[quote=""'[R-COM"]cyberzomby;1004921']oh wauw! That all sounds very cool! Must be one hell of an experience for you guys as well, trying to build your own game instead of a mod![/quote]
It's um... a pretty massive difference heh. Bigger than we thought. Especially when working with an engine that is not yet complete. But on an Indie budget, C4 looks like the best choice atm. It's a very advanced engine in the aspects that are finished, and the guy just might be another John Carmack like developer (maybe.. maybe not.. but what he has done with C4 is impressive).
You can download the C4 engine demo
from here. Most people don't explore the demo levels as much as you need to.. there are hidden portals and player operated doorways and panels and such. And that demo is fairly crude in many ways. Again it's not a complete engine at this stage, it's missing some terrain features, the physics system and the foliage system are currently placeholder (aside from a bunch of other less obvious stuff).
[quote="Wicca""]How many players are we going to see in this game? Like per server basis?[/quote]
As many as we can get

We may use a 3rd party networking library such as
RakNet. But just getting a basic 2 player multiplayer game compiled is currently our focus hehe
Ideally we'd like to see 8x8 man squads + 1 Commander per team (65 per team, 130 total). We think that 4x8 man squads + 1 Commander per team (33 per team, 66 total) is about as small as PR can get and still be interesting. I'd settle for 98 (6x8 man squads+ 1 Commander, 49 per team).
We may be able to augment those numbers with some AI for things like Civlians or statically placed MG nests or supply truck drivers and such (bots can maybe do some of the boring tasks that add to the human player experience).
But when you add in destructible environments (in PR2 ideally birch trees don't stop vehicles like a brick wall) then you start to really tax the available network bandwidth in client server architectures and peer to peer architectures on PCs are very prone to hacking / cheating... so effectively we'll be stretching the limits of what is feasible.
egg