[Gameplay] PR v0.9 Updates

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mosinmatt
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Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Kain888 wrote:The point of Civilians is to look like Insurgents. This simulates that you don't know who is foe or not, you have to check it first before shooting mindlessly. IMO all insurgents or most of them should look alike. Because now it is now like "I just saw guy in gray shirt, so here should be IEDs somewhere!". In real engagement you can't distinguish enemy (not to mention his role or equipment) by his shirt or hat. @_@
Remember that if you are say, a shotgunner (black shirt) you can pick up a civilian kit, and you will still have a black shirt.
Also, Blufor can use the civi kit as well. It is quite funny to see a Brit or American with their hands up.
Civilians are supposed to act like scouts, distractions, and human shields. a WALL OF CIVILIANS can block a convoys way, especially now that they cannot be run over.

I think it will really help balance the game. Now on Karbala, Blufor gets a TANK. So a little distraction, and blufor needing to pick their targets is only fair.
Kain888
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Re: [Gameplay] PR v0.9 Updates

Post by Kain888 »

mosinmatt wrote:Remember that if you are say, a shotgunner (black shirt) you can pick up a civilian kit, and you will still have a black shirt.
Ah. That's sneaky. I like it! :P
ANDROMEDA
Posts: 113
Joined: 2010-01-25 12:17

Re: [Gameplay] PR v0.9 Updates

Post by ANDROMEDA »

I think that the game should provide civilian. BLUFOR side must see that in a certain sector, they are faced with civilians and must plan their actions in a certain way. Plan and act so as not to get fined. Green or brown shirt for the civilian would have solved this problem. Or somehow make another miner-kit and civilian leave as is.

Let's not forget that it's still only a game. Of course, in this life we can deal with anything, but in this case I think for the gameplay will still be better if a civilian would be particularly look.
Last edited by ANDROMEDA on 2010-01-30 22:26, edited 1 time in total.
Taran
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Re: [Gameplay] PR v0.9 Updates

Post by Taran »

civilian must be naked and has unhappy face.
mosinmatt
Posts: 223
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Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

ANDROMEDA wrote:I think that the game should provide civilian. BLUFOR side must see that in a certain sector, they are faced with civilians and must plan their actions in a certain way. Plan and act so as not to get fined. Green or brown shirt for the civilian would have solved this problem. Or somehow make another miner-kit and civilian leave as is.

Let's not forget that it's still only a game. Of course, in this life we can deal with anything, but in this case I think for the gameplay will still be better if a civilian would be particularly look.
Insurgents in Iraq are often accompanied by civilians, who do throw rocks and things.

The problem though, is look through your Acog or binocs. You will see an insurgent, but (for me at least) the shemang he is wearing wont appear. So it either looks like a civilian carrying a gun (which is still easy to identify). But if it is say, a sapper with even his IED or knife out, you cant tell. Or an RPGer with a knife or rock out.

The shirt color doesnt really bother me THAT much. It is the draw distance on the shemang.
Kain888
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Re: [Gameplay] PR v0.9 Updates

Post by Kain888 »

ANDROMEDA wrote:but in this case I think for the gameplay will still be better if a civilian would be particularly look.
You mean better gameplay for trigger happy Blufor players? ;-)
xI DIaboLoS Ix
Posts: 65
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Re: [Gameplay] PR v0.9 Updates

Post by xI DIaboLoS Ix »

Kain888 wrote:The point of Civilians is to look like Insurgents. This simulates that you don't know who is foe or not, you have to check it first before shooting mindlessly. IMO all insurgents or most of them should look alike. Because now it is now like "I just saw guy in gray shirt, so here should be IEDs somewhere!". In real engagement you can't distinguish enemy (not to mention his role or equipment) by his shirt or hat. @_@
Why would a civilian want to look like a person that the BLURFOR are looking for? Insurgent fighters fight among a civilian population for protection. Because they conceal their weapons at the last minute before attacking. Once they've attacked they run and hide among the civilians to which its near impossible to distinguish civilian from insurgent. Thats why, currently in PR The insurgent Game type is not very fun for me... It replicates the opposite of what it should be. But I'm still very glad that the PR team is improving the civilian class ;) and that there is a civilian class for the insurgents. :)
bosco_
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by bosco_ »

In 0.9, kit geometries will draw at any range.

Meaning you can distinguish between scarf-wearing insurgent classes and civilians more easily.
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mosinmatt
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Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

[R-DEV]bosco wrote:In 0.9, kit geometries will draw at any range.

Meaning you can distinguish between scarf-wearing insurgent classes and civilians more easily.
excellent!
Do the INS still keep their shirt color if they pick up a different kit? (do they now? I am sure I have seen a black shirted civilian out there)
bosco_
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Re: [Gameplay] PR v0.9 Updates

Post by bosco_ »

They do.
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ANDROMEDA
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Re: [Gameplay] PR v0.9 Updates

Post by ANDROMEDA »

The fact is that in the game, all classes insurgents differ in appearance. The developers made them different. Close you will never be confused miner and civil, because the miner has a red bandage on his head. In the life you will see a red bandage with binoculars or with Acog! In real life, but not in BF2 enginee! In BF2 the kit geometry is not being drawn over long distances as in life. And in this issue. Therefore, only one way out - re-paint the base model of civil or miner.
[R-DEV]bosco wrote:In 0.9, kit geometries will draw at any range.

Meaning you can distinguish between scarf-wearing insurgent classes and civilians more easily.
Ups! Sorry, I mist this post when was wrote my! This is just fantastic news!
A dresschainging after selection kits, which slightly spoils the realism, still left?
Last edited by ANDROMEDA on 2010-01-30 23:12, edited 1 time in total.
Kain888
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Re: [Gameplay] PR v0.9 Updates

Post by Kain888 »

xI DIaboLoS Ix wrote:Why would a civilian want to look like a person that the BLURFOR are looking for?
It's the opposite way. Insurgent fighters want to look like civilians. ;]
ANDROMEDA wrote:In the life you will see a red bandage with binoculars or with Acog! In real life, but not in BF2 enginee! In BF2 the kit geometry is not being drawn over long distances as in life. And in this issue. Therefore, only one way out - re-paint the base model of civil or miner.
As Bosco stated they fixed it. Devs are gods! Hail to the Devs! :]

Anyway Andromeda so what that in real life you can see red piece of clothes on some guy with your binocs or ACOG. That means nothing. There is no standardization of insurgents clothes in real life. :P Weapon, not clothes is the key IMO.
Nitneuc
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Re: [Gameplay] PR v0.9 Updates

Post by Nitneuc »

Great work team ! Thanks for all the hours of hard work :-) .

I've probably missed some posts but since I don't think I have heard about it I got a question regarding 0.9 :
Thanks to the new kits geometries, do you still get the enemy helmet and stuff when picking up enemy kit ?
Many thanks to everyone involved in the making of the best videogaming experience ever !
ANDROMEDA
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Re: [Gameplay] PR v0.9 Updates

Post by ANDROMEDA »

Kain888 wrote: Anyway Andromeda so what that in real life you can see red piece of clothes on some guy with your binocs or ACOG. That means nothing. There is no standardization of insurgents clothes in real life. :P Weapon, not clothes is the key IMO.
There is also a problem in BF2. There is no system of dynamic display of weapons on the model soldier, when he picks up something else in his hands.
Oskar
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Re: [Gameplay] PR v0.9 Updates

Post by Oskar »

Nitneuc wrote: Thanks to the new kits geometries, do you still get the enemy helmet and stuff when picking up enemy kit ?
From what I have gathered, no you don't. I can't seem to find the post or thread announcing this feature though.
mosinmatt
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Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Wrestlers_Konglisch wrote:From what I have gathered, no you don't. I can't seem to find the post or thread announcing this feature though.

AH yes. I forgot about this. What about a Blufor picking up a insurgent kit? ANd vice verse
(I like insurgency, can you tell? haha)

I was pretty happy with .87 But thankfully you changed EXACTLY what I was hoping for, the civilian (collaborator) class. Now I can throw my stones at them dirty infidels and I will know if they get in trouble when they shoot me.

What about the breaching shotgun? Will that still be able to shoot civilians?
Twonkle
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Re: [Gameplay] PR v0.9 Updates

Post by Twonkle »

This patch sounds so frigging awesome :D

Just release it already! :) ) or work on it even more to make it even better :)
Stealth Clobber
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Re: [Gameplay] PR v0.9 Updates

Post by Stealth Clobber »

You know this raises a interesting question/fact.

With the new drop kit ability, an insurgent could just switch kits with a civilian on the fly, kinda like him dropping his weapon in RL.

<3 0.9
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Kain888
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Re: [Gameplay] PR v0.9 Updates

Post by Kain888 »

This is hilarious. I think Devs are getting close to simulate women's multiple orgasms in men. :o
GeneralNorth
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Re: [Gameplay] PR v0.9 Updates

Post by GeneralNorth »

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