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Old 10-02-2006, 07:37 PM   #11

Lugubrum's Avatar
Nice article, the only thing I can think of (that I didn't see in the article) is information about the different gamemodes and how they work.
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Old 10-02-2006, 07:47 PM   #12

dunkellic's Avatar
yeah, still to come

Quote:
Flaggeneroberung
-Punktesystem


Spielmodi

Teamwork
Waffen
Vehikel
Sonstiges
0.4
Spawnen
Bulletdrop
Aufmunitionieren an welchen Fahrzeugen?
these are the points i still have to write down.
weapons, vehicles, bulletdrop, teamwork, flag capture system, game modes, points system, whats to come with 0.4 and mic.

by the way, is the spec op the one who gets slamms or was it the engineer?


there are also a lot of typos left ^^

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Old 10-02-2006, 08:13 PM   #13

=|Azeitona|='s Avatar
já eh complicado falar em ingles aki, agora começam a falar em alemão, então eu tb vou falar em português !

I have a sign link the DEVS one, click on the flag to see



Quote:
Originally Posted by [R-DEV]eggman
sh*t happens.
About 0.4 release
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Old 10-02-2006, 08:20 PM   #14

Guerra norte's Avatar
Project Reality


Project Reality (PR) is, as the name already says, a Mod the greatest possible value on realism and therefore also Teamwork puts.


What is different?

The changes in Pr were made, concern as well as each part of the play, vehicles, kit, play dynamics, play modes, weapons, sound, etc....


Fundamental:


Hud:

Some the most obvious changes of PR is e.g. the fact that it no hair cross, no Health and ammunition announcement. The only things on the Hud to see are, are the perseverance, the weapon modes (Semi Burst), reserve magazines, Chatnachrichten and the mini map.
The only possibility to aim exactly is to be pressed the right mouse button and be aimed over bilges and grain.
In the case the fact that one is in a vehicle the perseverance border by a schematic opinion of the vehicle replaced and indicates, like many people in it is (as in vBf2)
In addition indicated in Apcs, carrion and tank the ammunition supply, the selected ammunition and z.t distance to the enemy
Weapon behavior:


Contrary to vBf2 there is a correct recoil in Pr. If one fires e.g. with the Ak-101 in the fully automatic mode the weapon twists the rifle also actually in all directions, exactly like the M16, which has a somewhat gentler recoil, as in the reality natural , with each shot pulls somewhat upward. With vBf2 there is also a recoil, these however only by a more largely becoming hair cross or highest (if one over bilges and grain aims) by a gentle forgave the weapon.
The fact that it in addition no ammunition announcement gives and one has also mostly fewer reserve magazines thereby, leads to the fact that one must deal substantially more economically and more carefully with its ammunition and always an eye should keep drauf, how much one fired in approximately now.


Health:

In PR one bears less around some, than in the normal Battlefield. Often is enough 2 to 3 shot (if one the head meets naturally only one), dependent on the weapon naturally. (1-2 shot from a 50cal. Weapon, a shot from a M24, pistols need often more than 3 shot...), likewise is to consider that some classes as in vBf2 one kevlar veste gotten (Supporter+Assault) and these easily more to bear.
If one loses than 50% of the life energy now by a hit more, one catches on to bled. All pair seconds notices one, like one damage takes (which expresses itself exactly the same as in vBf2, thus red "pulsating" picture and a kind "Agh" ), until one dies. In such a case is it naturally vital a Medic to be visited, because only this is not able an injury to sound, Supplycrates can this in Pr.

Spawnen:

As in vBf2 a timer appears that the time indicates after death in PR, in which one can be still revived and after this ran off, a timer appears indicates when one again spawnen can. However the time is in which one be revived can relatively highly, the second timer however extremely low, approx. in PR. 1 second (varies from server to server). By considered and tactical Gameplay to promote one extended the whole however by a small speciality. Each death (thus die without to be revived) adds one second to the time in which one not revived become can. Thus if a player should try one "on Rambo to make" to resume and/or its completely normal vBf2 play style this leads sooner or later to horrenden Spawnzeiten.

COMMAND racing set:

Although the possibilities are COMM differently more reduced as with the original play, are it in PR however around some more importantly for the play happening. By the fact that with PR Teamwork for success is elementary, becomes also that COMM other as a co-ordinator of the different Squads more importantly.
Things like the UAV and the Vehicle drop are in PR missing, "cut for artillery and Supply drop".
Artillery and Supply drops can be fired only with a Request, no longer independently by COMM other. Naturally can be fired in the case of a Requests also only on the place, on which a player requested it.
The Supply drop was modified likewise.
On the one hand it lasts substantially longer to these the soil reached (can last up to three minutes!) and on the other hand on the soil "zufliegende" crate is blown by wind and hits sometimes a pair one hundred meters far away from the point, on which it should actually land (in addition, this is subject to strong fluctuations).
The moreover one can heal oneself, as already mentions, no more at a Supplycrate, aufmunitionieren only.
It is likewise important that only players in Squads can request artillery and drop, which sucked remaining. Lone of wolf (does not play people in a Squad) remains this refused.



Squads:

As already mentioned Teamwork plays elementary role in PR. Without winning Teamwork no chance, without Squads no Teamwork.
Some the changes with COMMAND race always were already mentioned to request the ability of Squadmitgliedern and/or the Squadleader artillery and Supplydrops.
The possibility at the position of the Squadleaders remains unchanged to spawnen.
The command system remains likewise preserved to thus set the possibility of waypoints and/or attack targets etc....
A "speciality" the Project Reality Community is integrated the actual employment in vBf2 of the Voip function. While this is not used to at all in Battlefield 2 hardly, it is in PR nearly at the agenda, but in addition later still more.
Squads remain in PR mostly together, because they unfold their most impact force only in such a way in such a way and are e.g. guaranteed that a Medic in the proximity are, if one needs it. Squads are in Pr the foundation-stone to the Teamwork, meanwhile give it to server some player over text messages make attentive already, should not these over longer time not in a Squad play.


Aufmunitionieren:

Since the players do not carry quantities of magazines for over uebermenschlichen in PR with itself, it can occur quite already times that one has no more ammunition. Naturally, similarly as with vBf2 possibilities for the order stand there to solve this problem.
As already mentioned one can use Supplydrops in order to come to fresh ammunition.
The moreover the possibility of Ammo luggage from fellow players exists to likewise still get to. These are only to one class at the disposal and can no longer in the hand be kept as more fruehrer, but must now on the soil be thrown, in order to use it. The Aufmunitionieren takes a few seconds up, while its must one "up" the luggage be.
Vehicles offer something other possibility. All vehicles those troop progressive movement serve (jeep, Apcs, Transporthelicopter) as well as the own UAV Truck permit the Aufmunitionieren as one simply for shorter time in the proximity or in the vehicle is (with the Humvee however e.g. this functions only, if one is at the open rear side)

Heilen&Reanimieren:

The Reanimieren functioned strictly speaking as in vBf2. Defibrilator select, at which to "aim corpse" (if possible in lie or kneel) and the trip "press".
One has a maximum supply of 6 charges (at the beginning the Shockpads is already loaded + 5 reserve charges). After one used the Defibrilator, needs to load these 1-2 seconds around itself again, however it is to be noted here that contrary to vBf2 of the Defibrilator up-loads itself even if one selected him straight.
The Defibrilatoren can being aufmunitioniert like completely normal ammunition like before described again.
Healing functions in Pr likewise similarly as in the original. The possibility Med luggage to only throw was removed and the welfare speed was reduced. One must select thus the Med luggage and be directly beside the wounded person around these to heal.

Flag conquest:

Flags can be conquered in PR strictly speaking exactly the same as in Battlefield 2.
Only difference is that it lasts generally longer and also lasts that it in particular alone substantially longer. Again here team players are strongly in the advantage, since saving of time with conquer a flag to sixth ernorm is, compared with that time which one alone necessary.


Point system:

HEREEEEEEEEEE




INSERT SOMETHING HERE - PULEEEEEEEEEEASE


The kits:

Up to now the ark types of the original Bf2 kits are also still in PR present. That is called one has 7 different classes to the selection:

Spec OI, Medic, Assault, close-internal, Sniper, antitank defense and Supporter. While the classes at first sight those from vBf2 much resemble are substantially more differentiated it in PR.

Spec OI:

Equipment:

Carbine
Pistol
Slamms (explosive with time fuse)
Hand grenades
Binoculars with rangefinder
Measurer

Spec Ops are clip (large perseverance), versatile and light units. They carry always a fully automatic weapon particularly on shorter distance deadly are. They are one of the few classes with hand grenades are equipped. With the help of their Slamms they can destroy COMMAND racing sets and vehicles, without having to be to for a long time in their environment, since these possess a time fuse - they can natural be used also as traps for opposing infantry. The binoculars permit to operate it them effective clearing-up, since no other binoculars have still objective (with exception of the tank optics) a similar zoom shot stage. Once the rifle should be able to be empty it to a partly muffled (with Mec and China) pistol to still fall back, or enemies hinterruecks with its measurer meucheln.

Sniper:

Scharfschuetzengewehr
Pistol
Hand grenades
Binoculars
Measurer

Sniper can switch close combat off with few shots to large distance opponent and it to (with all) muffled a pistol fall back. Their rifles are and extremely deadly, mostly are extremely exactly sufficient 2 shots, in the case that one the head meet also one...

Assault:

Sturmgewehr
Granatwerfer
Rauchgranaten
Munitionspacket
Measurer
Koerperpanzerung

Toughly and powerfully. Storm soldiers often form the back wheel of Squads or teams. There they the only soldiers, who can aufmunitionieren other, are not only useful as combat units it. With the help of their garnet thrower they cannot only become dangerous infantry but also light vehicles and their storm rifles are in things striking power only by sniper rifles and easy Mg's to over-bid (apart times from vehicle weapons). In addition they are one of of the two classes, which a body armoring gets, which it makes more slowly (less perseverance) for it however more resistant than other classes, the large ammunition supply erweisst itself thereby likewise as extremely helpful.

Support:

easy mg
Shells
Measurer
Koerperpanzerung

With their light machine guns support soldiers belong to the most powerful on the battleground (beside storm soldiers). With their weapons they can take to opponent out effectively on the grain, in addition, carry suppression fires and the like.
Although the Mg's stands in and do not kneel all too exact are, they are extremely akkurat in lie. With however partly only one reserve magazine they more than all other classes are dependent on ammunition packages. By the body armoring and the large weapon they belong however to the slowest units.


Engineer:

Smg
Claymores
RK-MINES
Wrench
-C4

They do not have the strongest firearms, but nevertheless are pioneers expresses versatile. With their Claymores they become negligent infantrymen the calamity and with RK mines the Albtraum of each vehicle. Additionally they have an ignited explosive package which like the Slamms of the Spec OI against all possible one used become can, however around some more damage arrange.
Likewise they are the only class the damaged vehicles to repair and opposing mines defuse can. Despite their luggage pioneers can run rather speedily (large perseverance)

Medic:

Sturmgewehr
Gasgranaten
Med luggage
Defibrilator
Measurer

Since they are the only soldiers other heal can, which can be caused often by only one hit, Medics are vital for each team and Squad. Also not there without it will probably many soldiers sooner or later bleed and someone that it then to revive would know, would be then. With the help of their gas shells they can die themselves without into open fire to gone team members induce and this heal. If it should come times to a fire fight, they can out-divide with the help of their storm rifles in addition, properly. However Medics have a relatively small ammunition supply and are therefore even also dependent on others. Their class their perseverance is high accordingly.


Anti-tank

Rocket launcher
Pistol
Binoculars
Measurer

The only class against vehicles, in particular armored to the resistance to really actively set can is the RK soldiers. They carry heavy guided antitank missiles which an opposing tank with already 2 shot to switch off can. In response the ATler is however the weakest in the infantry fight. With only pistol equipped it should in the background keep if possible and only if a hostile vehicle emerges itself to become active. Since it must carry hardly different equipment except the rockets, which are quite heavy, the ATler has moderate perseverance.














Flag conquest
Punktesystem


Play modes

Teamwork
Weapons
Vehicle
Other
0.4
Spawnen
Bulletdrop
Aufmunitionieren at which vehicles? EDIT: LOL @ those translators.
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Old 10-02-2006, 08:36 PM   #15

Griffon2-6's Avatar
Is that an MS word translation? Because that makes no sense whatsoever.

.

Under normal circumstances, everybody pwns Griffon, in Soviet Russia, Griffon pwns EVERYBODY!
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Old 10-02-2006, 08:51 PM   #16

SCUBAKev's Avatar
wow. just wow....why do people post German stuff in an english forum. I mean even though we have some people who dont speak english as a 1st language, (which is perfectly fine) doesn't mean that you should post a whole thing in a non-english language.

It was a good thought posting this though....just not in german


Stare into the eyes of death......
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Old 10-02-2006, 08:55 PM   #17
PR Audio Team

[R-DEV]sofad's Avatar
schon ganz gut, aber ich würde folgendes:

Quote:
Project Reality (PR) ist, wie der Name schon sagt, ein Mod der größtmöglichen Wert auf Realismus und folglich auch Teamwork legt.
ändern in "...wert auf die verbindung von spielspaß mit realismus und damit auch teamwork legt."

denn wie eggman immerwieder betont, geht es uns nicht nur um größtmöglichen realismus, sondern auch diesen mit größtmöglichen spielspaß zusammen zu bringen.


schau mal hier, da habe ich vor fast einem jahr versucht unsere seniorencommunity von PR zu überzeugen, mit leider mäßigem erfolg. vielleicht findeste da ja noch ein paar anregungen..


...sof


Quote:
Originally Posted by KP
I think Fuzz staying inside is hardcoded...
we are too old to die young
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Old 10-02-2006, 09:23 PM   #18
Retired PR Developer

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Prima!

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Old 10-02-2006, 09:26 PM   #19

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Ja, ich weiß, aber Huzzah's Translation war sehr schlecht!

"Practice proves more than theory, in any case."
- Abraham Lincoln

"i so regret searching "giant hentai penis" on google images though ;_;"
- Garabaldi
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Old 10-02-2006, 09:41 PM   #20

Guerra norte's Avatar
Quote:
Originally Posted by Cerberus
Ja, ich weiß, aber Huzzah's Translation war sehr schlecht!
Blame the crappy online translators.
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