First of all I will point out that the following comments are not meant to start a flamewar (this post starts promising eh?) but as creative criticism and worries I have towards the A2 version of PR. Stating this I will say that I'm not going to reply to anyone but the devs themselves regarding these matters providing they want to discuss them. Now on to the business itself (sorry this will be a long one and forgive my english since I'm not a native speaker):
I would like to say that the first time I heard about PR team actually officially announced that they are going to release an A2 version I was ecstatic. FINALLY a "gamemode" for A2 that will kick *** in PvP / TvT play. I have been a fan of the whole BIS gameseries since OFP and I have a pretty good picture of what is possible and what is not with the engine (even though every now and then people release stuff for the BIS games that were thought impossible). And yes I've done quite a lot of editing with the games too even though 99% of it is unreleased. With PR my experience is much shorter, only for around a year now, but I fell in love with it instantly. I like the way things are handled in PR and in the PR community in general. Both games are great in my opinion and both have their strengths and weaknesses. As a coop game with friends A2 is superior to anything with the amount of mixed fun vs. realism that you can have with the game with all the different mods available. But it has always lacked that crucial kick *** PvP gamemode. Even with 20+ players the PvP games of A2 are boring besides the fact that unless these matches are setup in advance there may be only a few servers that sometimes have this many players. In my opinion one of the biggest problems is also one of the biggest strengths and that is the mods. Since there is a million micro / mini / single unit / single weapon addons it is a really difficult platform for "random playing". That is why gamemodes like Domination and Warfare rule in the A2 scene; they are easily jumped into at any point of the mission, they don't require addons and theres a lot of servers hosting them. Even though I do play them they dont quench my need for a PvP "realism" gamemode and thats where PR kicks in. If I play as an infantryman I don't want to "buy" my weapons based on my effectiveness on the field. I dont want to solo tanks or attack choppers as a normal grunt. If I play as a ordinary rifleman just give me the weapons I'm "supposed" to have and point me to a friendly squad and then to the enemy! I love the fact that I play my role and I know what my role is and I have people in my squad / team who play their roles and together we work to achieve a common goal. For me it doesn't matter if we win or lose if I feel like I've been able to do what I'm supposed to in my role (but of course winning is always better).
I would like to point out that I have the utmost respect for people like the PR team who provide us with free content and often with the cost of personal relationships keep on doing what they love. But the more I read from these Highlights Reels that are being released the less enthusiastic I get about the project. As a player who has knowledge of "both sides" to me it looks like you are taking features that take advantage of the strengths of the BF2 engine and turning them into features that are / will be limited by the weaknesses of the A2 engine. Let me start unraveling this whole mess from the premises, the maps. This is one of the biggest differences between the two engines, traditionally A2 maps or islands as they're called (even though they dont have to be islands anymore) are big, spanning over hundreds of square kilometers of terrain. The biggest island project for A2 that I know of is 40km x 40km. And while playing in a map of that size in a coop mode isnt that big of a deal, no matter if you play with 3 guys or 30 guys. But when youre talking about a PvP game with lets say even a 100 players that would mean that there is one player per 16 square kilometers. I wouldn't call that very intensive playing. Of course the flow of the battle can be controlled in various ways but the problem with maps this big are that the terrain itself becomes very.. how would you call it.. "round" as in you lose all the small "sharp and pointy" details in the ground where in PR you can find ten small terrain features around you where you can take cover from fire in A2 the terrain itself is usually extremely "flat" around you and the only place for cover are rocks, walls etc objects. I do understand that the engines have a different sense of scale and all but quite honestly when playing on a full PR server, do you feel like the maps are too cluttered? And you say you are starting as a minimod, but at the same time you are starting with a 20km x 20km map, which in regards of intensive gameplay would in my opinion require that 200 players mentioned in one of the posts in the A2: PR threads. I do fear that scaling up the original gamemodes from PR to these scales will undoubtly make them "void of life" and boring specially when you are playing on a 20km x 20km map on a server waiting to fill up with just 20 players. Also I do know from the horror stories of A2 mapmaking that the development times of the (good) maps are very long. I would rather have 20 4km x 4km maps for A2: PR than 4 20km x 20km maps. And who wouldn't want to see some of the classic maps of PR in A2?
And for the gamemodes described in the latest Highlights Reel. I sure do wish that you will include them as the "classical versions" from PR too. With the new counter insurgency gamemode all it takes is one teamswitcher or one person just giving the cache locations in a private mumble or where ever to the other team to ruin the whole round. Plus it seems quite obvious that these gamemodes seem to be aimed at player amounts larger than the 64 we are used to in PR. I just hope you remember to take in account that when ten players join a server it doesn't play the same way as it does with 64 or 100 players. Also what caught my eye in the videos was that you actually had to drag / Carry the ammocrates to the chopper? I quite honestly wish that was something for the video eyecandy only. While I've heard that some of the dev team has a history in the logistics units in the army I can just see myself telling my friends "I just spent the last 2 hours hauling ammocrates into vehicles in A2: PR and it was awesome!"

The same goes with the supply crate being slingloaded under the chopper.. For those of you who haven't tried Arma 2 before, there are no such things as "ropes" in A2. What you see in that video is a static "stick" made from supermans hair sticking out from the bottom of the chopper and if the chopper would do a barrel roll (which you can btw do with choppers in A2) the crate would stick at the exact same position relative to the chopper model for the whole roll. Plus the fact that if you land with the chopper the crate below will be pushed underground. While 10% of the time it would look nice, 90% of the time I see this system used in other missions it looks rather silly. So why not just use the "good old way" like in PR because it works all the same in A2? With the dev team seemingly filled with "just" people from the Arma community I fear that the A2: PR will end up being "just another mod" for A2.
The way I see it you should first win the hearts and minds of both communities by providing something familiar and something new to both people. A lot of the people in the Arma community don't have a clue what PR is about and vice versa. Providing an initial release which would be "faithful" to the original PR in more than just name would provide a familiar style of play in a new engine to PR people and a new style of play in their familiar engine for Arma people would help bring these two communities closer together because we all know that there is a lot of misinformation and prejudice in both communities towards each others. In BF2: PR you have a proven concept that works so you should start from that and after you bring that to A2 start developing new concepts that take more advantage of the things that can be done better in A2 like upping the scale. Now I would like to remind here in the end that I'm in no way opposing progress and new ideas but when you lose sight of playability for eyecandy and other stuff like that you need to reconsider what you are doing. For me it looks like you are "Armafying" PR where I would like to see you "PRfying" Arma like you have done with the BF2 engine. I do hope that my worries are for nothing and that you already have these things figured out but I just wanted to voice my concerns as I do love PR as a PvP game over A2 anytime and I know if anyone can revolutionaise the PvP MP in A2 it is the PR team.