How much detail is Too much Detail?

General discussion of the Project Reality: BF2 modification.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

How much detail is Too much Detail?

Post by Redamare »

( Related but .... Semi Non serious thread ) Discussion

So i was just thinking randomly about PR and if for some reason we went "ANAL" (crazy,Perfectionist, SUPER DETAILED) on the mod...

starting with ... buildings ... what if buildings had doors to compensate for every room?? suchas

you are breaching doors to gain acess to a house then you find another door ... you blast it open and its a bathroom ... blast a second door and it is a broom closet :) loool how disapointing would that be :) you just wasted 2 good shotgun shells on a Broom :D lol...

OR if you are walking around a forest and you ... Trip over a log then you start bleeding out ( because its PR ) and you cant patch your self with 1 patch.

or in a combat situation, some one neer you shoots an rpg and the backblast makes you go blind, or your Gun Jams such as it does in some games such as Americas army.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
List a couple of features you would NOT like to have added to PR ...
( Hardcoded or Non Hardcoded)

this can be usefull for when the DEVS create PR2 with a whole new Physics level and coding differences..

Q: What sort of Features should we leave out for Future PR:BF2 + PR2 Development???
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: How much detail is Too much Detail?

Post by Redamare »

Killer bees, flash floods ( would be fun actualy ) , Jamming,

Falling trees (Serious like in BF2 BAd company ) .... i dont think it is a good use of resources (Possibly if there is An area attack and or bombing from a jet.

Flat tires (IF NOT KNIFED ) such as if you hit a bad pothole or something

infrared Vision ( would kill the game alot like AIMBOT )
AnimalMother.
Posts: 2476
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Re: How much detail is Too much Detail?

Post by AnimalMother. »

Redamare wrote:you are breaching doors to gain acess to a house then you find another door ... you blast it open and its a bathroom ... blast a second door and it is a broom closet :) loool how disapointing would that be :) you just wasted 2 good shotgun shells on a Broom :D lol...
in the average house would it have locks on every door? however for a bigger compund it would be cool, but then i also think theres some compounds in game already like that especially in fallujah
OR if you are walking around a forest and you ... Trip over a log then you start bleeding out ( because its PR ) and you cant patch your self with 1 patch.
thats way over the top, just MTFU, i've face planted climbing (well jumping) out of a ground floor window onto concrete during an exercise, still kept running (limping) and putting blanks down range.
or your Gun Jams such as it does in some games such as Americas army.
would be pretty cool actually and would add a good dynamic to firefights imo
Flat tires (IF NOT KNIFED ) such as if you hit a bad pothole or something
i'd seriously think that military grade vehicles wouldn't get flat tires from that, though i have no experience so it could be possible, would be nice to be able to shoot out tyres (especially insurgency - shoot out tyres civi gets out and can't be shot etc etc)
Falling trees (Serious like in BF2 BAd company ) .... i dont think it is a good use of resources (Possibly if there is An area attack and or bombing from a jet.
that would be nice especially if shrapnel from the trees could be modelled. massive strain on resources i'd imagine though!


oh and lol at killer bees.

for detail i'd like to see an ingame voip function that requires you to select the frequency, so you could talk to a specific squad leader, helicopter, or net i.e all Close air support
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dtacs
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Re: How much detail is Too much Detail?

Post by dtacs »

A survival aspect.

You get shot down on Silent Eagle, you can request the 'survival kit' at your feet. A complete survival kit (matches, knife, aquatabs, signalling mirror etc.), you must 'place' a fire (firebase placing system) and hunt for food.

Awesome.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: How much detail is Too much Detail?

Post by gazzthompson »

hunt for food? , first priority should be getting out? how long do your PR rounds last?
dtacs
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Re: How much detail is Too much Detail?

Post by dtacs »

gazzthompson wrote:hunt for food? , first priority should be getting out? how long do your PR rounds last?
Sometimes I'm at my computer for days on end, sometimes I don't know if its day or night.
sweedensniiperr
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Re: How much detail is Too much Detail?

Post by sweedensniiperr »

i would lol at gunjam (ingame)
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Masaq
Retired PR Developer
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Re: How much detail is Too much Detail?

Post by Masaq »

The world does not have enough virtual defecation.

The sooner that we can accurately model the exciting thrills and spills of a mid-op dump, with that thrilling unknown of whether you'll get a chance to even finish it let alone wipe afterwards, the richer our online entertainment experience will be.

"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
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Howitzer
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Re: How much detail is Too much Detail?

Post by Howitzer »

A little Wanacigarette meter shouldnt be too much.
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: How much detail is Too much Detail?

Post by DevilDog812 »

how about the longer you stay out in the field without returning to a fob or base, the worse you smell, and people around you start to get blurred vision and eventually black out? the insurgents would obviously start out with major B.O. and progressively get worse :lol:
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ANTI-WIKILEAKS, PROUD SUPPORTER OF THE MILITARY
AdrwIvrsn
Posts: 42
Joined: 2009-07-08 20:36

Re: How much detail is Too much Detail?

Post by AdrwIvrsn »

This is only my opinion, but I think PR shouldn't go over the top with realism. It's awesome how they now do it so well, but remember that this is still a video game and not a training simulation.

I believe that adding heavy realism promotes teamwork and methodical gameplay, something unseen in any other video game, and the portrayal of how well vehicles and weapons work also adds a great value to gameplay. But putting too much, like tripping over a log and bleeding or adding too many rooms when there are only 32 players on a giant city map, would slow down gameplay and be an annoyance for most people that just want action.

Not to mention that most players here have never had any real military training, so the game should be made to assume the character you're playing did and should "automatically" ignore minor problems. Otherwise, I would hate to have a manual reload where you select a magazine from the pocket you choose, insert it into the well correctly, and **** the gun in the correct way, in a middle of a firefight. Or having to wrap a bandage in a way that prevents cardiac arrest or killing the patent accedentally, and finding him permanently handicapped and unfit for battle for the rest of the match until he dies and respawns.

But also think about engine limitations. I don't think it is possible to do collapsable trees, or complete rooms in every building that would make the map file size huge and slow everything down.
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: How much detail is Too much Detail?

Post by DevilDog812 »

AdrwIvrsn wrote:I don't think it is possible to do collapsable trees
well, there is this:

you never know how it would act on other peoples servers or computers though
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AdrwIvrsn
Posts: 42
Joined: 2009-07-08 20:36

Re: How much detail is Too much Detail?

Post by AdrwIvrsn »

Are those static objects that instantly get replaced by dynamic ones? Although by this thread I think you are limited on dynamic and networkable objects:

https://www.realitymod.com/forum/f18-pr-bf2-suggestions/54302-jumping-over-wall-2.html#post938811
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: How much detail is Too much Detail?

Post by badmojo420 »

Prisoners of war.

Running low on ammo? Last one of your squad left alive? Throw your hands up and let the Geneva convention save your life. Might not be a good option if you're fighting the Insurgents or Taliban, but traditional militaries will be forced to drag you back to their lines and feed you minimal food while you and other POW's sit around hoping to be rescued.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: How much detail is Too much Detail?

Post by Redamare »

the issue with that video and all the dynamic objects is that they get glitchy and can crash servers and be a REAL nucense ... not worth putting into PR plus ... ROCKEts and tanks dong just DOWN a forrest of trees once they hit it Cmon thats NOT realistic.. -_-
Charliesierra-RCR
Posts: 143
Joined: 2009-11-21 20:57

Re: How much detail is Too much Detail?

Post by Charliesierra-RCR »

Redamare wrote: ROCKEts and tanks dong just DOWN a forrest of trees once they hit it Cmon thats NOT realistic.. -_-
Well... maybe not the tank, but Arty can use Air burst rounds to down a forest... engineers use Det Cords to drop trees for LZ's.. Tanks can easliy run over small trees and bushes.. maybe the tank running over the forest isnt too real, but your gunna tell me a JDAM couldnt level a forest? it adds to the realism without a doubt, and i would love to see it. I wish more maps had the ability to level every building on the map, imagine Beirut totally destoryed, imagine after intense fighting in the village on silent eagle, its left totally flattened. Enviromental affects like that could add to the realism sooo much. And i would love to see it, even the weapon jamming, mostly all weapons have the ability to jam, few exceptions like the AK's and the HK416/417, but C7's, m16's, especially MG's, they jam all the time..
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: How much detail is Too much Detail?

Post by Drunkenup »

dtacs wrote:A survival aspect.

You get shot down on Silent Eagle, you can request the 'survival kit' at your feet. A complete survival kit (matches, knife, aquatabs, signalling mirror etc.), you must 'place' a fire (firebase placing system) and hunt for food.

Awesome.
Sounds like every American pilot should fly a Block 30 F-16, the map should be mid 90's Bosnia, and his name should be Scott O'Grady.

I'd really like to see some things exaggerated in PR, can't think of somethings though. I'd love to see more communications by using landmarks to locate things rather than simply giving a grid marking and coordinate. Like, "Charlie 3-4 needs air support, light infantry, 3 clicks north of the eastern objective, adjacent to the T-building, laser designation going down when you're in visual range."
Last edited by Drunkenup on 2010-04-04 00:47, edited 1 time in total.
Iceberg
Posts: 63
Joined: 2010-04-01 13:23

Re: How much detail is Too much Detail?

Post by Iceberg »

Jamming guns would suck. If we cant clean the gun to prevent jamming, it would be super annoying.
BloodBane611
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Re: How much detail is Too much Detail?

Post by BloodBane611 »

We need a little more yelling and order. I want NCOs telling me to get my gear in shape, and forcing me to clean toilets with a toothbrush if I fail. I really feel that my PR experience is incomplete without this.
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Charliesierra-RCR
Posts: 143
Joined: 2009-11-21 20:57

Re: How much detail is Too much Detail?

Post by Charliesierra-RCR »

[R-COM]BloodBane611 wrote:We need a little more yelling and order. I want NCOs telling me to get my gear in shape, and forcing me to clean toilets with a toothbrush if I fail. I really feel that my PR experience is incomplete without this.
so your suggesting, instead of training servers, they should have Basic training servers? :p
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