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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Huh... never really HAD to drop a rope before.. actually thats kind of a lie...
  1. #571

    sirsolo's Avatar

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    Re: PR Dev Journal.

    Huh... never really HAD to drop a rope before.. actually thats kind of a lie... *facepalm*

    §Sirsolo
    |TG-Irr|Sirsolo since 18OCT08.

    Carpe Diem


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  3. #572

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    Re: PR Dev Journal.

    Quote Originally Posted by [r-dev]dbzao View Post
    i want to share with you the game modes we are working on. Some are new and some are updates to the current game modes in pr.

    don't ask in what release they will be added! This is all wip!

    training

    inspired by the community, we incorporated a training game mode into pr. The training servers will be in a separate list for the player so you know you are going in for training and not for a normal game.

    The game mode is available on a few maps like kashan, basrah, mestia and qinling for infantry, armor and flight training. The game mode disables teamkilling and defines fast respawn times for players, vehicles, kits, etc. Everything to help you get better at the weapons, vehicles and tactics in pr.



    aas v3

    in this third installment of advance and secure, we include random control points. Inspired by the insurgency game mode, the addition of randomness to a game mode provides great replayablity with different set of objectives each time you play. Of course, it won't be as random as insurgency, but still adds different takes on several maps.

    Operation barracuda will be the poster boy for this new feature and a few other maps will include random cps in some layers.



    also we standarized the different layers in aas to be the same map but with different layouts:

    16 = infantry layout (light vehicles)
    32 = alternative layout (heavy vehicles)
    64 = standard layout (heavy vehicles)

    this means some maps won't have a 64 layer but are still intended to be played on full 64 players servers.

    skirmish

    this is a specific game mode for clan matches and it's basically the same as aas but with less tickets and smaller battlefield zones.

    insurgency

    the game mode logic is still pretty much the same with more changes done to the insurgent faction than the game mode itself. The coalition objective will still be the 10 weapon caches that have approximate positions revealed with intelligence gathered from capturing and killing insurgents. Here's a screenshot of the new weapons cache modelled by [r-dev]rhino and skinned by [r-con]mescaldrav:



    the insurgents will be able to deploy hideouts around the map pretty much like the forward outposts and will depend mostly on them for spawning. No more random rally points all around the place. This will demand more planning and teamwork from the insurgents to be effective. Here are two screenshots of the insurgent hideout by [r-dev]coderedfox (wreck and built):





    command and control (cnc)

    this is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four forward outposts before being allowed to capture the enemy main base.

    At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.

    scenario

    still in development, will allow the definition of a nice number of different types of primary and secondary objectives from specific player kits, roles, vehicles, stationary objects, control points, check points and pickup kits, all divided in separate phases that can give different kinds of rewards when completed. The father of all game modes stay tuned for more updates of this game mode in the future.

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  5. #573


    d1sp0sabl3H3r0's Avatar

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    Re: PR Dev Journal.

    Again, when are the devs going to start charging for this stuff?? Awesome - I can't think of another adjective to describe it!

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  7. #574

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    Re: PR Dev Journal.

    CnC on password night FTW!!!!! thats gonna be a lot more realistic and easier on these pesky basraping rules, lol


    i'd even go further and say dont show the enemy main base on the map, so you need to have reconaissance!
    and if the enemy capped the main you should still be able to spawn from firebases etc.. (maybe hardcoded..)

    Life's too short to live it fast.





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  9. #575

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    Re: PR Dev Journal.

    Oh.... My... GOD.
    .8 will be amazing if aas V3 is added.I can't wait till i load up the map and go, S***, THAT CONTROL POINT IS IMPOSSIBLE!

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  11. #576


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    Re: PR Dev Journal.

    I'm not looking forward to the AAS3 giving nasty setups, especially on "balanced" maps, but I AM looking forward to the same maps playing differently each time. Hopefully, they've got some checks in there to keep things reasonable!

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  13. #577

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    Re: PR Dev Journal.

    Whoa!

    Now disposable dont go giving them any bright ideas now you!

    But really the PR team is very very talented, ranging from the people with the ideas to the ones that make, test, skin, UV, w/e it is they do, awesome job. Period.


    Do you really want invincible bears running around raping your churches and burning your women?

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  15. #578

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    Re: PR Dev Journal.

    What great wonders are held by the DEV Journal - Never cease to impress, even the testers.

    .8 .8 .8!

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  17. #579

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    Re: PR Dev Journal.

    Wow, I'm loving the CnC gamemode.
    Googol


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  19. #580

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    Re: PR Dev Journal.

    best thing about the update was that picture of baracuda...what a ****ing beautiful map.

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  21. #581

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    Re: PR Dev Journal.

    Guys, notice the big line at the top that reads:
    don't ask in what release they will be added! This is all wip!

    That means its not gonna be in 0.8. So dont get your hopes up for seeing these things right away.

    However, to the point, those do look like some absolutely freaking fantastic changes!

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  23. #582

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    Re: PR Dev Journal.

    CnC is exactly what I have wanted all this time!

    Two teams, a main base, and a big map!


    AWESOME!!!!
    |TG-X|Turkish


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  25. #583

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    Re: PR Dev Journal.

    Only thing that sucks, is training mode won't have all those vehicles that aren't suppose to be there :P

    Damnit Blizzard, fix ZvT already >.<
    In Soviet Russian, Arma admins are nice to you!

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  27. #584

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    Re: PR Dev Journal.

    So if baracuda is in 0.8 does that mean aas3 will be too, ie. its integral


    Also this will be PR first use of an island map? Nifty and check out those river/estuary

    Thats the best bit of news Ive heard so far, random should be much more fun but also very ambitious because I guess the cp will spawn somewhere real easy for one of the sides sometimes



    The other thing is insurgent hideouts, I kinda think that may be a step backwards. I see why they had to do it but I liked that the population existed all over the city because unless you evacuate the city thats how its going to be, you walk down the street and some guy walks out his house.
    This will make them more conventional so

    Hopefully hideouts will be really easy to make and place, more like the old open rp then fb

    I dont understand what skirmish is exactly or why its needed but more is good


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  29. #585

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    Re: PR Dev Journal.

    My question is about the ammo caches: how will you be able to tell what cache gives you what weapon? Or will you be able to request kits off of the caches? That cache could easily go towards PKM or RPG.


    I also love that they are including the keypad system into the maps. If you notice in the AAS 3 example, each square is divided into nine.

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