PRMM 0.3 FAQ

General discussion of the Project Reality: BF2 modification.
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Rhino
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Post by Rhino »

phoenixtypex wrote:one question I'd really like to know as a newcomer to the mod is does infantry fighting play a big role in PR 0.3 and will some of the newer maps be more focused towards a style of fighting. The reason I ask aswell is OPK have stated that this was a goal for their maps, having infantry maps and maps where tanks and choppers rule the land. Was just wondering if this was something you have already adopted in 0.3 or you are thinking about putting in with later maps.
hello phoenix and welcome to the site :-D

Infantry do play a huge role in PRMM, teamwork is what counts in this mod and if you have a good squad then you will be doing a lot of damage.

As for maps, yes there will be maps in v0.3 focuses on infantry only battles. For example here my map that's going v.3 in which is a urban map: http://realitymod.com/forum/t4504-final ... -city.html
Click the link for more info.

But we also have maps that focus on armor battles like Steel Thunder but the 16man version of steel thunder is a very exciting infantry only battle as well.

Hope this helps 8)
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Fullforce
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Post by Fullforce »

yes, just to develop on Rhinos comments - there are varying maps.

Steel Thunder is a good example, 16 size is for soldiers, there are no vehicles save for one or two jeeps, whereas the 32 and 64 size are huge maps with lots of tanks.
eggman
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Post by eggman »

Just to add in a bit more info regarding Infantry play...

This applies to most, but not all maps.

On 16p configurations the only vehicles are Heavy Jeeps and Transport Helos. They are on VERY long respawn timers (10 minutes). So the vehicles are not really meant to be used in vehicle to vehicle combat, they are meant to be used as a transport mechanism and kept safely away from the battles.

Vehicles are important because they are a resupply point, as well as transport. And yeah the .50 cal is a nightmare to Infantry, but I am sure the team that keeps it's limited supply of jeeps alive will have a significant advantage.

On 32p & 64p map configurations vehicle respawn timers in PR are also very long:
5 minutes for tanks, attack helos and aircraft
4 minutes for APCs, AAVs and Transport Helos
3 minutes for Jeeps

Also we have a very long "decay" timer. Meaning if you take a vehicle out and leave it in the middle of nowhere, it will be 7 minutes before it expires and blows up (allowing a replacement vehicle to respawn).

So vehicles are an asset that needs to be taken care of as they are, and should be, very overpowering to Infantry. However with the limited supply of vehicles Infantry will (and does) play a very big part in fighting and winning PR matches.

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Pence
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Post by Pence »

'[R-DEV wrote:eggman']Just to add in a bit more info regarding Infantry play...

This applies to most, but not all maps.

On 16p configurations the only vehicles are Heavy Jeeps and Transport Helos. They are on VERY long respawn timers (10 minutes). So the vehicles are not really meant to be used in vehicle to vehicle combat, they are meant to be used as a transport mechanism and kept safely away from the battles.

Vehicles are important because they are a resupply point, as well as transport. And yeah the .50 cal is a nightmare to Infantry, but I am sure the team that keeps it's limited supply of jeeps alive will have a significant advantage.

On 32p & 64p map configurations vehicle respawn timers in PR are also very long:
5 minutes for tanks, attack helos and aircraft
4 minutes for APCs, AAVs and Transport Helos
3 minutes for Jeeps

Also we have a very long "decay" timer. Meaning if you take a vehicle out and leave it in the middle of nowhere, it will be 7 minutes before it expires and blows up (allowing a replacement vehicle to respawn).

So vehicles are an asset that needs to be taken care of as they are, and should be, very overpowering to Infantry. However with the limited supply of vehicles Infantry will (and does) play a very big part in fighting and winning PR matches.

egg
If so, why are tanks almost worthless or has this been changed, giveing them more speed so that they can have a chance of avoiding those pesky helicopters and catch up with targets.
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eggman
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Post by eggman »

Pence wrote:If so, why are tanks almost worthless or has this been changed, giveing them more speed so that they can have a chance of avoiding those pesky helicopters and catch up with targets.
Just a reminder again.... this is the NEXT release of Project Reality, not the LAST release of Project Reality.

We've made some improvements that we think make jeeps more realistic and more fun as an element in PR.

We still have a lot of work to do on other vehicles and we'd done a bit of it but have more to do.

Once this version releases and we get some decent play testing feedback from y'all we can go into issues, but let's play it before we make sweeping statements about anything being worthless based on forum posts.

ty

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Evil_Eye
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Post by Evil_Eye »

Sounds Good.

Have you fixed the parachutes, so they go off only after a certain time -- preventing jumping off 10 ft buildings??

Thanks.
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Top_Cat_AxJnAt
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Post by Top_Cat_AxJnAt »

An extreme quesition: will there be a PR 1.1, 1.2 ext.
ANd will PR 1.0 be released before August? thanks with an armoured hunvee and truck (with sharp glare, that sends a creep frightened shiver down your spine)!
eggman
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Post by eggman »

Regarding delay on Parachutes... I experimented with this briefly, but found their behaviour mostly hard coded... I would have preferred to leave the soldiers on all troops, but make them single use only. Coudln't get that to work, but we will revisit that in the future.

Regarding PR beyond 1.0... yes there will be.

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Ghostrider
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Post by Ghostrider »

Top _Cat the great wrote:ANd will PR 1.0 be released before August?
Impossible to tell a date. You guys don't even have a date for 0.3's release! The only "date" announced is "during the next week".

We're all impacient, I know, but there's a LOT of time-consuming work that needs to be done, and we're all doing this on hobby time. We do have RL responsibilities as well.. ;)

-Ghostrider
GrossKopf
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Post by GrossKopf »

Heydude235 wrote:I dont like that you are showing when a player gets killed now :( could you remove this. Also to much smoke the sniper should be the only one with smoke!!
I'd like to see teamkiller messages. I don't need to know if I killed the enemy, just if someone tk's me. Sometimes it's hard to figure out who killed you when you're tk'ed.

Has this been tested with the latest version of BF2CC? just curious if you have the tk forgive/punish messages active in BF2CC, do they appear in PR?
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GrossKopf
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Post by GrossKopf »

I'm sorry if this was answered, but I did a search and I wasn't going to go through 17 pages of messages (too late at night for that).

Will we be able to mix game types in the map rotation or will we only be able to run one mode at a time?
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Ghostrider
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Post by Ghostrider »

GrossKopf wrote:I'd like to see teamkiller messages. I don't need to know if I killed the enemy, just if someone tk's me. Sometimes it's hard to figure out who killed you when you're tk'ed.

Has this been tested with the latest version of BF2CC? just curious if you have the tk forgive/punish messages active in BF2CC, do they appear in PR?
TeamKill messages have been implemented to gamemodes like Xtraction and Single Objective, but only when the "Objective" is teamkilled. For now, as I understand it, those are the only teamkill messages that you will be seeing.

Maybe this is something that can be considered for the future of the mod, in order to keep the community idiot-free.

-Ghostrider
Last edited by Ghostrider on 2006-05-01 06:35, edited 1 time in total.
Ghostrider
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Post by Ghostrider »

GrossKopf wrote:I'm sorry if this was answered, but I did a search and I wasn't going to go through 17 pages of messages (too late at night for that).

Will we be able to mix game types in the map rotation or will we only be able to run one mode at a time?
The team is working around this issue. Thanks to EA/DICE we're having a hard time doing it, but so far, the "solution" has been to do something like this:

Lets say we're going to play S@K, then it would be played:
1. AAS
2. Xtraction
3. Single Objective

The order would need to be made "standard" by the community and server admins because if you're playing Single Objective and make a map vote, then the map chosen will default at AAS mode and not to the same gamemode that's currently being played, as there's no way to vote for a map/gamemode combination.

If everything works out fine with this method, then it will be done this way, if not, then something else will be done to be able to change gamemodes.

I hope this answers your question.

-Ghostrider
Evil_Eye
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Post by Evil_Eye »

'[R-DEV wrote:eggman']Regarding delay on Parachutes... I experimented with this briefly, but found their behaviour mostly hard coded... I would have preferred to leave the soldiers on all troops, but make them single use only. Coudln't get that to work, but we will revisit that in the future.

Regarding PR beyond 1.0... yes there will be.

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Harmless_Mad_Man
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Post by Harmless_Mad_Man »

Is the Harrier going to be in 0.3? I thought it was fully skinned and that would be awesome! :) Sorry if this has already been answered....
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Post by JellyBelly »

Nope. I wouldn't expect that for a while yet.
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Rhino
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Post by Rhino »

Harmless_Mad_Man wrote:Is the Harrier going to be in 0.3? I thought it was fully skinned and that would be awesome! :) Sorry if this has already been answered....
the harrier is a birt addiotion and all the birt stuff will be in v1.
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JellyBelly
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Post by JellyBelly »

Another grammatical masterpiece by Rhino :D
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Post by Harmless_Mad_Man »

'[R-DEV wrote:Rhino']the harrier is a birt addiotion and all the birt stuff will be in v1.
Can't we have it early? Please, please, please with cherry on top? :D A really big cherry too!
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Post by eddie »

I second that notion with a bigger cherry!
P.S, I don't mind Rhinos spelling, I just had to check my whole sentence 3 times before I posted :O
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