Project Reality v0.8 Improvement Compilation

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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Project Reality v0.8 Improvement Compilation

Post by DeltaFart »

If I could get fraps I'd show whatr happened with shotgun and a molotov in Korengald.
Ill tell the story though
I'm running around being breacher for squad, when I see this Insurgent on the other side of teh door. I had been sitting there waiting for the deviation to die down.
Around the corner comes an insurgent, he sees us and runs back around the corner, comes back around with a molotov ahdn't cocked hi sarm yet. I should hav ebeen able to shoot him from 2 feet away with aslug gun
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Project Reality v0.8 Improvement Compilation

Post by single.shot (nor) »

THIS TOOK A WHILE TO READ
(would have been easily fixed with internet to brain instant DL)

'[R-DEV wrote:Jaymz;852820']Excellent response Warren.

regarding molotovs : Fixed for 0.85

oh, yeah i like that very much!
regarding pistol/rifle RoF restriction : Will be lowered to a more realistic
value for 0.85
oh! oohh! oww yeah!
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
scandhi
Posts: 293
Joined: 2006-02-02 20:53

Re: Project Reality v0.8 Improvement Compilation

Post by scandhi »

just bloody wonderful. Great commmunication and a joy to read. Keep it up, tester. :wink:
Super mario brothers: Nothing beats reality like killing turtles while high on shrooms and flying with a cape
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Project Reality v0.8 Improvement Compilation

Post by M.Warren »

Updated as of 11/21/08 to Project Reality v0.8 Improvement Compilation v2.0 revision.

Additions and/or alterations are highlighted in BOLD lettering in the main page. These are seen easily by scrolling through.

Also, the Origional Post has been cleaned up on the main page. Multiple items updated and including the removal of suggestions or feedback that is now considered null and void.

Added 3 new improvements:

(IX. Team Assets, Squad Leaders and Commanders)
1 Major Feedback. (Commander Supply Drop)

(XI. Maps and The Minimap)
1 Major Suggestion. (Helmand Province Reintroduction)
1 Major Feedback. (Operation Barracuda Map Size)

By the way, thank you for all the positive and continued support by the Developers and the Community. Your comments have not gone unnoticed. Thank you once again.
Last edited by M.Warren on 2008-12-04 21:59, edited 3 times in total.
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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Project Reality v0.8 Improvement Compilation

Post by M.Warren »

Updated as of 12/4/08 to Project Reality v0.8 Improvement Compilation v2.5 revision.

Additions and/or alterations are highlighted in BOLD lettering in the main page. These are seen easily by scrolling through.

Added 5 new improvements:

(III. Vehicles - Armored)
1 Minor Feedback. (APC Amphibious Water Performance)
1 Major Feedback. (U.S. Stryker Vehicle Stability)

(VII. Soldier - Tools)
3 Minor Feedback. (EPIPEN, CPR and Trip Flares)


By the way. Seasons greetings and happy holidays, ladies and gentlemen.
Last edited by M.Warren on 2008-12-04 22:12, edited 2 times in total.
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Project Reality v0.8 Improvement Compilation

Post by Tannhauser »

3. (Major Feedback)
Recommend increasing the map "Operation Barracuda" to the size of a 4km map similar to "Kashan Desert" and "The Battle for Qingling". The main purpose of this is to simply add more room to travel to a location while out at sea. This does not involve altering the Island in any manner at all.

This will also allow the U.S.S. Essex to be placed furthur away from hostile AA emplacements on the shoreline. Afterall, a multi-billion dollar carrier should be simulated from being as far away from the shore of an hostile region as much as possible.

It goes without saying that this will encourage addional levels of tactics and teamwork by allowing operations to be conducted on the seldomly assaulted southern beachhead of the island.
That's a little much, also bear in mind that 4x4km scaled maps tend to make everything very buggy when it comes to colormapping and steep hills/cliffs. (Check the video for Feyazabad in the DEV journal) Then compare cliffs seen in the video and those in Barrazuda : Steep cliff don't go well with 4x4 =/
I also don't think it's necessary to do such a thing to the map, it's possible to contort south to land on the southern beaches already, it's just harder and trickier than it is to land north and TBH, it's a lot of work for a small, very small gain.

However, you are absolutely right that the carrier is waaay too close to the island, it's just that BF2 doesn't really let you do things right like IRL and mappers have to improvise to make it the most realistic possible : If we were to go as far as that to improve size/cartographic realism, we'd have a map with a city area of 4x4km because cities are normaly larger than that IRL ; but it would lag like hell, hell more than Ramiel does. ;)
Hence why most maps are scaled down to sizes like the ones we have now because of engine limitations. The fog/seeing range set for maps is already enough to keep defenders from bombarding the carrier anyway, so there is nothing to worry about. :smile:
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Project Reality v0.8 Improvement Compilation

Post by M.Warren »

Updated as of 12/17/08 to Project Reality v0.8 Improvement Compilation v3.0 revision.

Additions and/or alterations are highlighted in BOLD lettering in the main page. These are seen easily by scrolling through.

Added 2 new improvements:

(VI. Soldier - Weapons)
2 Minor Feedback. (Officer Kit Ironsights, Sniper Rifle Recalibration and Refinement)

Objects from the v1.5 revision have had thier bold highlights removed. This is to coincide with newer updated articles.
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Project Reality v0.8 Improvement Compilation

Post by [uBp]Irish »

"4. (Major Feedback) <Pending update is being awaited on this matter.>
The HC3 Merlin and the UH-1N Huey (Both transport and rocket varients.) need a FLIR (Forward Looking Infared Radar) camera system. Currently these two helicopters posess this equipment as displayed in thier models but they do not play any role in thier use.

Sadly... It seems that as time goes on and Project Reality is becoming increasingly demanding for teamwork, but not enough provisions are being given to players. You may agree or disagree with this, however keep in mind that maps such as "Jabal Al Burj" "Muttrah City" and "Operation Barracuda" place a heavy burden on our Helicopter Pilots. At this point it's becoming beyond critical to help them perform thier duties.

To the naked eye this equipment may not seem of value, but to the more versed Pilots would find this to be amazingly helpful. Not only would the Co-Pilot of the HC3 Merlin and UH-1N Huey have an increased role and purpose, but will play in turn actually help keep a vigil to protect the aircraft and aid the pilot in areas where he is not readily available to do so himself.

As we all know, we have been faced with the agravating situation of losing all of the Transport Helicopters while playing the U.S.M.C. forces attempting an amphibious assault. Rather than continuing our gameplay with having these helicopters being shot down constantly, let us provide some means to help increase thier longevity in the field. Transport Helicopters need to be treated with significantly more respect than they're currently receiving and are beyond overdue for refinement.

To help bring this into perspective, allow me a moment to draw a picture of potential gameplay with the use of these items.

Pilot and Co-Pilot roles:

A. Pilot -
1. Operate the aircraft.
2. Operate weapon systems (Where applicable.)
3. Operate vehicle functions (Supply crates.)
B. Co-Pilot -
1. Can easily spot potential threats
2. Can easily survey the surrounding areas.
3. Can easily identify safe landing locations.
4. Can communicate with Squad Members and the Commander (Where applicable).
Squad Structure: Full 6 man squad. (Helicopter Fire Support / Transport Support)

Fireteam Section:
Rocket Helicopter Alpha: Co-Pilot 1 (Squad Leader)
Rocket Helicopter Alpha: Pilot 1
Support Section:
Transport Helicopter Bravo: Co-Pilot 2
Transport Helicopter Bravo: Pilot 2
Transport Helicopter Charlie: Co-Pilot 3
Transport Helicopter Charlie: Pilot 3"

Wow, I am really fascinated by the amount of work you have put into this.
I pretty much agree with everything you've said about the Helo-Transport section, because I myself love flying and doing Support/Transportaion.

However, this section copied/quoted above is where I think I might disagree with you. What you're proposing is a fully functioning 6 man squad for just Helo's. Whereas I might be totally OK with that, I find that's 3 people to many. When I play muttrah, which was 2 hueys, 1 rocket huey, and 3 LB's, I usually end up locking my squad at 3 pilots maximum. I and another pilot fly the Hueys for supply crate/transport, while the 3rd pilot flies Recon/Transport. I find that if I have to many pilots, I end up having to Manage way to many aircraft, and usually those pilots are getting shot down like flies because they fly into AA/Vodniks all the time.

This is where I have a problem with your proposed solution. You're taking 3 to many pilots out of the game that could be doing infantry/APC/Armor instead of sitting on the carrier waiting for transport/logistics. I can do the job of your proposed 6 man squad, with 3 people, while losing the ability to maybe spot for targets. I'm not sure if having 3 more sets of eyes on a FLIR cam is really worth it when those 3 guys could be putting bullets down range.

Everything else though looks magnificant. I really appreciate you taking the time to write all this out, since it shows your dedication to this game. Great suggestions and keep up the good work.
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Dougalachi
Posts: 346
Joined: 2008-03-24 18:34

Re: Project Reality v0.8 Improvement Compilation

Post by Dougalachi »

Nice compilation of issues Warren, lots of good contributions to the development. I think you have contributed more than a large majority of community members. You found an effective way to contribute to this WIP; Not everyone has the time to model or map, due to various reasons. Any original contribution/suggestion should be considered valuable. Unfortunately, tempers flared through misunderstandings and people were unintentionally offended. I hope cooler heads have prevailed and that many of the suggestions you listed are implemented.
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