[Ideas] PR Future Engine Ideas and Suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Elektro »

Guys if you found or made a engine wich you could start selling PR with, you would become millionares no shit !
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by eggman »

PR2 on a PC might, if we were incredibly lucky, sell 100,000 copies. At an Indie price of $20.. that's $2,000,000. Half of that would go to the publisher, so effectively $1,000,000.

And that's still on the "gamble" that ultra supportive community members fire up servers.. that's a VERY tough call for an independently developed game.

Now take 20 people and work them for 3 years (development time and ongoing development time after initial release to get to 100k copies). That's 60 man years of effort. To keep it simple, assuming everyone is paid the same amount of money, that a $16,000 per year salary.

We're under no illusions that PR2 has a possibility of making any one rich. But what it might do is provide a decent "hobby" income for people like myself, or for guys who are students it might help them avoid having to bus tables while they are going to college / university.

It's more about taking the PR1 concepts, team and community "to the next level" than it is about the actual commercial possibilities. Ultimately... I am of the opinion that the ultimate "realism based, community driven, teamplay focused, combined arms, persistent first person tactical military simulation" will not get made by a studio with commercial interests driving their economic model, it's simply not practical economically.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nick20404 »

[R-DEV]eggman wrote:PR2 on a PC might, if we were incredibly lucky, sell 100,000 copies. At an Indie price of $20.. that's $2,000,000. Half of that would go to the publisher, so effectively $1,000,000.

And that's still on the "gamble" that ultra supportive community members fire up servers.. that's a VERY tough call for an independently developed game.

Now take 20 people and work them for 3 years (development time and ongoing development time after initial release to get to 100k copies). That's 60 man years of effort. To keep it simple, assuming everyone is paid the same amount of money, that a $16,000 per year salary.

We're under no illusions that PR2 has a possibility of making any one rich. But what it might do is provide a decent "hobby" income for people like myself, or for guys who are students it might help them avoid having to bus tables while they are going to college / university.

It's more about taking the PR1 concepts, team and community "to the next level" than it is about the actual commercial possibilities. Ultimately... I am of the opinion that the ultimate "realism based, community driven, teamplay focused, combined arms, persistent first person tactical military simulation" will not get made by a studio with commercial interests driving their economic model, it's simply not practical economically.

egg

You never know dude look at the creators of counter strike, such a simple mod turned into a multimillion dollar game, I think if you guys did it right it could be something amazing.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Wicca »

Counterstrike is nothing compared to PR... Forget that, Counter strike is in another dimension, you cant compare PR and CS, it would be like comparing, a sheep with jupiter, its 2 completly different things...

Anyway, i think the devs will make good money off this, and i know just the thing that will get them there, Publisity... Obviously they are getting alot now, but! Think, if almost every member of this community would go out to their PC store, or just their local supermarket, and place a poster, or tell a friend, or a group of friends about PR, and they would buy.

Then, my friends, PR has the potential to go far.... So far.

I mean, if you think this is a niche game, then go ahead, belive so, but all my friends, who bought BF2, they all talked and acted like when they got home, they would play something that would be the perfect balance between CS and ARMA/OFP.

But, BF2 became CS with cars and helicopters.

PR is that perfect balance, deep gameplay with complicated stuff to learn, with an easy userface, and alot of friends and gags along with it. PR is a game, where its easy to point and shoot, its easy to walk and stop and crawl... But its no longer about just that, its about how you shoot, how you walk, and how you talk :P

Its got more layers than you think, you could play PR for a really long time, and still you would maybe be able to play all parts of the game.

I for once suck at piloting aircraft or tanks. But driving APCs and leading infantry squads thats my thing.
And thats also my point, people love this game for so many reasons, its not one thing that brings us all togheter, its the diversity.

So Dev team, keep giving us diversity, with some easy understand interface, and a good cup of reality, and you got me hooked.

// My 5 dolla's
Xact Wicca is The Joker. That is all.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by HughJass »

only if the iriszoom engine could be used in making a FPS game.....
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by nick20404 »

gas104 wrote:what about the crysis engine?
Been suggested like 500 times in this thread alone take a look.
Teuvo
Posts: 41
Joined: 2009-04-15 19:03

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Teuvo »

Commander suggestion


Is it possible create player remote controlable UAV with limited fuel*. It also needs only small airfield to take off?(no big modifications to maps) Then commander can give orders to UAV squad. Makes commanders job far more interesting and gives him some sort of eyes but does not spoil too much for him. :wink:


*Limited fuel example = 5 short(10 seconds?) camera feeds and then reload UAV in airfield.


EDIT: sry for posting to wrong thread.
Last edited by Teuvo on 2009-05-01 13:59, edited 1 time in total.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

PR as an independent game would be the ultimate thing. My vision of it is as the missing link between Battlefield and Arma, and I have a feeling that that's where the devs want to take it too, kind of.

I would support a independent PR(2) project as much as I could, and I'm not alone about that. And I really believe that it would have potential as a commercial game, if given some time. PR is the most popular mod for BF2, so getting the attention from all kinds of BF players wouldn't be a problem (and there are millions of them). And then there's the need for a game that features a high level of realism, tactics and teamwork but still is as easily accesible as PR/BF2 is. The problem with Arma/OFP is the fact that they're not easy to get into and are time consuming, hence, not for the casual gamer. Now, I'm not saying PR2 should be a game for "everybody" a lá BF2 that will be ruined by 1337-h4xx0r-sniper-kids, because it never will be if it features realism and has advanced gameplay. But still give players the ability to jump straight onto a server and play a good game for an hour or two.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by rampo »

Join operations typhoon rising has some potential, the player limits something like 150 and it can support HUGE maps and you can stand on a helicopter whit out falling or dying=), but its got bad graphics =P
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by cyberzomby »

rampo93(FIN) wrote:Join operations typhoon rising has some potential, the player limits something like 150 and it can support HUGE maps and you can stand on a helicopter whit out falling or dying=), but its got bad graphics =P
Once more :) The dev's wont mod another game for PR to move on to. If they move PR on to something else, they want to go indie style! 8)
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by DonDOOM »

I think using a engine different then the BF2 engine would change the game(play) a lot. I like this engine, just too bad that it has so many limitations :/
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Cptkanito
Posts: 384
Joined: 2008-08-31 12:06

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Cptkanito »

ARMA2 or OFP :D R would be pretty awesome to use IMO
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Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

Cptkanito wrote:ARMA2 or OFP :D R would be pretty awesome to use IMO
Seems rather pointless too develop a realism mod to an already realistic game, that already have hundred of modders that can enhance the realism with their knowledge.
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Brummy »

I still vote RAGE/GTA IV :p

- awesome vehicle handling
- currently 32player, 64 player probably possible
- physics
- graphics
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Dev1200 »

addaco wrote:I think moving to a new engine is nto about graphics. It needs to support large player count, have sqd system, has all the BF2 features plus more. And anyway, I would rather see an indipendant game on the C4 engine :D , the devs have said they would rather create an indie game than a mod.

IMO, PR would be a lot better as it's own game then as a mod. Then they can do whatever they want with it.

Things that are "hardcoded" are completely possible if they make their own game.

So yes.. that means fastropes ^_^
sjusjumi
Posts: 2
Joined: 2009-05-03 19:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by sjusjumi »

i dont know how to install reality mod i dont have any maps when i go into the game :?
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by Farks »

sjusjumi wrote:i dont know how to install reality mod i dont have any maps when i go into the game :?
Wrong place to post that, mate. ;)

But the answer to your problem is that you've only downloaded and installed "core". You have to download and install "levels" aswell.
sjusjumi
Posts: 2
Joined: 2009-05-03 19:08

Re: [Ideas] PR Future Engine Ideas and Suggestions

Post by sjusjumi »

Farks wrote:Wrong place to post that, mate. ;)

But the answer to your problem is that you've only downloaded and installed "core". You have to download and install "levels" aswell.
Thanks dude anyways
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