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PR: The Great War

Posted: 2023-11-09 05:53
by Multi
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The Great War


This is a project I've wanted to do for several years, but I've never been able to make much progress to show.

However, after a bit of planning and creating a few WIP assets and asking for help, I think it's time to give the green light to see what happens.

This is a project that aims to add two factions and two maps

The German Empire
French Third Republic

With 2km and 4km maps based on The Taking of Courcelles during WW1

The maps will use real trench maps and systems to ensure maximum historical accuracy while still tweaking for good gameplay


The Taking Of Courcelles (4KM)

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And a 2km map depicting a Skirmish east of Mortemer

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Bear in mind these are still concept images and the actual mapping work is very early

In regards to factions:

German Army design document:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

French Army design document:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

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Courtesy of the very talented 3D modeller RedRogueXIII

The rest of our assets are very WIP yet so we will show them soon. We are a very small development team so any kind of help would be great, check each faction design document to get an idea of where to start

You can also contact me on Discord (multi2003)

Thanks for your attention and I hope we can get some momentum going with this project

Edit: The images were deleted because I used Discord as a image hosting service lol, I'll reupload them when I have the time

Re: PR: The Great War

Posted: 2023-11-10 01:57
by Multi
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Current Progress on Lebel 1886 rifle and the French Latil WW1 truck

Re: PR: The Great War

Posted: 2023-11-27 17:33
by PotatoLord
Great models so far, the WIP ones seem to be in an alright place (although I would recommend working on only one model at a time) and the completed ones look phenomenal

I did a skim over the design document though and I would really caution against including the RSC and Mondragon self loading rifles as neither saw significant service (the RSC was only a thing in the last year of the war and barely at that while the Mondragon never left trials)

instead, I'd replace them with the Chauchat for the French and the Madsen for the Germans since those were the proper LMGs they were issued with

But as always remember that the most important and most difficult part of a custom faction is making the maps

Good luck on your progress!

(feel free to ask R-CONs and R-DEVs for help and advice)

Re: PR: The Great War

Posted: 2023-11-28 09:49
by dcm1
Question. Why focus on the french as the blufor faction? Americans would be a more popular option. British a close second. Not criticizing just curious.

Also. I'm in love with the idea of giving auto rifleman semi-auto rifles. But how would that work for any maps taking place, prior to when the self-loading rifles were invented/put into service?

P.S. Flamethrower for Rifleman AP? I love it!

Re: PR: The Great War

Posted: 2023-11-29 06:44
by Multi
PotatoLord wrote: I did a skim over the design document though and I would really caution against including the RSC and Mondragon self loading rifles as neither saw significant service (the RSC was only a thing in the last year of the war and barely at that while the Mondragon never left trials)

instead, I'd replace them with the Chauchat for the French and the Madsen for the Germans since those were the proper LMGs they were issued with

)
Yeah, the mondragon can be changed to another alternative, most of the design document is subject to change depending on research and other stuff
In regards to the RSC, we plan on only making the last year of the war, because it's the only time period we can add logistic vehicles like motorized trucks while still making sense historically speaking, that's why the RSC is in the design document since both maps take place in 1918

Even though the chauchat and the Madsen were the main LMG's in the war, We think that adding those weapons to the auto-rifleman kits can cause too much firepower difference with the other classes, that are mainly composed of bolt action rifles, we think that adding semi-auto weapons for the auto-rifleman is the best option for balance, and keeping the actual machine guns to the machine-gunner class which is a lot more limited

Also, thank you a lot for the comment and feedback :)

Re: PR: The Great War

Posted: 2023-11-29 06:55
by Multi
dcm1 wrote:Question. Why focus on the french as the blufor faction? Americans would be a more popular option. British a close second. Not criticizing just curious.

Also. I'm in love with the idea of giving auto rifleman semi-auto rifles. But how would that work for any maps taking place, prior to when the self-loading rifles were invented/put into service?

P.S. Flamethrower for Rifleman AP? I love it!
We are still experimenting with bf2 modding, even though the americans and the british sure would be a more popular option, they would require the almost mandatory implementation of tanks and airplanes to make sense in 1918.

Same thing with the self-loading rifles, we want to work on the very last years of the war because choosing an older battle would also require switching from motorized vehicles to horses for it to make sense, which is very tricky to implement without being silly lol

By using the French as our first BLUFOR faction, we can focus more on the infantry gameplay before thinking about the very complicated implementation and balancing of tanks (We know the french also fought with tanks, but they were very limited compared to the americans and the british)

Re: PR: The Great War

Posted: 2023-11-29 10:53
by Suchar
I am probably in the minority but I've always wanted to see WW1 in PR. It's good to see someone working on it. I very much wish you success. Good luck!

Re: PR: The Great War

Posted: 2023-11-29 13:32
by dcm1
@Multi
I understand. Your logic makes perfect sense once explained.

But a few recommendations.

1. You gotta bump up the number of machine gunner kits in PR:WW1. I believe it's currently 2 in base PR? You gotta double that to atleast 4. So we dont have a repeat of HAT and Combat Engy kits being wasted like in vanilla PR.

2. The Auto-Rifleman kit feels too restrained. Your backing yourself into a corner by limiting said kit to only use semi automatic rifles. It be better if the class be rechristened as some sort of 'Assault' or 'Trench Raider' kit. So you can give it more weapons outside the scope of just self loading rifles. Like shotguns, submachine guns, pistol caliber carbines/stocked pistols, etc.

3. If you ever do early ww1 maps. Then you would have no man portable machine guns right? No self loading rifles either? That would be very interesting. To have only bolt-actions vs bolt-actions.

Suchar wrote:I am probably in the minority but I've always wanted to see WW1 in PR. It's good to see someone working on it. I very much wish you success. Good luck!
No, you're not the only one. I'm a WW1 fiend. I love ww1, but there has never been a satisfactory ww1 experience for me since bf1918 mod for 1942. Bf1 was just bf4 larping as a ww1 game. And the ww1 series of games verdun, tannenburg, isonzo aint it either. I've always wanted game to capture the feel of ww1 in a multiplayer fps. I have high hopes for PR:WW1.

Re: PR: The Great War

Posted: 2023-11-29 15:00
by PotatoLord
Multi wrote:Yeah, the mondragon can be changed to another alternative, most of the design document is subject to change depending on research and other stuff
In regards to the RSC, we plan on only making the last year of the war, because it's the only time period we can add logistic vehicles like motorized trucks while still making sense historically speaking, that's why the RSC is in the design document since both maps take place in 1918

Even though the chauchat and the Madsen were the main LMG's in the war, We think that adding those weapons to the auto-rifleman kits can cause too much firepower difference with the other classes, that are mainly composed of bolt action rifles, we think that adding semi-auto weapons for the auto-rifleman is the best option for balance, and keeping the actual machine guns to the machine-gunner class which is a lot more limited

Also, thank you a lot for the comment and feedback :)
The thing is tho that firepower difference between rifles and machineguns is kind of one of THE things that defined world war 1, also the Germans never fielded a self loading rifle so you aren't going to be able to get a replacement for it. On top of that the role of self loading rifles never fell on the automatic rifleman, from their inception they were armed with LMGs.

Fun fact, why the automatic rifleman is called automatic rifleman instead of like light machine gunner or something is because early ww1 era light machineguns like the chauchat and the BAR (at least in American terminology) were called "automatic rifles"

(apologies if I'm coming off a bit too direct, I just want to make sure you aren't investing time on making assets that could denied for historical inaccuracy)

Re: PR: The Great War

Posted: 2023-11-29 16:36
by Multi
PotatoLord wrote:The thing is tho that firepower difference between rifles and machineguns is kind of one of THE things that defined world war 1, also the Germans never fielded a self loading rifle so you aren't going to be able to get a replacement for it. On top of that the role of self loading rifles never fell on the automatic rifleman, from their inception they were armed with LMGs.

Fun fact, why the automatic rifleman is called automatic rifleman instead of like light machine gunner or something is because early ww1 era light machineguns like the chauchat and the BAR (at least in American terminology) were called "automatic rifles"

(apologies if I'm coming off a bit too direct, I just want to make sure you aren't investing time on making assets that could denied for historical inaccuracy)
Yeah, I understand. We could also rename the auto-rifleman to some sort of "assault" class with submachine guns or stocked pistols like dcm1 mentioned before, especially for the germans since it's difficult to implement a self-loading rifle while making sense historically

Re: PR: The Great War

Posted: 2023-11-30 12:50
by ismaelassassin
Multi wrote:Yeah, I understand. We could also rename the auto-rifleman to some sort of "assault" class with submachine guns or stocked pistols like dcm1 mentioned before, especially for the germans since it's difficult to implement a self-loading rifle while making sense historically
thats the breacher and granadier roles. DONT USE SELF-LOADING RIFLES!!!!!

Re: PR: The Great War

Posted: 2023-12-01 02:56
by Multi
ismaelassassin wrote:thats the breacher and granadier roles. DONT USE SELF-LOADING RIFLES!!!!!
Grenadier? The grenadier uses rifle grenades, I don't understand your point

In regards to the breacher, again, we will have the issue of breacher kits having submachine guns, auto-riflemen having LMGs while the entire rest of the faction is only utilizing bolt action rifles, which is gonna make the breacher kit and auto-riflemen way too overpowered and probably have balancing issues

Re: PR: The Great War

Posted: 2023-12-01 12:32
by robert357
SMG are not overpowered when everyone is using bolt action rifles. Take a look what is going on in WWII maps. It looks like this: MG>semiautomatic rifles>bolt action rifles>SMG>pistols>poo on stick>M1 Carbine. Bolt action rifles are usually one-hit-kill-guarantee-weapon (rarely it wont kill if you hit hand or foot). So if one main kit will have SMG it won't change much.

Re: PR: The Great War

Posted: 2023-12-01 14:56
by ismaelassassin
Multi wrote:Grenadier? The grenadier uses rifle grenades, I don't understand your point
granades are used for assaulting and granade launchers is not a thing of ww1. it would be like vietnam granadier that has multiple granades

Re: PR: The Great War

Posted: 2023-12-01 15:51
by PotatoLord
I'm going to be honest and just say WW1 might not be a good starter project for PR modding, I've talked it over with a lot of people and basically concluded that while WW1 theoretically could work in PR you would have to make a lot of unprecedented changes to the core gameplay in both design and development.

While being unique in content and mechanics is certainly not a bad thing, the amount of work required to design those (mostly the gameplay mechanics) for a WW1 setting far outpaces any other setting ever planned or implemented, I'm talking about how some current devs feel like they themselves could not make this work.

It's my genuine opinion that the odds are really stacked against you here, that probably sucks to hear but it'd also suck to dedicate time and effort to something that probably won't pan out how you intend it to.

If you do choose to go on in spite of this (which I will have to unfortunately caution against) instead of choosing another more traditional setting to develop, I can give some suggestions on how you could make a WW1 setting work in PR in both historical accuracy and gameplay (which are both criteria you will need to meet to have your work be accepted) that I've gathered from a discussion the devs had about this.

Re: PR: The Great War

Posted: 2023-12-01 18:44
by Multi
ismaelassassin wrote:granade launchers is not a thing of ww1.
Rifle grenades existed and were used in WW1 (tromblon VB for example for the french Lebel rifle)

Re: PR: The Great War

Posted: 2023-12-01 18:45
by Multi
PotatoLord wrote: I can give some suggestions on how you could make a WW1 setting work in PR in both historical accuracy and gameplay (which are both criteria you will need to meet to have your work be accepted) that I've gathered from a discussion the devs had about this.
Sure, feel free to share them

Re: PR: The Great War

Posted: 2023-12-01 20:19
by robert357
PotatoLord wrote:I've talked it over with a lot of people and basically concluded that while WW1 theoretically could work in PR you would have to make a lot of unprecedented changes to the core gameplay in both design and development.
It's true for western front but not so for eastern front :)

Re: PR: The Great War

Posted: 2023-12-01 20:57
by dcm1
Multi wrote:Yeah, I understand. We could also rename the auto-rifleman to some sort of "assault" class with submachine guns or stocked pistols like dcm1 mentioned before, especially for the germans since it's difficult to implement a self-loading rifle while making sense historically
Personally I love the idea of having a a semi auto rifleman kit for every squad in pr:ww1. It fits the era perfectly, and provides a new and interesting gameplay idea. Although I would avoid weird or experimental weaponry altogether. Stuff that doesn't really fit. If you want some potential suggestions for the germans without having to resort to the mp18 or wunderwaffe like mondragon. Then why not the LP08? Aka the artillery luger? Same 32 round snail drum as the mp18. It's got a stock and it's semi auto. It can easily compete with the RSC1917/18 rifles. Also stocked pistol variants of the P08 luger and C96 would also work if you ever go back to the early war. And an 8 shot magazine variant of the LP08 would also work for an early war stormtrooper kit.

Re: PR: The Great War

Posted: 2023-12-01 21:12
by dcm1
PotatoLord wrote:I'm going to be honest and just say WW1 might not be a good starter project for PR modding, I've talked it over with a lot of people and basically concluded that while WW1 theoretically could work in PR you would have to make a lot of unprecedented changes to the core gameplay in both design and development.
And that's what makse PR:WW1 new and interesting. PR needs something to freshen up the stale gameplay. As much as I love run and gun gameplay. There's something so 'pure' about bolt-action vs bolt-action gameplay. The sheer excitement and thrill of hurriedly racking the bolt. Praying that you get off you're shot first. Hoping that you dont miss. It's exhilarating. The only time I've experienced something similar in PR was a close quarters sniper battle with mosins on kafar halab insurgent layer.