[Gameplay] PR v0.9 Updates

Project Reality announcements and development highlights.
Locked
Duckmeister
Posts: 124
Joined: 2007-09-25 21:44

Re: [Gameplay] PR v0.9 Updates

Post by Duckmeister »

One of the other things I like about the disappearing rallies is that I will no longer suffer the shame of having forgotten to place another rally after moving halfway across the map!
SilverJohn
Posts: 13
Joined: 2010-01-20 16:03

Re: [Gameplay] PR v0.9 Updates

Post by SilverJohn »

I really like all these new changes, they seem to be exactly what i was hoping for! many Fixes and Many new features! This is seriously the only game i have been playing straight since 06-07 wich says something. Great job to the PR team and looking forward to the full release!
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: [Gameplay] PR v0.9 Updates

Post by crazy11 »

Guys this is not the thread to discuss rallies warning/infractions will come if you guys keep talking about them.
Image
You miss 100% of the shots you don't take.- Wayne Gretzky
User avatar
Max_
Retired PR Developer
Posts: 636
Joined: 2009-08-13 23:51

Re: [Gameplay] PR v0.9 Updates

Post by Max_ »

Image
All people can edit this picture for PR forum.
Thanks to Burten for detect my fult in Patient, I write Patien.
Last edited by Max_ on 2010-01-25 12:48, edited 5 times in total.
Image
Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
Burton
Posts: 791
Joined: 2009-09-24 17:02

Re: [Gameplay] PR v0.9 Updates

Post by Burton »

Patient** cat
chilean
Posts: 124
Joined: 2009-10-02 00:54

Re: [Gameplay] PR v0.9 Updates

Post by chilean »

OMG Nice job cant wait until its realise
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Gameplay] PR v0.9 Updates

Post by Snazz »

'[R-DEV wrote:dbzao;1241927']The civilian collaborator kit rules were also tweaked so that coalition forces can only engage them inside the ROE if they executed any of these actions in the last 2 minutes:
  • Used any weapons from other kits, except the collaborator and unarmed kits
  • Used the epipen or resuscitate hands
  • Occupied any vehicle position
  • Respawned in the game
Curious about that last point, why isn't it punishable to spawn kill civilians?

I know there are cases where you destroy a cache or hideout from medium-long range and a civilian spawns on it. But usually it's close range and at that distance the insurgents shouldn't be able to spawn anyway.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [Gameplay] PR v0.9 Updates

Post by Celestial1 »

Snazz wrote:Curious about that last point, why isn't it punishable to spawn kill civilians?

I know there are cases where you destroy a cache or hideout from medium-long range and a civilian spawns on it. But usually it's close range and at that distance the insurgents shouldn't be able to spawn anyway.
Destroying a spawnpoint from any range can have implications such as players spawning just before taking it out (even at close range, if it's not been overrun for whatever reason), and it's just an insurance policy that just incase it happens it's not punished for.

Note that the post says nothing about what the 'punishment' is... If, as an extreme example, you were killed and had a 3 minute spawn for killing a civilian outside of the ROE and this wasn't in place, how would you feel to receive that punishment for a civilian spawning into your weapon-of-choice's projectile?
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: [Gameplay] PR v0.9 Updates

Post by Snazz »

Celestial1 wrote:Destroying a spawnpoint from any range can have implications such as players spawning just before taking it out (even at close range, if it's not been overrun for whatever reason), and it's just an insurance policy that just incase it happens it's not punished for.
That was my guess, but I seek an answer from a DEV/CON or anyone else that's tested 0.9.
Celestial1 wrote:Note that the post says nothing about what the 'punishment' is...
As there's no mention of the punishment changing it's safe to assume it's the same.
Celestial1 wrote:If, as an extreme example, you were killed and had a 3 minute spawn for killing a civilian outside of the ROE and this wasn't in place, how would you feel to receive that punishment for a civilian spawning into your weapon-of-choice's projectile?
Not sure how I would theoretically feel is relevant to my question, but I wouldn't be happy no.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [Gameplay] PR v0.9 Updates

Post by Celestial1 »

Snazz wrote:As there's no mention of the punishment changing it's safe to assume it's the same.

Not sure how I would theoretically feel is relevant to my question, but I wouldn't be happy no.
(1) It could be the same punishment (IE score reset, the 'big whoop')
(2) It could be a more severe punishment
(3) If, later on, the punishment is changed to be more severe, this fail-safe is already in place.

It's just an insurance policy to ensure that there's no one being punished for doing their job and a collaborator spawning followed by orange text screaming at them "SOLDIER, WTF, Y U SHOOT DA CIVI? -10000 POINTS".


Basically, there's no reason for it not to be there.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: [Gameplay] PR v0.9 Updates

Post by AfterDune »

Engineer wrote:Seriously, I'm like WTF right now, but I have an open mind and will try it out first, before I start complaining.
I fixed it!
Image
Guido Bergacker
Posts: 3
Joined: 2010-01-25 06:29

Re: [Gameplay] PR v0.9 Updates

Post by Guido Bergacker »

Good job PR team looks really good, have some beers and take care!

Guido
theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: [Gameplay] PR v0.9 Updates

Post by theflidgeface »

0.9 FTW i love all of these changes thank you devs so so much :)

The M15A3, weapon of the future

Semper Fi
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: [Gameplay] PR v0.9 Updates

Post by Protector »

Please if you release this week make it a thursday it takes alot of people all night to download due to everyone downloading all at once so atleast people don't miss out a friday night of gaming, pretty please :D
Image
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Gameplay] PR v0.9 Updates

Post by DankE_SPB »

Protector wrote:Please if you release this week make it a thursday it takes alot of people all night to download due to everyone downloading all at once so atleast people don't miss out a friday night of gaming, pretty please :D
use torrents ;) more people there, bigger the speed and your files wont be corrupted
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: [Gameplay] PR v0.9 Updates

Post by Protector »

DankE_SPB wrote:use torrents ;) more people there, bigger the speed and your files wont be corrupted
I shouldn't actually have a problem with downloading i'm on 50mb but for everyone else it can get annoying having to lose a good night gaming because downloading, but your right torrents are the way to do it.
Image
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: [Gameplay] PR v0.9 Updates

Post by dbzao »

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.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Locked

Return to “Announcements & Highlights”