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  1. #16
    Coridon's Avatar
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    Re: Update on Project Reality v0.5

    I'm going to play this whenever I can...especially after the "tweak" they mentioned as #4 in asch's post!!!!


  2. #17
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    Re: Update on Project Reality v0.5

    Man, this mod is really shaping up! And it's still only a .5 release!



    -- Suits are what you wear when doing things you shouldn’t want to do anyway.

    FROM THE TACTICAL GAMER PRIMER.
    3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.


  3. #18
    BigGaayAl's Avatar
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    Re: Update on Project Reality v0.5

    I am very worried about nr 52. Place spawnpoints? That sounds like a terrible idea to me, but I will hold out for now, hoping they didn't ruin the game by that. I hope this disappears when SL dies.

    But hey what a list! Incredible.
    ****** Fabulous under Fire ******


    I want to be more like a gay butterfly. http://www.youtube.com/watch?v=q8kgu6rf0Ek



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  5. #19
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    Re: Update on Project Reality v0.5

    *Drools....


    Dear god this looks awesome. The only things I'm worried about are the spawn points, I agree with Al, if the SL dies the spawnpoint should fade as well. The other thing is the beefier heli, with the no listed changes made to shoulder-mounted AA, which is pretty weak with pre-0.5 helicopters...

    It will still rock though.


  6. #20
    tau_neutrino's Avatar
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    Re: Update on Project Reality v0.5

    Regarding game modes, I really like the Al-Fallujah (IIRC) map is attack/defend. I would like to see more attack/defend maps or those w/ specific objectives. The VIP idea is good.



    TacticalGamer TX LAN/BBQ Veteran:


  7. #21
    Beatnik's Avatar
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    Re: Update on Project Reality v0.5

    Looks great. The two that I'm concerned with however are:

    16. Insurgents can no longer have a commander
    and
    29. Insurgents can't set Rally Points

    I'm wondering what they're going to do to address balance issues with that. Hopefully, the ability to suicide bomb isn't their only offset to these.
    -F- Beatnik



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  9. #22
    PhoenixxFire's Avatar
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    Re: Update on Project Reality v0.5

    Quote Originally Posted by Beatnik View Post
    Looks great. The two that I'm concerned with however are:

    16. Insurgents can no longer have a commander
    and
    29. Insurgents can't set Rally Points

    I'm wondering what they're going to do to address balance issues with that. Hopefully, the ability to suicide bomb isn't their only offset to these.
    I think they are a logical progression with what seems to be an even more realistic approach with this version.

    By that, I mean, as a part of an insurgent group,(16) how common would you imagine that there is one head field officer that dictates the battle? I think it fits perfectly how they might operate on a squad-to-squad basis, to maintain an easily dispersable force, and utilize guerilla tactics.

    And I would imagine that (29) refers to the sort of organizational infrastructsure that would be available to an organized military force (e.g. British Forces, USMC, etc.) to establish forward (read:mobile) outposts for which to rally units after being deployed to the area, and not so much to that of a makeshift, militia force.

    Or maybe I'm just reading way too much into it, and they thought it was just a cool feature that could be introduced, that bears a similarity to the squad bacons (yes, bacon, you read that right) from BF2142.


    EDIT: I forgot to add how incredible that change-list looks so far, and how much I'm looking forward to playing this.
    Focused


  10. #23
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    Re: Update on Project Reality v0.5

    I know in Al Basrah the insurgents had mobile spawn points (pickup trucks) so if the feature is kept they do not need to set rally points because they can already pop up out of nowhere.

    The list is certainly impressive, especially with it only being about 60% of the total changes. Definitely looking forward to some time on the 8th.
    I may not have gone where I intended to go, but I think I have ended up where I needed to be.


  11. #24
    BigGaayAl's Avatar
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    Re: Update on Project Reality v0.5

    The spawnpoints may be good in a sense that they will allow a second spawn near a flag you are defending; thus eliminating spawnrape by people who memorized the spawns. The spawnpoints can also be destroyed apparently. I'm wondering, this could be fun, allowing the SL to join battle more, it might be too easy and may eliminate the usefullness of some tactics though.

    The top 3 features for me though at first will be:
    motorbikes
    motorbikes
    and motorbikes

    Seriously I played the level with the bikes once, with a crash, but they worked amazingly well. If they can just optimize that map enough. I can see it now; roving motorbikesquads, like a dirty gang of hell's angels, hanging around at the gas station, chucking back cheap beers, harassing the local population.

    I'm also really looking forward to play the extraction game modes which should be possible on tg now. That street map looks just awesome to bootstrap the server when it is filling up, as this map is excellent for small games, in contrast to most PR maps.

    *edit* There is a wikipage already explaining the spawnpoints: http://guide.realitymod.com/index.ph...t_Rally_Points

    Search on the left in "recent changes" to look for more 0.5 updates.

    *edit* lots of videos leaked on their forum:

    http://www.youtube.com/watch?v=-Da6M9JXSuU
    That chopper gun looks at last like it does in RL. And has the range to go with it.

    http://youtube.com/watch?v=-XuV0a9xZoo
    http://youtube.com/watch?v=pdMGMzLpzLI
    Hilarious 2 part BH number 818 instructional (by eggman I believe).

    http://youtube.com/watch?v=uR0lOO-08...elated&search=
    Preview of upcoming machinima using PR.
    Last edited by BigGaayAl; 02-01-2007 at 10:39 AM.
    ****** Fabulous under Fire ******


    I want to be more like a gay butterfly. http://www.youtube.com/watch?v=q8kgu6rf0Ek



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  13. #25
    Faultline's Avatar
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    Re: Update on Project Reality v0.5

    Quote Originally Posted by Coridon View Post
    I'm going to play this whenever I can...especially after the "tweak" they mentioned as #4 in asch's post!!!!
    Aahhahaha!


  14. #26
    Root's Avatar
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    Re: Update on Project Reality v0.5

    We did some work on a special "pickup smoke grenade" that is issued for the Officer kit and when thrown a radio message and a pickup marker on the map is displayed so the pilots would know that a squad is requesting pickup in that position.

    It's not quite working in v0.5, but we have some ideas to polish it up for the next release.
    Dang. 0.5 isn't even out and they already have me salivating over 0.6.
    BFCL TF2 league admin


  15. #27
    Registered User Wimpinator's Avatar
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    Re: Update on Project Reality v0.5

    The pickup smoke is a brilliant idea. It would be very cool to do the same thing for air strikes. Toss smoke, run for cover and let the Heli deal with that troublesome tank.



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  17. #28
    Dick Blonov's Avatar
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    Re: Update on Project Reality v0.5

    Dang! Just like the laser designators used by infantry to mark targets for the AH-64.

    I need a bib to catch all that drool!

    DB
    |TG-6th|Blonov

    «The faster the bird, the more bugs it can eat, you could say.» BigGaayAl

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  18. #29
    Root's Avatar
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    Re: Update on Project Reality v0.5

    Quote Originally Posted by Wimpinator View Post
    Toss smoke, run for cover and let the Heli deal with that troublesome tank.
    We're letting troublesome drive the tanks now? It's bad enough we let him use rifles.
    BFCL TF2 league admin


  19. #30
    Root's Avatar
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    Re: Update on Project Reality v0.5

    The VIP can join a squad now, which means we can run those games AND continue to kick squadless players. Drool.
    BFCL TF2 league admin



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