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| Off-Topic Discussion : For all discussions not related to PR. No Spam. |
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#1 |
![]() Join Date: Feb 2008
Location: London
Posts: 58
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...operation flashpoint 2 looks very promising as a possible vehicle for the advancement of the Project Reality mod. See the Dev interview below, sections 2 and 3 in particular are pretty exciting if they are fully realised.
Quote: 1.How will ballistics be reproduced in-game? The ballistic performance of both weapons and projectile types is painstakingly reproduced, this includes penetration of different materials, the detonation / effects of individual warhead types, gravity effects on projectiles, projectile velocities and ricochet system to name just a few. 2. How many armor hitpoints are on each vehicle? (Treads, turrent damage etc) We don’t use a points based system, this is not realistic. Instead we use armour vs. penetration system. Armour has an effectiveness rating, projectiles and warheads also have a penetration rating, we use these figures alongside some rather complex mathematics to calculate the effectiveness of a projectile in damaging or penetrating a particular armour type and location. So for example 7.62mm has no effect of the hull armour of the Type 99 tank. Firing a large number of these rounds at a tank will not ‘chip’ away at some invisible armour total till the armour is destroyed, it has no effect. Alternatively a HEAT round from an M1A1 could defeat the armour achieve penetration and destroy the vehicle out right. 3. We know the game will be good for modders, but specifically, will versatile scripting language (or equivalent in ability to configure) be included? Yes. Via the mission editor tool modders will be able to access the scripting component of the game. The scripting is very flexible and will allow the creation of custom content, game modes and much more depending on the modders skill and of course imagination! 4. What about the Weapons handling? (jamming, overheating ect) Weapons have a number of simulated aspects, these include round velocity, ballistic performance and the effects of sustained fire on accuracy. Weapons also have a chance to Jam based on usage and sustained fire rate. We looked at over heating as a separate aspect but in fact this event is one of the contributors to blockages and jamming, so it is rolled into that system. 5. What about the Ai? Will theye be smart and act like a soldier?(Supression fire, flank enemys ect) Well we have spoken about the AI a number of times over the last few months, but I think your question is specifically about individual soldiers as opposed to fire teams. In which case I’ll go into a little more detail about these guys. The individual soldiers are able to find and use cover, seek out targets, suppress or eliminate them. They can also be suppressed, lose and gain morale including falling back if need be. As a whole the agents are very much like soldiers, capable of making their own localised tactical decisions and operate within the larger context of their unit, working with other soldiers to perform actions such as covering fire, mutual bounding moves for assaults etc, render medical assistance, work together in vehicles and much more. 6. Can you play as a soldier under the command of an officer, or only as a squad leader? Absolutely, in fact you begin the game under the command of an AI officer. We felt it was important to allow players, especially those new to the world of Operation Flashpoint 2, to see how troops are commanded and how tactics are used. Later in the game the player is placed in command of infantry units and vehicle crews, hopefully using their experience early in the game to become an effective combat leader. 7. Will there be an 3rd person View or is it only First Person? The game is predominately first person, particularly when playing as infantry. As it currently stands all vehicles must also be used from first person as well, however we are listening to the community and feedback from play testing and we may consider 3rd person external views to vehicle drives and pilots if it becomes a feature everyone wants. Codemasters forum - Some Questions answered by Codemasters Dev! |
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Last edited by Danolboy; 11-26-2008 at 07:32 AM..
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#2 |
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PR Operations Lead
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Re: If all goes to plan...
so you want PR to move to OFP2? I dont see your "plan" anywhere?
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#3 |
![]() Join Date: Mar 2006
United KingdomLocation: The toon
Posts: 857
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Re: If all goes to plan...
He meant if OFP2 all goes to plan, i.e. it is what they say it is going to be. This is just another one of those, what platform will PR move to eventually threads which are ghey.
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#4 |
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PR Operations Lead
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Re: If all goes to plan...
who says PR is going to move?
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#5 |
![]() Join Date: Feb 2008
Location: London
Posts: 58
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Re: If all goes to plan...
Nobody.
From the approach the developers are taking with the mechanics of the game to the player base and playing style that the game will (hopefully) foster it just screams out to be looked into (to me at least). |
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Last edited by Danolboy; 11-26-2008 at 08:41 AM..
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#6 |
![]() Join Date: Dec 2006
EuropePosts: 997
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Re: If all goes to plan...
Every time someone makes thread like this, a kitten dies.
Please, think of kittens. |
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#7 |
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PR Operations Lead
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Re: If all goes to plan...
moving to any engine will most likely do more damage to PR than good in the short run, yes there is a slim chance in the long run it would pick up but that is unlikely. Look at FH2 and POE2, both moved from 1942 / Vietnam to bf2, thinking BF2 would be all so much better, and they are much worse off now than they where on there old engines, thou yes if they stayed there there mods would have died out anyways in time but that is not the point.
the point is, every engine has its pros and cons, making the move on its own is a huge con, loads of work has to be done, most stuff has to be remade from scratch, and who says people will even want to play a "new" version of our mod on anouther engine? then when talking about OFP2, what's the point in modding a realistic game to be realistic? Probably the main reason why PR has been so successful in the BF2 modding world compared to other mods is that we made our mod totally different from the normal game, game play wise. POE2 added loads of content and did a few game play changes, some of them quite vast but not that different from the bf2, all in all, did it keep its players? no. If we are going to be making a move I would make damn right sure that it was worth it in every aspects before making any kind of preparations to it, just going on a few vague stats from a interview that they only want to tell you the good bits is not something I want to go off. Not saying I dont like OFP2 or nor do I think its a possibility if we ever wanted to move, but I want to see full info and look at the game/engine myself before even fully considering it. |
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#8 |
![]() Join Date: Apr 2008
ItalyLocation: Cologne Germany
Posts: 388
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Re: New OFP2 Info
The engines might be great, but who knows how many people will pick up a copy. Maybe OFP2 wont even require much modding in the first place.
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THERE IS F%#KING ALL OF THEM HOLY $#it !!!!!!!!
<)fuzzhead ![]() PLEASE BE A DEDICATED COMMANDER EVERY 5 - 10 ROUNDS |
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#9 |
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PR Operations Lead
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Re: New OFP2 Info
title changed and moved to OT as requested by OP.
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#10 |
![]() Join Date: Jul 2008
Russian federationLocation: Moscow
Posts: 87
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Re: New OFP2 Info
and besides its only for 32 players =(
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