Re: Community made PR WW2
Posted: 2011-02-08 13:52
Eastern front, as Battlegroup Frontlines is set there, and this add-on is allowed a lot of assets (list follows later).
Would any statics be in there. Because statics is needed. Would take awhile to model all of that stuff.[R-DEV]AfterDune wrote:Eastern front, as Battlegroup Frontlines is set there, and this add-on is allowed a lot of assets (list follows later).
But the great thing about PR is the gameplay, it's one of it's defining features. I'm not saying parts couldn't be changed but the slower pace of combat and less arcadey gameplay is something that should remain and set it apart from other mods.162eRI wrote:Yes they did, with the Lee Enfield and some coding I think?!
Anyway, if you want to make a PR:WW2, you really need to change a bit of PR gameplay. You can't have the modern warfare gameplay of PR, as it is, for a WW2 game! (for exemple the flags could come back, etc)
And you first priority are maps!
From what I understand, there's not a set amount of Developers distributed between projects. New people were enlisted for the Arma mod and Vietnam mod, so each project is quite independent.Goblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.
And yes i agree with some of the others BGF models maps etc were really really bad compared to alot of other mods. That whas one of the mods i have ever seen loose all there players within a week. No one played it after a week at all.
Flags could come back? More like vBF2? No way!162eRI wrote:Anyway, if you want to make a PR:WW2, you really need to change a bit of PR gameplay. You can't have the modern warfare gameplay of PR, as it is, for a WW2 game! (for exemple the flags could come back, etc)
I totally agree.162eRI wrote:And you first priority are maps!
Oh maaaaaan. You haven't read this thread at all. The thread title even says what this is about. A community made WW2 addon.Goblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.
As I said earlier, as soon as I have it, I'll post it up.CroCop wrote:Well if you ask me...I believe the list of useable content should be posted (assets and weapons is mostly what I am aiming here) so that it may spark interest for taking the lead. For some people its easier if they know with what they are going to work with
Eastern for nowZeno wrote:what theathre?
See thread titlegoblin wrote:I seriusly fail to see the motivation behind this, especialy when PR have atleast 3-4 other projeckt i would rather see them work harder on getting done before starting on somthing neew to be honest. Because it seems they have the manpower to doo it instead of wasting time and effort on this.
AquaticPenguin wrote: In my opinion there's not much driving force to get this done, so I find it unlikely that a lead will step forwards.
WW2 AAS idea is that you'll be able to spawn in flag areas again to give PRww2 that "total war feel. You wouldn't be able to spawn if enemies were anywhere close to the flag though162eRI wrote:No, sorry, I meant PR modern warfare gameplay can't be apply to a WW2 gameplay without some modifications: you can't expect to have the same modern features for a 66 years old war! Of course the main features of PR gameplay will stay, otherwise, it's not a PR: WW2 game!