Project Reality v0.874B Open Gameplay Beta

Project Reality announcements and development highlights.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Project Reality v0.874B Open Gameplay Beta

Post by Rudd »

don't forget a few of these maps arent gonna make it to the next version
Image
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: Project Reality v0.874B Open Gameplay Beta

Post by bromley »

Will this take out the team rallies like at the start of certain maps or the taliban team (not squad) rallies on korgenal and archer
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Project Reality v0.874B Open Gameplay Beta

Post by Trooper909 »

is it just me that dont like the sound of even more bloody running?
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Project Reality v0.874B Open Gameplay Beta

Post by Trooper909 »

is it just me that dont like the sound of even more bloody running? RP are mainly used (as i see) to get sqauds together not the other way around.

how many times have you joined a squad and SL says hang on ill place a RP so you can join us?
well not any more looks like we will have to run alone for 5mins to meet up with them.
L3TUC3
Posts: 23
Joined: 2009-02-08 16:10

Re: Project Reality v0.874B Open Gameplay Beta

Post by L3TUC3 »

Oh jeez. This will just segregate the squads and make PR a borefest while you wait for the rest of your team to spawn at the FB, or a marathon simulator while you walk everywhere trying to catch up to your squad.

No way I'm gonna hoof around for 5 minutes only to arrive at a bunch of corpses. So that would inflate the amount of medics even more.

A nice shoutout for the driver/pilots, but otherwise probably a bad sign for the grunts who get to twiddle thumbs some waiting for your squad to die or logistics for a regroup get worked out.
mightymints
Posts: 60
Joined: 2009-03-06 07:28

Re: Project Reality v0.874B Open Gameplay Beta

Post by mightymints »

I think all of you who are posting saying it sounds great needs to go and play it. Ive been playing it for a while now, so I can make up m y own mind before posting.

I had mixed feelings about these changes, but it seems that it is very one sided in terms of how it works. I am all for teamwork, but this DESTROYS PR on many levels, and it seems that everyone ive played with agrees.

First of all, its now very hard to get any bases up outside the main base now, because at the start of each game, the enemy just has to destroy your means of dropping crates out, which isn't that hard if everyone focuses on it. You then have to keep spawning at main, and all that happens then is the enemy swarms the main base and thats it for the rest of the game.
This has happened to me many times, and even on the odd chance that it doesn't happen, and you manage to get a base up outside main, it doesn't last long.
The next point is that squad leaders no longer seem to actually use the squad leader kit as theres hardly any point in it any more besides the occasional building. Which they can just get from the crate when they get there anyways, and then switch back. Even if you somehow forced them to use it, PR has still become a major running fest if you manage to get out somewhere.
Lets give you an example. Playing the korengal valley for a while, it took us about 25 mins to get a squad out of main which was basically me driving a humvee at full speed with the 50 shooting all over the place just incase. We didnt really have much of a plan apart from get out alive, so we decided to try and take outpost. We actually managed to get there, and parked up. We roped up into it, and actually got in there. After being there for about 2 minutes we were surrounded, and pelted with RPGs. The medic went down, dead dead. His kit was no where to be picked up, so we basically lasted about 2 minutes after that. Back to spawning at main base. Most of the squad quit after that.
On another similar occasion on korengal valley, we decided that when we got out, we would then sweep back on foot and try and kill all the people hiding around base, which got us allot of kills, but you still end up losing it and spawning at main again.

PLEASE DONT remove RPs. PR is a very very fun game, but theres only so much you can do with a game over real life. Its allot easier to aim and kill someone in real life, which makes it all the more frustrating in PR. Thats fine though, I can live with that. But if I die and have to spawn 3000m away because the medics dead, then that just makes me want to play something else after a while.
McCree
Posts: 74
Joined: 2008-02-02 00:37

Re: Project Reality v0.874B Open Gameplay Beta

Post by McCree »

Vermin wrote:Well yeah, that or then this idea: OK, so rally points should be used as a regrouping spot as intended right? How about we raise the amount of players required to make the RP back to 3 and remove the feature that it is automatically destroyed when enough enemies come close to it. Well those aren't the main idea here but support he following suggestion. Simply make the rally points only spawnable when you have like 2-3 guys from the corresponding squad like within 25-50m away from it. That way it would truly support the idea of it being a rally point as the name suggests. You'd be forced to regroup there as a whole squad.

And I'm also against removing the rally points simply because there are quite a many times when someone from your squad gets shot on a steep hill or some other place where the medic really struggles to raise him up again. OK, so you'd have to spawn to the FBs again but with the idea described above, it wouldn't take such a long detour for the squad to regroup.
Dunno if others just missed this post, but I think this effing rules!

Maybe add a feature, that if there's three or more enemy players inside that spawning zone you wouldn't be able to spawn? Just like we have nowadays with FOB's. To remove the rally point by the opposing team it would have to be knifed or destroyed by other means.

Think about it, it would basically serve something for everyone. We'd have the squad teamwork/effort as intended plus it would be easily "overrun" as well if placed poorly. This would be partial answer for the lack of good transportation in public servers.

I'm all thumbs up for this suggestion - what do you think about it?

edit: really HC version of this could be that you'd be able to spawn only if one of the squad members inside the spawning area is medic.
CC-Marley
Posts: 90
Joined: 2007-03-04 08:24

Re: Project Reality v0.874B Open Gameplay Beta

Post by CC-Marley »

All good questions. Quick ideas that come to mind. Maybe adding another medic or giving each squad leader 3 or 4 total rallys to be placed. No more random rallys. SL has to use them wisely. I'll be playing beta later for the first time. I'll ponder more...
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Project Reality v0.874B Open Gameplay Beta

Post by =]H[= JakCurse »

With the RP thing, I was thinking; perhaps people could only spawn on a rally if X members of their squad were within a given distance, to make it actually be a RALLY point rather than a portable spawn (which, more often than not, is what it's used as). To clarify;

Say you have a full squad. You're looking for a cache on Insurgency. Two squad members get downed by a PKM in the middle of a road, and it's impossible to reach them to revive them. They give up. The rest of your squad has to fall back to the RALLY to regroup before heading out again.

It would be near enough an identical mechanic to the condition of having one squad member near the SL for him to be able to plant the rally in the first place, no? And I mean, it'd solve all the problems we have with RP's; Soldiers not working together as a group, (as they would have to be in a group to respawn in the first instance) It being used as a mobile spawn point to launch soldiers at an enemy position (as they would have to work together and coordinate, falling back if enough troops go down).

And to counter the problem of the entire squad going down and the rally falling; well in realistic terms, they can't rally if they're dead anyway, can they? So the rally would go down if all 6 squad members are killed, and they would need to restart their mission at an FB or one of the fixed spawns for their team. Which would, in turn, make people less inclined to run out and catch bullets, thinking they can always respawn at the rally.
mightymints
Posts: 60
Joined: 2009-03-06 07:28

Re: Project Reality v0.874B Open Gameplay Beta

Post by mightymints »

I think the best idea so far is having to have people with in a certain distance of the rally. I think that with this you have to remember that not all squads always have 6 people in them etc.

I think it would be a good idea to say you have to have 50% of your squad within 50M of the RP in order for someone to be able to spawn. Also, if there are friendlies within this area of the RP, it cannot be overrun. This gives them a chance to defend it.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Project Reality v0.874B Open Gameplay Beta

Post by =]H[= JakCurse »

Realistically, you can't rally in an area with enemies in, but equally I don't think the rally should disappear whenever two wandering enemies pass by it; perhaps more like an FB, where if a certain amount of enemies pass by it, without taking it out, it's unspawnable for a few minutes.
Drasis
Posts: 45
Joined: 2009-06-17 09:58

Re: Project Reality v0.874B Open Gameplay Beta

Post by Drasis »

Hmm. This doesn't actually sound that bad of an idea, I've been in one of those situations where your squad defends against an eternal-like waves of enemies respawning almost right next to you. And with the changes to Forward Outposts it still makes the game work fine. Keep it up!
TheOnlylars
Posts: 64
Joined: 2009-01-15 13:53

Re: Project Reality v0.874B Open Gameplay Beta

Post by TheOnlylars »

a shame if they remove rallys tbh
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: Project Reality v0.874B Open Gameplay Beta

Post by loki1120 »

As a infantryman in real life, i support what the Devs are doing, its like getting re-enforcements from the FOB or patrol base. i think that a few more additions to the FB's though is good. and having hummers and tows are a good start.

What makes Commander so unatractive isnt that you dont get to shoot, its that no one listens, i like playing commander but usualy i only have 3-4 sqd Ldrs that lsten out of the 9. a Sqd Ldrs job is to lead his Sqd but also do what hes told and relay what he see's to the CO.

every team (with the exception of insurgent adn such) should have the following units by squad.

# of Pax/ Sqd type
---5.------- man flight section
---2.------- sniper section
---12.------ man infantry ( 2, 6 man teams )
---6.------ Spec ops team
6. Supply defence support team.

squads in game look like this

commader-
- CO

Sqd1 sniper team
sniper
spoter

Sqd 2
infantry team 1

Sqd 3
inafangtry team 2

Sqd 4
Spec Ops

Sqd 5
Support/ defence/ supply team

Sqd6
Air Wing
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: Project Reality v0.874B Open Gameplay Beta

Post by loki1120 »

oh and a squad leader channel would be nice ,lol
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: Project Reality v0.874B Open Gameplay Beta

Post by Protector »

As someone who always plays as SL for my squad I think removing the rallys and replacing them with more FBs is a good idea. It makes you think more strategically about where you place your FB instead of just any random place and it also brings the whole team closer instead of just wandering squads around the map. +1 for getting rid of Rally points!
Roddi
Posts: 54
Joined: 2008-05-27 07:22

Re: Project Reality v0.874B Open Gameplay Beta

Post by Roddi »

Maybe this will be ok. The only thing would possibly be to have the maximum number FORWARD OUTPOSTS be the same as the maximum of teams allowed. Eg, 8 teams per side 8 FWD Outposts per side.
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apollo[fdn]
Posts: 5
Joined: 2008-02-12 18:30

Re: Project Reality v0.874B Open Gameplay Beta

Post by apollo[fdn] »

Great update. My guys and I have been wanting no rally points for a while now. Makes the game play way more realistic and you actually feel like you accomplish something when you fight off a wave of enemies and they don't just keep magically running at you with no time to regroup. The only thing we noticed is that the insurgent maps now have way to many spawn points. If the US is limited to fire bases they need to have the same or at least make some of the points go away over time. All in all a step in the right direction, keep it up.

Cheers
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