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Re: If PR went independent...

Posted: 2008-07-08 23:03
by Rico11b
MarineSeaknight wrote:Tactical Gaming Done Right, according to dslyecxi

Three pages of "Outstanding examples in current games, areas that could use improvement, and general commentary on the genre."

Look for a mention of PR on the last (3rd) page.
Ok, so where is the supersonic bullet crack that is supposed to be coming in PR? I don't think I've heard it yet, and I have a X-Fi Gamer set at ultra-high. I'm not hearing the "bullet cracks" he said were coming to PR. His update was as of Sept 24, 2006. If they are there, they don't sound near as CRISP as they seem in the video he linked to. Here is a link from his site.

dslyecxi.com - enjoy your stay


R

Re: If PR went independent...

Posted: 2008-07-08 23:05
by Psyko
FASTROPES!!!!111oneone

Just kidding ^_^

Nah, realistically, i would like, a greater amount of people allowed on each team, a better melee weapon system, masaq kit, and a better editor.

Re: If PR went independent...

Posted: 2008-07-08 23:33
by Drav
Spaz wrote:
128+ player servers
Weapon Sway
Motion captured animations
Vastly more indepth medic treatments.
Proximity based VOIP rather than squad based.
Track IR support for pilots.
Torque effects in helicopters
Much larger maps, with more detailed environments. Everything is destructible

So basically lots more realistic features and world detail, but keeping the fun factor and intuitiveness of PR, so it doesent become a simulation.
Arma.

Nah Arma has never done it for me. All the gear but no intensity.
Anyway, to just rip apart your post quickly:

Weapon Sway: Ok Arma has this
Motion Captured Animations: Haha I've never seen such bad animation
Vastly more indepth medic treatments: Not that I'm aware of
Proximity based VOIP: Does Arma have this, so you can hear anyone close to you?
TrackIR support: Yep
Torque effects in helicopters: Nope. Pretty poor representation of aircraft full stop considering it calls itself a 'simulation'
Larger maps with deatailed environments: Bigger yes, but still bland...

However, the biggest let down of Arma for me is that you feel clumsy ingame and well, its just not very exciting. I've never played with a really good group of players tho and I suspect that is the problem.

Anyway, back to dream features....

Re: If PR went independent...

Posted: 2008-07-08 23:42
by LtSoucy
https://www.realitymod.com/forum/f18-pr ... tions.html

Most of that list. :D


And for all you arma people saying you never get good gameplay, link in my sig, now. ;)

Re: If PR went independent...

Posted: 2008-07-08 23:54
by Deadfast
Dynamic vehicle damage - an AK magazine won't blow up a Humvee but might penetrate the engine block/destroy a tire/...

Ah, sweet dreams...

Re: If PR went independent...

Posted: 2008-07-09 00:19
by Polka
I wonder, if someone donated say...A million dollars, or a lot of money.

Super game engine lal

Re: If PR went independent...

Posted: 2008-07-09 00:55
by gazzthompson
complex voip systems

proximity, radio's ect

Re: If PR went independent...

Posted: 2008-07-09 02:03
by Evsoul
DESATS wrote:All the above (i dont really care about AI, I prefer the real people) But having a MMOFPS version would be nice.. A server with 1000+ people in it with a huge map would make me all squishy inside.
I thought the same thing.. imagine how badass it would be to have a game just like PR but on the scale of world of warcraft.. where you have a base and to get to the enemy station you absolutely have to take a ride in some form of transportation to get there anytime soon... no real boundries....

I will fund this if someone wants to take on the project :)

Speaking of funding how do I donate?

Re: If PR went independent...

Posted: 2008-07-09 02:46
by philnopatience
or virtual battle space 2 thats basicly real as real gets but it cost like five thousand dollars
Virtual Battle Space - Home

Re: If PR went independent...

Posted: 2008-07-09 04:17
by MarineSeaknight
Rico11b wrote:Ok, so where is the supersonic bullet crack that is supposed to be coming in PR? I don't think I've heard it yet, and I have a X-Fi Gamer set at ultra-high. I'm not hearing the "bullet cracks" he said were coming to PR. His update was as of Sept 24, 2006. If they are there, they don't sound near as CRISP as they seem in the video he linked to. Here is a link from his site.

dslyecxi.com - enjoy your stay


R
Rico, have you ever heard the coaxial on the M1A2 fire? Maybe heard the F-16 fire off it's 20mm Vulcan while on the ground? Tell me if it sounds like cracks at all to you.

Also, a quote from the further down that page, which is right after the video with the "CRISP" sounding bullet cracks in them.
An Excerpt of dslyecxi.com/bf2_supersonic.html wrote:Updates
Project Reality will be using these sounds, tweaked, in an upcoming version of their BF2 mod. I will try to make a video of it upon release and update this page to reflect that. After having loaded the sound mod into PRMM, I found it to sound significantly better than the above-listed footage. I will either update the footage entirely and replace it with PRMM footage or just wait until the next PRMM comes out and natively supports it, and then create another vid.
Note how it says the sounds were tweaked, probably into the less "crisp" sounds you commented on.

Re: If PR went independent...

Posted: 2008-07-09 04:38
by Rico11b
Yeah maybe so. I liked the "crisp" loud sounds better. It was more distinctive that way.

Seeing as how I don't get shot at much, maybe I don't get to hear if it is there. NOT!!! I get shot at very often :) hehe.


R

Re: If PR went independent...

Posted: 2008-07-09 04:54
by MarineSeaknight
Rico11b wrote:Yeah maybe so. I liked the "crisp" loud sounds better. It was more distinctive that way.

Seeing as how I don't get shot at much, maybe I don't get to hear if it is there. NOT!!! I get shot at very often :) hehe.


R
Actually the crack sound only comes when a bullet whizzes by your head. So essentially, all you need is to get shot at.

Next time you're using cover in a firefight, try ducking for a moment and let the enemy's bullets whiz over your head. Pay attention to the crack.

Re: If PR went independent...

Posted: 2008-07-09 05:04
by Wolfe
The core of any infantry combat is the behavior of the weapon in an infantryman's hands, and I haven't seen any game do it right. Many games have weapon sway, but there are more important things that impact a soldier's ability to fire a weapon such as body stop/start momentum, turning rate restrictions, fatigue, looking one way and shooting another etc.. Creating an intuitive control system to make that happen is difficult without requiring multiple keystrokes just to look around a corner.

Until a game is made with realistic infantry motions, any kind of realistic infantry combat is going to fall short into some degree of spammy, arcade-like run'n gun. Adding fastrop3z, increasing map sizes, and graphical improvements are nothing more than eye candy that do nothing to improve that which is lacking.

Re: If PR went independent...

Posted: 2008-07-09 05:13
by Haze
Nothing hardcoded.
No AI bots online .

Re: If PR went independent...

Posted: 2008-07-09 10:48
by Fallanx
* Constant ongoing dynamic campain (+1 for the mmofps concept)
* Ability to specialise your character in a specific skill tree ? (i.e Engineers could choose between demolition or construction...)

* Improved Damage localisation on vehicules and players.
* + 1 Improved flight model.
* + 1 for the bullet in the leg = no mo run

* Dynamic environement
* Weather change.
* More goats and/or camels :)
* Desctructible land/house with dmg properly rendered
depending on the type of munition used.

* Random generated events

* AI civilians running around in city maps.
* AI enemy squad surrender seeing tanks/attack helo?!
* Friendly chopper down ? Rescue it before enemy reach it and gain something for your team ? Fame system or a medal?

* Sounds & animation improvement.

* Blood, Dismemberment, hell this is war or not.
* Players screaming when they are badly wounded (i.e lost a leg/arm).
* More detailed impact or collision effect (windshield blowing from vehicules etc)

Re: If PR went independent...

Posted: 2008-07-10 21:36
by Rico11b
Fallanx wrote:* Constant ongoing dynamic campain (+1 for the mmofps concept)
* Ability to specialise your character in a specific skill tree ? (i.e Engineers could choose between demolition or construction...)

* Improved Damage localisation on vehicules and players.
* + 1 Improved flight model.
* + 1 for the bullet in the leg = no mo run

* Dynamic environement
* Weather change.
* More goats and/or camels :)
* Desctructible land/house with dmg properly rendered
depending on the type of munition used.

* Random generated events

* AI civilians running around in city maps.
* AI enemy squad surrender seeing tanks/attack helo?!
* Friendly chopper down ? Rescue it before enemy reach it and gain something for your team ? Fame system or a medal?

* Sounds & animation improvement.

* Blood, Dismemberment, hell this is war or not.
* Players screaming when they are badly wounded (i.e lost a leg/arm).
* More detailed impact or collision effect (windshield blowing from vehicules etc)

You want blood, and dismemberment? Go join the REAL military. Any game that has UBER realistic blood, dismemberment, and wounded soldiers screaming, I don't want to play much at all. That's a bit to much realism. We don't need blood, and guts to have a great game.