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Old 07-23-2009, 07:36 PM   #1621 (permalink)
 
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Re: PR Dev Journal.

The Javelin is suppose to be operated by 2 people I believe. 1 operating the CLU (Command Launch Unit) and the other actually holding the disposable tube. At least that is what I've heard.

It also just doesn't have top attack, it has a direct attack feature. Along with night and thermal interfaces.

Apparently, the SRAW is actually suppose to be Fire & Forget. Apparently.
I agree with how it could make it unfair for other factions. What with all its cool features.

The UAV will be able to expose the enemy from nearly every spot. If it was armed, there's no telling what the commander could do. This would also distract him from his primary duty: relaying information to the squads and actually commanding.

If you could lock the UAV with a normal AAV or MANPADS/ Static AA missle, I'm not sure that would be realistic. Those are heat-seaking. And as far as I know, the heat-seeking missle are meant for close Air to Air combat where you target the jet engine's plume, emmitting all the heat.
The UAV is but a propellor powered aerial vehicle flying too slow to heat up to the point it could be targeted by heat seeking. It should only be able to be targeted by radar (I think those are the 'medium' range missles in fighter jets) or just normal fire like the .50 from the Avenger AAV.
I'm not 100% sure about what I have said.
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Old 07-30-2009, 03:46 AM   #1622 (permalink)
 
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Re: PR Dev Journal.

New truck.

Quote:
Originally Posted by [R-DEV]Stigger View Post
I have finally completed the MAN HX 18.330 4X4 Truck for the British Army! =)

This truck will mainly be used for the logistics and transport role much like the other trucks currently ingame. The MAN HX 18.330 4X4 will be replacing the place holder M35 truck currently used in game by the British faction and the HX 18.330 4X4 may also be used for some other factions in time






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Old 07-31-2009, 12:19 AM   #1623 (permalink)
 
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Re: PR Dev Journal.

Reply to Ghostdog, cause i dont' want to quote pictures:

If only they put a gun on the top. Would be a nice gun truck.
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Old 07-31-2009, 02:13 AM   #1624 (permalink)
 
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Re: PR Dev Journal.

They way the truck looks like to me, it'll feel like having major suspension, or whatever that stuff is that makes the vehicles more or less jumpy.
Every time you hit an ant you'll have a major jump.
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Old 08-04-2009, 03:27 AM   #1625 (permalink)
 
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Updates.

[Geometry] PSC Kit Geometries

Quote:
Originally Posted by [R-CON]ReadMenace View Post
I'm currently working on kit geometries (Russian, PLA and PSC). Here's some of my progress (very wip though):




In the future, I hope to work on the MEC as well as the Insurgent kit geometries.

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[Vehicle] Honda CB500 Four

Quote:
Originally Posted by [R-CON]tupla_s View Post
I'm working on a new motorcycle, the "Honda CB500 Four". The Honda is almost finished, only waiting for some textures to be slapped on, then it's ready to be exported to PR!

Here's a couple of renders:

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Old 08-04-2009, 04:48 AM   #1626 (permalink)
 
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Re: Updates.

Finally a real bike which looks cool! I hope they configure it right, so it can be controlled without having that huge possibility of driving into things.
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Old 08-05-2009, 03:15 AM   #1627 (permalink)
 
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Re: PR Dev Journal.

[Vegetation] Jungle Fever!

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Originally Posted by [R-CON]GhostDance101 View Post
A while ago, I started making some new vegitation, mostly for jungle maps. Without further ado, I'd like to show you guys some shots of new jungle over/undergrowth:





I also made a few new undergrowth variations. A couple of root clumps, some mushrooms and a plant .






Some more variation now. I made a dead tree with some different kind of roots and a clump of earth stuck on it. Still a wip, but you can see where it's going .



And now, some screenies when everything is put together:





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Old 08-05-2009, 05:45 AM   #1628 (permalink)
 
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Re: PR Dev Journal.

sexy stuff from the devs
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Old 08-05-2009, 11:57 AM   #1629 (permalink)
 
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Re: PR Dev Journal.

I like it, the layered effect is incredibly hazardous to negotiate and find enemies in. Ambush country
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Old 08-05-2009, 06:46 PM   #1630 (permalink)
 
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Re: PR Dev Journal.

man its looking good, lets hope it is part of a "congo" type map
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Old 08-05-2009, 11:12 PM   #1631 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by Jack Bauer View Post
man its looking good, lets hope it is part of a "congo" type map
Congo???? Fighting over what, lion fur???

It looks sweet and probably will be present in most vegetation maps, such as Barracuda, Tad Sae, etc... I may be wrong doh
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Old 08-05-2009, 11:23 PM   #1632 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by KevlarBR View Post
Congo???? Fighting over what, lion fur???
Diamonds, Oil, Whatever...

http://www1.american.edu/TED/ice/congo.htm

http://www.msnbc.msn.com/id/15842522/ns/world_news/

http://www.globalresearch.ca/index.p...xt=va&aid=8310
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Old 08-06-2009, 10:33 AM   #1633 (permalink)
 
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Re: PR Dev Journal.

Quote:
Originally Posted by KevlarBR View Post
Congo???? Fighting over what, lion fur???

It looks sweet and probably will be present in most vegetation maps, such as Barracuda, Tad Sae, etc... I may be wrong doh
There's plenty in Congo. Also in the Democratic Republic of the Congo. (formerly known as Zaire) Congo was french and D.R. Congo was Belgian I believe. They have TONS of minerals including diamonds. Their civil wars prevent most profitable ventures into the region.

Fun Fact! You think insurgents and Taliban are ill-equipped? Most standing armies in war-torn regions of Africa are issued only a single machete. It's like knife-only CS servers!
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Old 08-06-2009, 06:20 PM   #1634 (permalink)

 
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Re: PR Dev Journal.

Complete civilian ROE revamp:

http://www.realitymod.com/forum/f18-...oe-revamp.html

Quote:
Originally Posted by McLuv View Post
Well, I can't exactly say civilian ROE changes haven't been suggested before, but I would like to start by saying that though I've alluded to this suggestion in previous related threads, there has never been any discussion or much response in relationship to them. Add to that the fact that using the search function has not revealed any matches, I'll begin.

The civilian/collaborator class has been an extreme in PR for a few builds. Going from the extremely notable cannon fodder of 0.75 to the extremely rare and punishing kit of 0.8-0.86. So, I'd like to suggest completely revamping the ROEs to a playable middle ground where the civilian is played properly, if played at all.

My ROE would be as follows:


1. Civilians will never be allowed to be shot. Shooting a civilian will never be allowable within the ROEs of the coalition, under any circumstance (IE, no slugshots, either).
2. Coalition will receive an updated punishment system, including:
  • Every time they kill a civilian, their name is displayed in the top left in a similar fashion to the "Player_name destroyed his own cache and is a traitor"
  • Any civilian kill ups your respawn by 60 seconds.
  • Your second consecutive civilian kill within a life leads to a court martial (with the added spawn time of both kills)
  • After the third kill in a game, player's score is reset (like in 0.85), and another court martial.
3. If a civilian is killed within 3 meters of any insurgent, then the civilian will be punished with an extra 120 seconds.
4. Civilians are no longer able to be arrested on a whim. The only time an arrest will be allowable is within 180 seconds of:
  • Pulling out their rocks/cellphone.
  • Being within 10 meters of an insurgent
  • Being within 10 meters of a weapons cache.
5. Civilians arrested "legally" will receive another 60 seconds on their respawn.
6. Coalition troops will loose one intelligence point for false arrests, but will only be punished with an extra 30 seconds to their spawn time.
7. Civilian normal respawn time will be reduced to 30 seconds.



That's pretty much it. Now, to back it up before people start denouncing the entire suggestion over iddy-biddy points. Most of it can be tweaked, but overall it should stay the same. Anyways, here's my explanation for each point:

#1: Pretty much summed up, shooting any unarmed civilian is never justified, and should never go unpunished.
#2: Slightly more direct punishments than previously, including the text message. The first kill's punishment is relatively light and not too apparent, but it's a slightly more lenient punishment.
#3: Duh, no more human shield problems. No, you'll still be punished for shoting them, but they'll be punished a whole lot more.
#4: Civilians are never a direct threat to you, but if it is perceived that they are doing suspicious activities or may indirectly be a threat to you (rocks/cellphones), then you'll have the opportunity to catch them and arrest them.
#5: Punishment for being caught on the civilian's part, meaning they'll no longer be giving free intel like supposedly in 0.75.
#6: Not really severe, in all honesty, but this represents the Coalition loosing civilian trust, as well as being reprimanded for doing so.
#7: Without the problems of human shields being formed subsiding due to my previous points, civilians no longer need to be punished for using the kit.

Please post your comments/feedback of this, and remember that this is just a rough outline and any point can be changed if it's seen as beneficial to the overall suggestion, but I believe this will be a huge improvement in gameplay already..
One ticket per unarmed civilian shot by Bluefor I think would also be a good addition, but what the devs have decided on here is good.
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Old 08-06-2009, 07:15 PM   #1635 (permalink)
 
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Re: PR Dev Journal.

Nice. Can't wait to see people piling up in cars as Civies then driving around Strykers
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