I was reading most of the thread on the weapons deviation system in .7 .75 and it made me wonder; how difficult would it be for the PR coding to be distributed in maybe 2 (perhaps 3) flavors. The python general coding for deviation etc. maybe could be grouped/seperated into various versions of PR realism.
1. As real as PR can make it. (the way it is now and heading)
2. PR middle of the road (less weapons deviation maybe some old easier .6 modes incoporated)
3. PR gamey (not recommended, basically your run and gun but not BF2 Vanillas)
The reason is that there are very strong arguments for both sides on issues such as weapons deviation/resupply/spawning etc. PR is more than just trying to be realistic it's the only descent mod that forces good team play and tactics with a talented group of Dev's behind it. So there are those out there that want to enjoy that aspect of the game yet don't know the small ins and outs and or have the time to learn PR to the level required for some of these more advanced modifications.
I personally enjoy the "1. As real as PR can make it" type suggestion but at times I wish to have some friends play with me that get extremely frustrated with how real it is and long for 'cough' battlefield 1942 and simplicity. I argue back and forth with them about it but in the end realize they haven't the time to get that up to speed etc. but do like the PR approach to BF2 and really enjoy it sometimes but end up sometimes breaking keyboards etc.
If this has been suggested somewhere and it probably has, feel free to point me to that thread and close this one. I did search and found close topics but were closed. I've been away from PR for many months and picking it back up again
Brummett
Last edited by brummett on 2008-07-28 00:24, edited 2 times in total.
Reason:spell check/signature input
When i first read the titel of this thread i was like 'Wtf?'.
and after reading that paragraph im like 'WTF?.
Why would anyone want 3 different types of PR? PR is designed to be real as possible but within the limits of gameplay/the bf2 engine
Seriously, PR is PR, and as u put yourself "PR gamey (not recommended..."
PR was designed to get away from gamey run and gun stuff that was present in vbf2, and reintroducing it is in my opinion is PR being shot in the foot, it defeats the purpose of PR.
If people are frustrated while playing PR, they should either
A) Bare it and they will be rewarded in time, or
B) Uninstall
or indeed if they cant be bothered to do either,
C) Consult the PR manual and the guide http://guide.realitymod.com/index.php?title=User_Guide
[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
Fair enough, though I have believe it has some merit, I understand it's going to be burned at the idea stake and maybe rightfully so. But to add, POE etc. still isn't the same as PR even if you took PR into a slightly less realstic manner (I mean slight) it's still way more tactical and POE etc. IMO and maybe a open to a bit wider audience that would still not entice BF2 run and gunner types.
I know what your saying and I think its a good idea if this was a released game like bf2 itself. But it isnt. The community is a lot smaller than a big title. And its already devided with people who want to play this almost hard-core teamstyle ( tactical gamer server and its players, tactics and teamwork server and its players) and people who just want to play it.
By giving server admins 3 versions of realism you will devide up the community even more. Thats not a good thing. On these forums we are trying to get everyone up to the tactical gamer/tactics and teamwork mindset. So by giving other ( in my oppinion ) lesser gamemodes you will get even more random players in the same community.
a hardcore version vs lite alla COD4 might work, but the differences on COD4's hardcore compared to lite are very obvious, whereas on PR its subtle, yet integral.
Also...this would basically mean increasing the testing load by approx 100%?
I'd like to see it just to see if it worked, but it may not.
I've just posted this in another thread, I'll repost here too.
---------------
My personal belief - and this in no way represents the view of the Dev team or of anybody but myself - is that dividing the community in such a way is detremental to the mod itself.
For every option that you allow servers to modify (let's roll with Supression, Spawn Time, Asset Spawn Time, Minimap and SL Spawn, as the most commonly moaned-about options), you introduce a variable.
Each of those variables needs to be in-game as an option. That means, for example, you need a "mild" supression and a "severe" supression shader. That increases the amount of work needed each development cycle as you have to test each new item twice - the "Lite" version and the "Reality" version.
Then, each variable is changeable. You can have a server with SL spawn, no supression and long asset spawns, or one with no SL spawn, lots of supression and short asset spawns.... the combinations are endless.
What you end up with is a hundred servers each running their own version of PR. You don't know what you're getting when you join a server, you might stand around waiting 10 minutes for a tank to find there won't be another one in the next half hour, you might have no choice to play with a minimap because the only full server has it enabled....
Like it or hate it, the server license allows for consistency. When you join a PR server, you know what you're getting and you know how to play it. If you go down the route you're advocating, that will go. You no longer know the best strategy and tactics because they'll change depending on what server you're on. There's no incentive to learn to play well and hard because there'll be cushy servers where you can go play Basrah with all the caches showing from the start of the round, or where the awful SL-spawn is back in and you can endless wave into a fight without giving a moment's thought to preserving your electronic life.
There are some truly excellent single- and multi-player mods for BF2 out there that are just as detailed, showing realistic assets with upped weapon leathality and the like. POE2, OPK2, FH2, BGF, USI... but none of them are aiming to do what Project Reality is. They're something else, and if you want that something else, give these excellent mods a try. But for me, PR isn't about the cool new assets, the amazing maps or the level of detail put into it by the team - it's about playing a PC game that strives to be as realistic as decently possible, whist still play-able.
"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS "Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post