Go Back   Tactical Gamer > Tactical > Battlefield 2 > Battlefield 2 - Project Reality Mod

Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod

Closed Thread
 
Thread Tools
Old 04-10-2008, 07:52 PM   #1 (permalink)

 
Dirtboy's Avatar
 
Join Date: Dec 2005
Location: Las Vegas
Age: 25
Posts: 3,789
Tournaments Joined: 0
Tournaments Won: 0
RULES: Project Reality Rules & Guidelines, Server Info, Everything You Need to Know

After much deliberation amongst the admin team, we have set a core set of rules that pertain to Project Reality. All these rules should be followed and enforced by ALL member's who play on the server.

--------------------------------------------


1. Strive for realism

Tactical Gamer promotes playing the game in as realistic manner as possible, with players utilizing military tactics to the best of their ability. The game should be played with the emphasis on teamwork and tactics, and players should avoid at all costs utilizing a feature of the game as an exploit to gain an advantage over their opponents. Use weapons and vehicles in as realistic manner as possible.

2. Teamkilling/Teamwounding

Intentional teamkilling and/or team wounding is not allowed.

3. Bunnyhopping

Bunnyhopping, or jumping repeatedly to avoid fire, is not allowed.

4. Suicide Tactics

Suicide tactics are FORBIDDEN*. Such tactics include suicide c4 jeeps (or any other vehicle), ramming any vehicle or player with a vehicle and blowing yourself up to cause the death of the other player.

* Exception: Insurgents in the project reality mod may use suicide vehicles and c4

5. Basecamping

Main bases: A main base is defined as a flag where the opponent has their only permanent spawn point (this includes a mosque spawn point on insurgency maps - this is a clarification of the rule).
UCB: The opponents main base which cannot be captured.

The rules regarding main bases/UCB are as follows:
  1. Insurgents can attack enemy main at any time using whatever tactics they want as this is a real-life tactic. Remaining rules do not apply to insurgents only.
  2. Main flag is completely off limits to enemy soldiers unless flag is in play. This includes spec ops and sapper squads. If the main is neutral, the attacking force does not have to withdraw and may stay to defend the flag.
  3. Units firing out of the main onto enemy forces may receive return fire, otherwise you are not to fire into the enemy main base to spawn kill.
  4. Destroying/sabotaging vehicles inside the main is prohibited. This includes but is not limited to placing mines or C4 onto vehicles or near them to prevent them from being used or destroying them.
  5. Access directly out of the main may not be blocked or impeded by mines, c4, or other means.
  6. Mosques with permanent spawns are treated the same as a UCB/main on insurgent maps. On Ramiel, the farm complex with permanent insurgent spawns in the north is treated as a UCB. (10/26/09; clarification)
  7. Bridges and other means of departing the area around the main may be attacked and is not considered base camping. ** This rule does not apply to Fools Road - Please see 5b
  8. Aircraft returning to their main airfield may be engaged until they've landed.
  9. Once a team's last flag is in play and can be captured the enemy main base may be attacked. Added 6/13/2009

The enemy command post (CP) may not be destroyed any more, so there is no reason to attack the enemy main or attempt to sabotage the CP.

5a. Basecamping - destruction of area attack

Destruction of enemy artillery pieces used for area attacks is not allowed. This is an exploit of the map and is not a valid attack.

5b. Basecamping - destruction of bridge on Fools Road

The bridge from the Russian main to the Village may not be destroyed.

This rule supersedes the following:
"Bridges and other means of departing the area around the main may be attacked and is not considered base camping."


6. Commanding

Commanders MUST make commanding their team their top priority.

7. Joining a squad

All players are required to join a squad or they will be removed from the server by an automated script. A player has 90 seconds to join a squad before being removed.

8. Locking a squad

Players may lock their squads, but they must be unlocked if there are no squads available for players to join a squad before being auto-kicked for being squadless. If an admin requests that a squad-leader unlock their squad and the squad-leader does not comply he may be removed from the server. Also, one man locked squads are not allowed.

9. Reserving assets

To assist the Commander in performing his duties, the Commander has final say on distribution of all assets. Naming a squad "Attack Helo" does not entitle that squad to the attack helicopters unless the CO designates them to that squad. Please remember, squads do not dictate the assignment of an asset, the CO does.

When there is no commander, or the CO has not designated a squad for a particular asset, assets are distributed on a first-come, first-serve basis. Players are to act maturely and take turns with assets. Fighting over assets could result in both parties being removed from the server.

10. Stealing Assets


Stealing a kit or vehicle that is already occupied, being repaired, or otherwise in use by another teammate is not allowed.

11. Orders


All players are required to follow orders. Squad Leaders are required to follow reasonable orders from their Commander, and all players must follow Squad Leader orders.

12. Behavior of players

All players are to be respectful of one another and behavior in a mature manner. Usage of racist or derogatory terms is forbidden. Insulting or verbally attacking another player via VOIP or chat is unacceptable. Repeated usage of crude language is not allowed. Spamming chat is not allowed. We also do not allow clans to recruit or attempt to recruit on our servers. If you wish to recruit members for you clan, do it on your dime, not ours.
__________________
|TG-6th|Dirtboy

Last edited by d1sp0sabl3H3r0; 10-26-2009 at 08:26 AM. Reason: Clarification of mosque rules - treated same as UCB areas
Dirtboy is offline  
Old 03-08-2009, 01:53 PM   #2 (permalink)

 
thegreatnardini's Avatar
 
Join Date: Dec 2005
Location: the Mutara Nebula
Posts: 2,933
Tournaments Joined: 0
Tournaments Won: 0
Re: RULES: Project Reality Rules & Guidelines

This one sticky thread is being created to help reduce the total number of stickies cluttering up this forum. It is also intended to help guide new players and players unfamiliar with forums to the proper location.

If you're new to Tactical Gamer and our forums, please make sure to read the following:

Required Reading
TG-wide Info
Before you post
Before you post, please do your best to search and see if your question has previously been asked. Many times you'll find your answer without having to start another thread. Do not be afraid of the search command. You can search across forum groups, in a specific forum group, and even in a specific thread. Look to the upper right hand corner of your browser and you'll see a search link.

Also scan the threads listed below. Many of these answer questions that are commonly asked.

Project Reality Threads of Interest
Zedic's Guide to Military Radio Procedure
Project Reality Events!
Current map rotation: (updated 8/20)
Quote:
Jabal al Burj Skirmish (Seeder)
Operation Ghost Train 64
Ejod Desert 16
Sunset City 64
Korengal Valley 64
Muttrah City 16
Jabal al Burj 64
Operation Barracuda 16
Seven Gates 16
Fallujah West 64
Qwai River 16
Muttrah City 16
Battle For Quinling 32
__________________

lTG-6thl NardDawg

I should hook you up with my German friend Nadia. She's into handcuffs and things. And slightly mentally unstable. Good times.




Last edited by thegreatnardini; 08-22-2009 at 10:03 AM.
thegreatnardini is offline  
Old 03-08-2009, 01:55 PM   #3 (permalink)

 
thegreatnardini's Avatar
 
Join Date: Dec 2005
Location: the Mutara Nebula
Posts: 2,933
Tournaments Joined: 0
Tournaments Won: 0
Re: RULES: Project Reality Rules & Guidelines

A little bit of discussion about the rules of the server, specifically firing into or near the enemy main or uncap.

** DISCLAIMER **

The PR admins have already discussed, debated, eye-gouged, bit, kicked, and indian leg-wrestled over the rules, and the outcome is stickied in this thread.

The purpose of this thread is to clarify the rules regarding engaging enemy units near/in their main. We won't try to stifle any other commentary regarding this rule, your immense displeasure with it, or the lack of "reality" in the rule. However, be forewarned that this is not an attempt to come to a consensus over a change to the rule nor an attempt to solicit possible rule changes or modifications. Again, it is simply to try to clear up some of the obvious misunderstandings regarding the uncap rule(s) that we see on a daily basis on the server.

With that said....

Question: Can I return fire on someone in the main?

Answer:

1) If you are inside the main to conduct spec-ops or whatever - NO.
2) If you are outside the main, and take fire from someone in the main, you can return fire on that unit. The main is not a safe haven for you to fire on the enemy from without fear of taking fire in return. Example: Al Kufrah - MEC tanks firing out of the main on British forces assembled outside of refinery attempting to take that flag. You are open season if you are firing on the British troops even though your main is not in play.

Today there was a question about firing on troops on the bridge on Fool's Road. The normal rule for this map in particular is that the bridge is not to be camped. However, once again, if British forces are firing at militia targets from the bridge, they are now valid targets.

Please note: This does not give license to continue to fire at will into the enemy main. Return fire on those forces that pose a threat to you and then it is over.
__________________

lTG-6thl NardDawg

I should hook you up with my German friend Nadia. She's into handcuffs and things. And slightly mentally unstable. Good times.



thegreatnardini is offline  
Old 06-25-2009, 09:06 AM   #4 (permalink)

 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
Posts: 3,539
Tournaments Joined: 0
Tournaments Won: 0
Re: RULES: Project Reality Rules & Guidelines, Server Info, Everything You Need to Kn

Added rule 5b - ** PENDING FINAL RULE FROM ADMINS ****
__________________
|TG-X|d1sp0sabl3


Last edited by d1sp0sabl3H3r0; 06-26-2009 at 07:39 PM.
d1sp0sabl3H3r0 is offline  
Old 07-01-2009, 11:32 AM   #5 (permalink)

 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
Posts: 3,539
Tournaments Joined: 0
Tournaments Won: 0
Re: RULES: Project Reality Rules & Guidelines, Server Info, Everything You Need to Kn

Ok, now the rule is official regarding the bridge on Fools Road
__________________
|TG-X|d1sp0sabl3

d1sp0sabl3H3r0 is offline  
Old 10-26-2009, 08:27 AM   #6 (permalink)

 
d1sp0sabl3H3r0's Avatar
 
Join Date: Jun 2007
Location: Suburban Chicago
Age: 43
Posts: 3,539
Tournaments Joined: 0
Tournaments Won: 0
Re: RULES: Project Reality Rules & Guidelines, Server Info, Everything You Need to Kn

* 10/26/09; Clarification of mosque rules in Section 5: Mosques are treated the same as UCBs *
__________________
|TG-X|d1sp0sabl3

d1sp0sabl3H3r0 is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off




» Log in
User Name:

Password:

Not a member yet?
Register Now!
» Advertisement



All times are GMT -4. The time now is 06:29 PM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved