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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 |
![]() Join Date: Dec 2006
Location: Dundee
Posts: 1,492
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You need to plan ahead and set mines and IED's.
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The IED Master
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#42 | |
![]() Join Date: Mar 2007
Location: Canada
Posts: 1,058
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Quote:
I see your point. I have played insurgency a few times and everytime the squad I was in did a really solid job of defending. But your right, some squads were just running around to a degree. I'm fine with no flags for insurgents I just thought Eggman said they were keeping one flag as capable. Ofcourse that could all be changed if the rounds aren't playing out as they should. Secondly I love the insurgency game mode, such a nice change of tactics. I'm officialy a fan | |
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#43 |
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Retired PR Developer
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VCP remains cappable in the latest version of Al Basrah / Insurgency.
Basically it's the one possible victory condition for the Insurgents... if they can hold the VCP, the Brits will bleed enough that they will likely not be able to complete their mission. Many of the Dev team are getting pretty jaded with the whole Conquest metaphor. It dates back to BF42 and .. imbo .. (in my biased opinion) the AASv2 in PR v0.6x is about as good as that style of game mode is going to get (objective markers, flexible concurrent objectives, very simple to implement from a mapper perspective, etc). So we WILL be focusing on alternative game modes and will certainly try our best to address the usability factors, but at the same time we're designing PR to require a little more interest and mental capacity than the typical BF2 franchise mod. The early experiments with objective modes were a bit of a disaster hehe. They worked, but the game modes were rough around the edges and the scenarios were not very compelling. I think the team, in particular db, has done a great job on insurgency and we'll expand those capabilities into other modes in the future. We also have to revisit the xtract game mode as that has huge potential, just never quite got it right in terms of scenarios that made it compelling. |
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Cheers!
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#44 |
![]() Join Date: Mar 2007
Location: Canada
Posts: 1,058
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In responce to Eggman:
That is really encouraging to hear. Like I said the new insurgency mode has been really refreshing to play and figure out. The AAS game mode has a place I think but obviously the more variety available will give PR some staying power (without resorting to viagra). After seeing what the team of Devs are able to do I am confident that a new era of PR is upon us (wow that sounds a bit lame when I re-read it |
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#45 |
![]() Join Date: Feb 2007
Location: .
Posts: 487
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I believe all players are smart enough to understand diffrent game modes which might not be based on conquest, or happen simultaniously.
it simply takes time to get the logic if you have to find it out for yourself. youd need atleast a good explanation in the loading screen and wiki about it in the guide. I for example, still havent found out how large the radius around the attackmarker is Id have to search to find the ammo cache. |
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#46 |
![]() Join Date: Jan 2007
Posts: 498
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Yeh.., Insurgencey mode kinda ( in a rough sorta way ) reminds me of CoD : UO and the Seach & Destroy mode which i had hours of fun playing.
Im really glad the PR devs decided to pursue this. Thanks. |
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| community, enoughmixed, game, intelligent, modes |
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