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Suggestions for Project Reality's future

Posted: 2005-08-14 19:05
by Novan leon
I like the PRMM guys, it definitely adds a more "battlefield" like feel to the game and holds alot of promise. There is still alot of work to be done though (like you need me to tell you that) and I would just like to give you some ideas that would help the gameplay side of PR.

1. Greatly increase the accuracy and greatly reduce the recoil of the LMG's while prone (bipod effect). Make the LMG's deadly when placed in a strong defensive position, right now they're just ok, not great. (Make them worthy of class restrictions)

2. Add class restrictions to limit the number of special forces, snipers, and support classes. Set the class/player ratios as follows:
1 Support + 1 Support for every 5 players
1 Special Forces + 1 Special Forces for every 10 players
1 Sniper + 1 Sniper for every 10 players

example:
3 players on MEC = 1 Support, 1 Special Forces, 1 Sniper
8 players on MEC = 2 Support, 1 Special Forces, 1 Sniper
12 players on MEC = 3 Support, 2 Special Forces, 2 Sniper
16 players on MEC = 4 Support, 2 Special Forces, 2 Sniper
24 players on MEC = 5 Support, 3 Special Forces, 3 Sniper

3. Work with the guys over at Battlefield: Domination to create a realistic, cohesive, tactics based gameplay mode. A gameplay mode such as the one specified by the folks over at BF :D omination (aka. a supply lines type mode) would be much much more effective towards creating a front line, keeping people in the action and enhancing the fun and realism.

Reasoning:
As things are now, Battlefield 2 matches eventually just degenerate into a bunch of individuals or groups wandering around the battlefield randomly capturing whatever flag happens to be nearby. Upgrading the LMG's, restricting the Special Forces and Sniper classes, and establishing a gameplay mode based on forward progress would force an emphasis on defensive positioning, covering fire and tactics.

In real life, most likely only one squad member would carry an LMG and the rest would carry assault rifles. The majority of squad tactics was/is based around the LMG and suppressive fire. Snipers are scarce but deadly, dealing huge hits on enemy morale. Special Forces are scarce as well, operating in secret, hitting hard, and leaving the enemy paralized.

The way things are now Snipers and Special Forces probably make up half of each team.

Posted: 2005-08-14 19:45
by bundoman
I agree, i feel there is no real team play, its just wandering around capturing flags, and its getting boring

Re: Suggestions for Project Reality's future

Posted: 2005-08-14 20:24
by Doug97
All of this sounds pretty sensible to me.

Posted: 2005-08-14 20:31
by Beckwith
i dont think the classes will be as big an issue in the full version of PR
as it seems the Devs have embraced the idea of tayloring maps to specific units(feel free to correct me if im wrong) if thats the case i dont think it will be as neccesary because the map will demnaed different numbers of different classes

Posted: 2005-08-14 20:38
by Figisaacnewton
I for one think class limitations are necesarry, even if the maps are tailored for specific 'armies'

Posted: 2005-08-14 20:44
by Pak
I don't think we need to limit classes to increase teamwork. Instead I think a new system of CPs, perhaps two or 3 times as many, to simulate the idea that an area cleared of enemies is captured, not one that you sit in for a while without being shot.

Posted: 2005-08-14 20:55
by TerribleOne
i personally would love to see position limits but i do wonder if that would prevent people being the class they want to be.

Since every class will have its ups and down i do wonder if it should be left open to the players discretion.

Posted: 2005-08-14 21:47
by LeatherFace
Forgotten Hope has the best solution to the Sniper problem, throw 2 or 3 sniper kits at main base, and thats it! PR will have 1 class spot free for playing around! I dont see ppl crying or not playing FH cause of this! :wink:

Posted: 2005-08-14 22:12
by Figisaacnewton
FH is redoing all their classes for FH2, so there won't be pick upable claseses, they are redoing it so taht only a certain percentage of players can be class x, and you have to be in a squad and other stuff. PR should take a lot of advice from McGibbs...

Posted: 2005-08-14 22:24
by TerribleOne
Personally i dont see why there should be 'fake squads'.
I think there should be X amount of team allowed. The teams are composed in the same way the real military does it. So you cant have a sniper speific class in with a group of infantry guys etc.
There should be a sniper/scout squad, Anti tank etc NOT squads that people can choose there position within because then everyone has different objectives in the team and it will never work as well as it could.

Then obv each squad has a limited amount of spaces for roles that would really be within that squad.
Standard infantry squad could be composed of:
Infantrymen, Squad leader, Medic, Sharpshooter (given a scoped M16 or alike- not a XM107 or anything that ONLY a specified sniper unit would carry). And id like to see a Radio communications guy in there too.

Posted: 2005-08-14 23:11
by Figisaacnewton
solodude23 wrote:a few people payed attention to me then, but not many people....and now they are using that exact idea?
... pretty much ya... sort of like me and my idea for how to have recoil being different while in different stances... except i know of only 1 person who has acknowledged that idea...lol....

Posted: 2005-08-14 23:25
by TerribleOne
All these issues are there and somone if not everyone will pickup on them by themselfs if they dont notice its been posted before.

Posted: 2005-08-14 23:33
by Pak
Figisaacnewton wrote:
solodude23 wrote:a few people payed attention to me then, but not many people....and now they are using that exact idea?
... pretty much ya... sort of like me and my idea for how to have recoil being different while in different stances... except i know of only 1 person who has acknowledged that idea...lol....
The devs have already said they can't change recoil on a gun for different positions. But someone did suggest switching to the bipod like you switch to the m203 when prone. From the looks of it, the dev thought it was possible.

Posted: 2005-08-15 09:40
by bundoman
the LMG are to much like a powerful assualt rifle at the moment. FH had it so tht you had to set it up as a mounted machinegun turret. At present i find tht the LMG hav e gr8 power reasonable accuracy and a huge cartridge. If you had to set them up, it would inforce defensive positions and the role would be used properly. Do u guys agree?

Posted: 2005-08-15 21:15
by bundoman
oh well, i think support role should have a hmg then and have to deploy it, tht wud make ppl use tactical positions

Posted: 2005-08-16 16:34
by XoC.sr
Dealing with the 'flag tag' issue would be real nice. I have seen supply lines thrown around alot lately which seems to sound like AAS (Advance and Secure) type of gameplay.

AAS was the most popular type of game in JO. it is pretty simple, both teams have a flag (default) that neither team can take. Several flags exist for both teams with a neutral flag (some maps) in the middle. the object is basically to take the other teams flags but they can only be taken in a certain order (no flag tag) so the action is pretty much always at the next flag for both teams.

Another advantage is spawning on the flag. If the team attacking has 4 players in the capture zone of the flag and the team defending only has 3 then the team defending cannot spawn on that flag until they get the flag back. The capture zones are also bigger which makes for nice battles and great defense.

Posted: 2005-08-16 17:14
by Beckwith
was in Medina Ridge or 73 Eastings that had this type of thing in DC? i cant remember which all i do remember is getting *** raped at the US main all the time

Posted: 2005-08-16 22:12
by XoC.sr
Beckwith wrote:was in Medina Ridge or 73 Eastings that had this type of thing in DC? i cant remember which all i do remember is getting *** raped at the US main all the time
That can happen if the game is based on tickets but AAS was pretty simple, the team that gets all the flags that can be captured wins or the team with the most flags at the end of the time limit wins.