similar weapons. When a Support player throws an ammokit they will automatically equip their previously selected weapon and will not be able to select their ammokit again until another one has "recharged".
Decrease flag capture radius
Require squads to control an outpost before they are able to safely capture it. Remove the ability to capture an outpost while hiding in/behind a building, wall, etc.
Neutralize flag when enemy starts to capture it
Stop players from spawning around or behind enemy players when a flag is being captured. Require defenders to maintain a solid perimeter around the flag. The flag will return to the defenders if the attackers leave the flag capture radius before it has been completely lowered.
Make supply crates actual supply crates
Supply crates no longer repair damanged objects.
Removed all personal scoring
This is a team oriented game and personal scores just lead to stat padding.
Limit ammokit availability
Stop players from having a constant supply of grenades and similar weapons. When a Support player throws an ammokit they will automatically equip their previously selected weapon and will not be able to select their ammokit again until another one has "recharged".
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
lonelyjew wrote:Some stuff is similar, and some stuff isn't. Actually, a few things they have should be put in the reality mod. Here are a few good ones:
Decrease flag capture radius
Require squads to control an outpost before they are able to safely capture it. Remove the ability to capture an outpost while hiding in/behind a building, wall, etc.
Neutralize flag when enemy starts to capture it
Stop players from spawning around or behind enemy players when a flag is being captured. Require defenders to maintain a solid perimeter around the flag. The flag will return to the defenders if the attackers leave the flag capture radius before it has been completely lowered.
Make supply crates actual supply crates
Supply crates no longer repair damanged objects.
Removed all personal scoring
This is a team oriented game and personal scores just lead to stat padding.
Limit ammokit availability
Stop players from having a constant supply of grenades and similar weapons. When a Support player throws an ammokit they will automatically equip their previously selected weapon and will not be able to select their ammokit again until another one has "recharged".
ALL of this is addressed with PRMM .3
I dont want to give anymore info than that, but needless to say, PRMM .3 is looking KICK ***!
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trogdor1289
- Posts: 5201
- Joined: 2006-03-26 04:04
Realese Date please lol j/k i know you won;t give me one.'[R-CON wrote:fuzzhead']ALL of this is addressed with PRMM .3
I dont want to give anymore info than that, but needless to say, PRMM .3 is looking KICK ***!
But yeah those ideas are very good and if they're intreagted into PRMM.3 then i will be spending even more of my life on PR.
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WallEYE-(PR)
- Posts: 275
- Joined: 2006-02-12 19:24
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Zantetsuken
- Posts: 502
- Joined: 2006-02-18 04:22
actually, from the kit listing alone, I would assume they dont have advisors to catch them on the little things like PR does - they call the M16 and AK assault types of weapons "Automatic Rifles" instead of the proper "Assault Rifles" as the term Automatic is for LMGs
I am Zantetsuken the steel bladed sword
My Slashdot sig: "I'll switch back to IE when MS makes Windows open-source"

In the name of God, impure souls of the living dead shall be banished into eternal damnation. AMEN
-motto of the Hellsing family in the anime "Hellsing"
My Slashdot sig: "I'll switch back to IE when MS makes Windows open-source"

In the name of God, impure souls of the living dead shall be banished into eternal damnation. AMEN
-motto of the Hellsing family in the anime "Hellsing"
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Andrew Past
- Posts: 58
- Joined: 2006-04-11 23:38
I want at least a score at the end of the round, or fir ABR to still track. I'll play without it, but I enjoy seeing how I'm progressing as a player.'[R-CON wrote:fuzzhead']ALL of this is addressed with PRMM .3
I dont want to give anymore info than that, but needless to say, PRMM .3 is looking KICK ***!
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RikiRude
- Retired PR Developer
- Posts: 3819
- Joined: 2006-02-12 08:57
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rofflesnlols
- Posts: 171
- Joined: 2006-02-12 21:06







