[Gameplay] PR v0.9 Updates

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rrrrrkkkkk
Posts: 29
Joined: 2008-11-28 04:57

Re: [Gameplay] PR v0.9 Updates

Post by rrrrrkkkkk »

[R-DEV]dbzao wrote:Edited first post:

- The time the civilian gets marked as helping the insurgents was changed from 2 minutes to 1 minute.
- If your FO is destroyed in CnC you get a big penalty in tickets.
2 to 1 min is excellent, many players would complain about the 2 min.

In CnC there is a key issue: what is the minimum range from the main base so that the fire base can be build? for example: 1km away from the command post. In Kashan, a fire base too close from the main base would be really hard to destroy.
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: [Gameplay] PR v0.9 Updates

Post by Protector »

[R-DEV]dbzao wrote:Edited first post:

- The time the civilian gets marked as helping the insurgents was changed from 2 minutes to 1 minute.
Brilliant news. In first post it says the civilians don't get a penalty unless arrested does this mean they have the standard spawn time of every soldier?
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AncientMan
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by AncientMan »

rrrrrkkkkk wrote:In CnC there is a key issue: what is the minimum range from the main base so that the fire base can be build? for example: 1km away from the command post. In Kashan, a fire base too close from the main base would be really hard to destroy.
Sure, they can build relatively close to the main, but they wouldn't get much reward in doing so. You get much more reward, and have a much better chance of winning, if you build further away.
Last edited by AncientMan on 2010-01-25 11:39, edited 1 time in total.
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Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

I saw someone build a FB inside the main base on fallujah last night which amazed me, blatently done just to get points for your squad...
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bosco_
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by bosco_ »

Protector wrote:Brilliant news. In first post it says the civilians don't get a penalty unless arrested does this mean they have the standard spawn time of every soldier?
Yes it does.
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Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

[R-DEV]bosco wrote:Yes it does.
God bless the PR team!
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Herbiie
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Re: [Gameplay] PR v0.9 Updates

Post by Herbiie »

Protector wrote:I saw someone build a FB inside the main base on fallujah last night which amazed me, blatently done just to get points for your squad...
No - to protect the Main Base, wire on the back entrance means that Bomb Cars can't get in there, and wire outside the front with 2 or 3 guys, Fox holes, and a .50 cal and no one will be able to camp your main.
rrrrrkkkkk
Posts: 29
Joined: 2008-11-28 04:57

Re: [Gameplay] PR v0.9 Updates

Post by rrrrrkkkkk »

the fb point system could be changed.

For example: a fb outside an objective area could give a small amount of points, like 10. A fb up to 500m from a defense flag or cache (for ins) or cache red marker (for bluefor) could give 10x more. And a fb up to 500m away from an attack marker could give 5x more.

And the cache destroy should give a big amount of points.
Last edited by rrrrrkkkkk on 2010-01-25 12:16, edited 2 times in total.
Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

Herbiie wrote:No - to protect the Main Base, wire on the back entrance means that Bomb Cars can't get in there, and wire outside the front with 2 or 3 guys, Fox holes, and a .50 cal and no one will be able to camp your main.
In my opinion they would be more use outside of the base, if there is nothing in the base to target the Suicide cards won't go there anyway... Fallujah has some great compounds that you can create fortresses out of. FB in main seems a waste.
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rampo
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Re: [Gameplay] PR v0.9 Updates

Post by rampo »

fun pic but your sig is fu*king huge
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Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

Edit: made smaller :D
Last edited by Protector on 2010-01-25 12:28, edited 1 time in total.
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Blakeman
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Re: [Gameplay] PR v0.9 Updates

Post by Blakeman »

Protector wrote:In my opinion they would be more use outside of the base, if there is nothing in the base to target the Suicide cards won't go there anyway... Fallujah has some great compounds that you can create fortresses out of. FB in main seems a waste.
Honestly Fallujah isn't that large so building tons of FoBs seems a waste since they are so easy to take down unless a squad stays there. If you build an FoB and the enemy finds it, it ends up being camped by so many insurgents that you lose tickets quickly. Staying mobile seems to win more rounds for me as blufor.
Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

Blakeman wrote:Honestly Fallujah isn't that large so building tons of FoBs seems a waste since they are so easy to take down unless a squad stays there. If you build an FoB and the enemy finds it, it ends up being camped by so many insurgents that you lose tickets quickly. Staying mobile seems to win more rounds for me as blufor.
Agreed lots of FBs is a waste , but say the mosque for example you can make a fortress of that compound with the right team. Its surrounded by walls and one of the highest firing points on the map.
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ANDROMEDA
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Re: [Gameplay] PR v0.9 Updates

Post by ANDROMEDA »

I begin to tire of constantly opening page of the site, awaiting news about the release. It's too painful. Something must be done to avoid a nervous breakdown! For example to hear a release date or watch the trailer! ))))
foob
Posts: 33
Joined: 2009-02-04 06:33

Re: [Gameplay] PR v0.9 Updates

Post by foob »

kits staying on the ground for 5 minutes is a great improvement
same with the dummy kit er w.e. its called >.>

waiting for the 0.9 is like waiting for a baby... hurry up and push it out already??
PLODDITHANLEY
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Re: [Gameplay] PR v0.9 Updates

Post by PLODDITHANLEY »

I would have liked to see a points per team member who spawns on built FOB's, to encourage building them in good TW locations, but not a big deal, just a desire from an old, slow tactical player.
Protector
Posts: 245
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

foob wrote:kits staying on the ground for 5 minutes is a great improvement
Agreed 100% I hate running for an enemy kit to see is disappear just as you get within 5 metres of it
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BorEDeviL
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Re: [Gameplay] PR v0.9 Updates

Post by BorEDeviL »

Protector wrote:Agreed 100% I hate running for an enemy kit to see is disappear just as you get within 5 metres of it

And then there's the classic:
#1 -"Medic's down, medic's down!"
#2 -"Get the kit!"
#3 -"Where is it!?"
#1 -"Over by the wall, a little east of you."
#3 -"F@#=, I can't make it."
#2 -"______ (#4) is close, get it mate, get it! ...Are you there, hello!?"
#1 -"Get it for f@#='s sake!"
#3 -"Oh [email=f@#=ing]f@#=ing[/email] hell..."
#1 -"It'll be gone by now."
Last edited by BorEDeviL on 2010-01-25 14:16, edited 1 time in total.
Reason: One f@#= was misspelled...
evya
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Re: [Gameplay] PR v0.9 Updates

Post by evya »

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since kits stay for 5 minutes, does the grapple rope stay for longer now too?

also will there be something to avoid civis rushing into gunfire so enemy get penalities again?
Protector
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Re: [Gameplay] PR v0.9 Updates

Post by Protector »

haha exactly that, it always happens also people risk there lives running to the kits knowing they are gone sharpish.
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