The improvement plan
Posted: 2010-01-05 06:30
OK this will probably be it from me for a while (if thinks work out) And i thought id say this before i move on.
PR2: On of the biggest things that has hampered with PR from the beginning is the lack of a cover system. I sure a lot of solders out there would agree being able to hide behind objects peek and lean around corners are what has kept them alive all these years, And if pr2 is going to get where it going then your going to have to design one. MOH had a interesting cover system you where able to calibrate how far you ducked down or leaned to make better use of the cover available, and some thing like this may just solve the problem.
Now to but it bluntly how important solving this problem is, unless you solve it the arcades feel of the BF2 engine will follow you. And you will then still have the game play problems you are facing now.
What it will do for the game is, make exchanges of fire last longer, encourage squads to stay together and watch each others flanks, the game will slow down, Fighting will be more intense and prolonged. and it will take perhaps 2x more effort to kill some one removing the arcadish game play.
Now PR1:
You could go about improving cover in this game by modifying terrain and objects to be made better use of as cover by the players, take for example concrete blocks in game, by heightening them to around the same hight as a players shoulders you will allow him to shot over it and limit his exposure.
Currently the best cover in PR is a small knoll, by proning you can crawl forward until you just crest the ridge, and the shot over it, But so far this is the only terrain that allows you to do this.
We need more cover like this in game,
PR2: On of the biggest things that has hampered with PR from the beginning is the lack of a cover system. I sure a lot of solders out there would agree being able to hide behind objects peek and lean around corners are what has kept them alive all these years, And if pr2 is going to get where it going then your going to have to design one. MOH had a interesting cover system you where able to calibrate how far you ducked down or leaned to make better use of the cover available, and some thing like this may just solve the problem.
Now to but it bluntly how important solving this problem is, unless you solve it the arcades feel of the BF2 engine will follow you. And you will then still have the game play problems you are facing now.
What it will do for the game is, make exchanges of fire last longer, encourage squads to stay together and watch each others flanks, the game will slow down, Fighting will be more intense and prolonged. and it will take perhaps 2x more effort to kill some one removing the arcadish game play.
Now PR1:
You could go about improving cover in this game by modifying terrain and objects to be made better use of as cover by the players, take for example concrete blocks in game, by heightening them to around the same hight as a players shoulders you will allow him to shot over it and limit his exposure.
Currently the best cover in PR is a small knoll, by proning you can crawl forward until you just crest the ridge, and the shot over it, But so far this is the only terrain that allows you to do this.
We need more cover like this in game,