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Some PR problems and ways to solve.

Posted: 2012-01-13 12:38
by samogon100500
Hello R-DEVs and community.
A lot of community could be said that in old versions of PR they had more fun that in new versions.PR tweak a lot of vanilla bad's points of gameplay such as bunnyhop,random flag capture and lonewolfing,a bit.Also all squads got one target - capture and defend flags,defend or destroy weapon cache.Squads keep together via rallypoints,but when they were removed - only skilled clan-squads stays together, cuz they thinking in same way, everyone could play together even without VoIP or Mumble.Also Public player can't does same. A lot of things in PR are unrealistic(to keep balance) or makes very conditionally.

Simple example - such infantry casualties for modern combat shouldn't be same as in WW2.

Let's watch the problem some problems and ways to solve them.

1)Weapon accuracy. In BF2 engine we can't realize shooting bullets from the barrel(Like in ArmA2), because bullets shooting from the center of the screen. R-DEV try to realize it via increase time to aim. If you imagine that your hands snaking(Like in ArmA2) this system works well.But IMO I had better idea thats stay and counting(1,2,3,4,5,shoot,goto first step.... silly thing right,even if you already aim).
Increase recoil(A lot around 10 degree per shoot 5.56,12-13 - 7.62x39,15 - 7.62x51/54),degrease time to aim up to 1 second.Do not return gun back after shoot(Like how in ArmA2)
Reason why I think that - In ArmA2 I'll never shoot down man, with automatic fire,with same distance.
Another point - we balance full auto 900rpm(No need to aim,just press fire,remember IDF/HAMAS M4A1) and 600rpm weapon.

2) Gameplay.Removing rally point make gameplay illogical.FOB should be new main respawn point for infantry,but I never seen useful FOB(For example - near enemy/frendly flag to attack/defend) I always see a huge fortress long away from the flag zone, usually with defend squad."Usefull" always stay without defence and always suppressed or knifed,usually by lonewolfs.
Squads never stay together,because if one is down he always press "give up" and spawn long away.Then - all squad became a lonewolfs.

But I think I got way to solve it.

Image

Make spawn on flags,but far away from them(Make bunker model for this points),Make dynamic punish zone for vehicles(Avoid rape),And make light vehicle spawn on this points(Optionally).
In this screen:
1)Round - flag zone.
One suggestion - able to build more FB stuff,if FB build inside flag zone.
2)Point - player/vehicle(Optionally) spawn point.
3)Line - dynamic punish zone for vehicles,if possible.If it's impossible - make something like vehicle,who always watch that spawn point and lased enemy vehicles. After some time missile hit it. :)
This is imitation of frontline and rearward.

This is main points.Another points not so much important but......
1)Make screen suppress effect,when fire with optic. Reason - scope should be focused to see target.Recoil make "focusless".Well I hope you understand ;)
2)Make headshot/hit from 12.7 or biggest/grenade blast deadly. Like in old good times.)

Please discuss,may be good idea to make pool.And.... sorry for my bad english.

Re: Some PR problems and ways to solve.

Posted: 2012-01-13 12:58
by Spec
Thank you for your input, but those are suggestions. If you want you can post that in the Suggestions Forum and we'll either approve of the thread or not - but please do not post suggestions in other forum sections.