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Old 11-03-2009, 12:43 AM   #1 (permalink)

 
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Exclamation ** important notice **

Important Information Follows Regarding TG's PR Server!!

Our server has been selected by the PR DEVs to serve as a test site for what will probably be a very controversial and difficult change to game play for many players: removal of the rally point system. Before I post any more, I will quote the news article from the RealityMod web site. PLEASE read through this thoroughly before freaking out!

Quote:
During the month of November, the Project Reality Team will be hosting a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod. These changes will be made server side, so joining these servers will be the same as any other (all you need is PR v0.874).

There will be a few alterations made, however, they will all revolve around one primary change: the removal of Rally Point spawning. We are well aware that the mere thought of this change may scare a lot of you, but we must insist that everyone understands nothing here is written in stone. We want to find out the exact effect this will have on gameplay, and a public test is the best approach.

There are multiple reasons as to why we would like to experience PR without Rally Points:


* RPs enable squads with little or no cohesion to continue to have a presence in battle, even when their presence near their RP is hampering the rest of the teams objectives. This means that you often see squads doing their own thing, instead of working as a team, towards the same objectives.

* For many arcade orientated players, RPs provide a quick and easy way to play PR with almost no thought towards tactics. Spawn in, point straight at where the bad guys will be, sprint towards bad guys, shoot, die, rinse and repeat. With this, squad members often just "trickle" off the RP one by one, instead of working with their squad as one unit.

* As opposed to the original intention of being a metaphor to their real life counterparts (a squad regroup point), RPs are frequently used as a "siege weapon" that "launches" troops at an objective in 30 second intervals. In many cases, this overwhelms even the most formidable defenders and makes the role of "defence" itself, unappealing.

* RPs greatly diminish the role of both squad and squad reinforcement transportation. There are countless PR players who thrive on ferrying troops to and from objectives. Whether it's a "TRANS APC" or "TRANS HELO" squad, these types of players deserve a more important role in PR.



Below is a list of the server-side adjustments that will be made for this test:


1. Removed Rally Point spawning.

2. Lowered the spawn penalty for death by 25% (maximum of 45 seconds instead of 60 seconds).

3. Raised the maximum number of Forward Outposts available from 4 to 5.

4. Forward Outposts can now be built with one supply crate instead of two (all other deployables still need two).



As mentioned in the beginning of this announcement, the primary change is RP spawn removal. However, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from. We feel that RPs greatly diminish a team's need for the Forward Outpost deployable system. As you can clearly see, these changes include adding another available Forward Outpost to deploy as well as making their initial placement easier.

We really encourage everyone to give it a thoughtful try, and think about the overall team benefits listed above. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.

You can try out these changes by joining the following participating servers:


* Tactical Gamer - North America
* Tactics & Teamwork - UK
* GSA - BigD - Australia



These servers will have the version "0.874B" in their server name during the test. The test will begin within the next few days.

We would like to encourage all our players to try and join these servers during the month of November, and report their feedback in the appropriate forum thread.

- The Project Reality Team

A few important points to remember:

1) This is a *temporary* change to game play. The DEV team is trying to gauge the impact it has on how PR plays and if the change works or not. In light of this, we ask that everyone please give the changes a chance.
2) Complaints about the changes that become disruptive during game play on the server will result in removal of those players from the server so that they can use the time to cool down and post their thoughts on the proper forum, which is linked above.
3) The changes might not necessarily work on all maps. In particular, desert maps and some of the smaller maps played (Kashan, Korengal, etc. all come to mind). The admins will monitor this and the rotation may very well be modified to remove certain maps during this test phase due to adverse affects the changes will have to those maps.


I will create a feedback thread for the changes. Please post in that thread for discussions here. We only need 1 thread for this topic, so any other new threads related to this change will be shut down and merged with the feedback thread.

We appreciate everyone's cooperation during this test and we hope that everyone feel privileged to have our server selected to try this change out. We should be seeing a lot of new faces around as players from other servers and communities hop on our server to see what the changes are about. Please treat these players with respect, encourage them to visit our web site, and educate them on our rules and philosophies where necessary. We will try to have as much of an increased presence of admins as we can during this time, especially during the first week or so of this change being put into place.

I will be putting the changes into place tomorrow morning and restarting the server to get the changes loaded in. There are no downloads required for you to get the changes, you just need to connect to the server.

Lastly, I ask that everyone use this as an opportunity to try new things and employ new tactics. Encourage others to use transportation and logistics assets properly. The changes would seem to place more importance and coordination responsibilities back on the CO, so step up and lead.

Have fun!!


Official feedback thread on RealityMod.com
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Last edited by d1sp0sabl3H3r0; 11-03-2009 at 01:12 PM.
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Old 11-18-2009, 08:58 AM   #2 (permalink)

 
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Re: ** important notice **

Effective immediately, the TG PR server will now be running the second beta in the rally point change test, PR 0.874c.

Please read this thoroughly!!

Quote:
The Project Reality Team has been conducting during this month of November a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod. You can read more about it in the previous news post.

The feedback has been very constructive and we appreciate everybody taking the time to test it out and give their opinions. Now we want to try some additions to the previous changes.

The changes that will remain the same are:
  1. Lowered the spawn penalty for death by 25% (maximum of 45 seconds instead of 60 seconds).
  2. Raised the maximum number of Forward Outposts available from 4 to 5.
  3. Forward Outposts can now be built with one supply crate instead of two (all other deployables still need two).

The new additions in v0.874C are:
  1. Squad Rally Points expire after 30s from being placed.
  2. Rally Points cannot be placed with enemies close.
  3. Limited infantry kits require a squad of 3 to be requested (Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman).
  4. Forward Outposts can be built 200m apart (decrease from 300m).
  5. Other deployable assets (HMGs, AAs, Foxholes, etc) can be placed up to 200m from the Forward Outpost (increase from 150m).

As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.

But with these new additions, if your Squad Leader and one more soldier retreats away from the enemy after a harsh engagement, you can keep an extended presence in the area. If all fails, you will still have to depend on the placed Forward Outposts and your team's transportation, so be smart and keep those alive if you want to be successful.

We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.

Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:
  • Tactical Gamer - North America
  • Tactics & Teamwork - UK
  • GSA - BigD - Australia
  • 10th Community - Germany

These servers will have the version "0.874C" in their server name during the test.

We would like to encourage all our players to try and join these servers during the rest of November, and report their feedback in the appropriate forum areas.

- The Project Reality Team
I will start a second feedback thread to allow us to keep the feedback on the two systems separated and I will temporarily close the original feedback thread.

I have added insurgency maps back to the rotation as we now have rally points. Here is the rotation (most likely subject to change at any given moment):

Bi Ming 64
Kashan Desert 16
Korengal 64
Qwai 16
Jabal 64
Operation Archer 64
Fools Road 64
Sunset City 64
Ramiel 64
Kashan Desert 32
Muttrah City 64
Al Basrah 64
Mestia 64
Qin Ling 64
Fallujah West 64
OGT 64
Kozelsk 64
Ejod Desert 64
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