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  • PR:ArmA Game-Modes

    Project Reality Gameplay

    In PR:ArmaA2 we will be introducing some of the proven modes from PR:BF2, however they will not be exact replications. The ArmA2 engine allows us far more freedoms than the BF2 engine, and this is something we are taking advantage of. Firstly we find the strategy level a lot more intense as this is all based on the real life players decisions. We currently have the following modes:

    Assault and Secure (AAS)
    Advance and Defend (AAD)
    Counter Insurgency (CI)
    Command & Control (C&C)
    Skirmish

    Assault and Secure Overview
    AAS is a linked objective mode. The ArmA2 engine now gives us the possibility to design complex and varied size missions. This engine theoretically gives us the possibility of 200 objectives in one mission. For the player it's simple; you just have to follow the attack and defend markers on the map as is currently seen within PR:BF2. Once one side lose or capture objectives, they are switched automatically to the next possible objectives in sequence.

    Objectives are sometimes just simple single locations, while others consist of a group of objectives. For your team to advance, you'll have to capture this group of objectives. The size of these objectives can be set up individually and will strongly depend on map design, therefore the size of it will not be predefined as it technically could be 30m, 100m or 300m. Of course, this is all dependent on what the mission designer sets out to achieve.

    Advance and Defend Overview
    AAD is very similar to AAS. The main gameplay difference is that in AAS, all sides move from a similar starting position and could attack and defend at the same time, fighting to establish dominance over the opposition. However AAD is one way directional gameplay. One team defends specific points. Once a flag has been taken by the attacking team, they cannot recapture that point and have to fall back to the next defensive location.

    Counter Insurgency Overview
    CI is based on the PR:BF2 Insurgency mode, where BLUFOR have to find and destroy the enemy's ammo caches.
    However in PR:ArmA2 we have added some new features, like gathering information from dead or captured insurgents to reveal ammo cache positions. Insurgents will know also know all the ammo cache locations but they will not know which one has been revealed to BLUFOR. This opens a battle up to strategic chase play and will be an even more deadly game of cat and mouse.

    Command & Control Overview
    C&C brings new features too. Again as in PR:BF2 you first build your FOB. But now FOBs are flexible, and can be redeployed so as you advance you'll get closer to the enemy main base. As your FOB gets closer to the enemy main base, the enemy's ticket count will start to bleed at a higher rate. At the same time you will constantly be attempting to push the enemy back to keep their FOB as far from your main base. This gives the player unique situations where the same C&C mission will never play out the same, due to everything being based on Human decisions where each side decide their own frontline by use of the FOBs.

    In the near future we intend to record a PR Dev Q&A podcast, so stay tuned for details of how to pose your questions to the team.




    * Saw this here, but thought it deserved it's own thread! :D

  • #2
    Re: PR:ArmA Game-Modes

    While the simple AAS, INS, etc gamemodes are easy to get into and nice for public play, I hope that some of the mission guru's will make some more involved pvp missions within the PR framework.

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    • #3
      PR AAS is anything but simple. It is easy to pick up and play, but it is not typical AAS that you find in other games. With that in mind you will be able to make new missions for both AAS and Counter Insurgency mode, but no changes to the actual gameplay mechanic of the game mode will be able to be done.

      Comment


      • #4
        Re: PR:ArmA Game-Modes

        Originally posted by Jeepo View Post
        PR AAS is anything but simple. It is easy to pick up and play, but it is not typical AAS that you find in other games. With that in mind you will be able to make new missions for both AAS and Counter Insurgency mode, but no changes to the actual gameplay mechanic of the game mode will be able to be done.
        Hmm, that is a bit disappointing. Would love to have seen missions with a bit more well defined objectives. For example:

        Blufor has to escort a convoy to a staging area, where they are to set up a base. Then they need to secure the nearest towns in order to secure their base. However, after securing one town they would get intel that opfor is calling in reinforcements in the form of an attach helicopter, which is set to land in another nearby town within X minutes. If the blufor manages to secure this town before the time runs out, they destroy the enemy chopper and gets awarded one of their own instead. If they fail the opfor will be able to use the chopper against them, etc, etc.

        Comment


        • #5
          Well, that's all I can say for now. But do please bear in mind I an no mission maker!:) But apparently you won't be disappointed!:) but do bear in mind that tickets are important in game. So a helicopter is worth a lot of tickets. With AAS there is asymmetrical warfare, and non conventional warfare. Both sides could have equal resources, or one could have a lack of something eg: airpower, made up for by a superiority somewhere else. But don't think of this like vanilla arma, where you can make up crazy scenarios. Project Reality is based on a concept of realistic forces and realistic fighting, so there are confines built in to ensure the integrity of the game you get. But until you play it you will just have to take the word of those who have played!:)

          Comment


          • #6
            Re: PR:ArmA Game-Modes

            Will ACE be a part of ARMA-PR? The communication options are so good with the short and long range.

            Comment


            • #7
              Re: PR:ArmA Game-Modes

              I think you are thinking of ACRE. I can't say anything per NDA, but that a PR version of that add-on has been mentioned ;)

              [unit][squadl][command2]

              KnyghtMare ~You could always tell the person holding the gun to your head you would like to play on a different server...

              Comment


              • #8
                Re: PR:ArmA Game-Modes

                Yeah meant ACRE, that would be so awesome! Can't wait to try the game out!

                Comment


                • #9
                  Re: PR:ArmA Game-Modes

                  Originally posted by Jeepo View Post
                  Both sides could have equal resources, or one could have a lack of something eg: airpower, made up for by a superiority somewhere else.
                  Such a tease. It's been years since PRBF2 had any maps like this, quit making the wait harder :(

                  Comment

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