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#11 |
![]() Join Date: Oct 2007
Posts: 128
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i missed the part where the original post had stuff about this being mostly fire, i think the delay in a collapsing building is a great idea. I know this is a project reality mod guys and alot of you want it to be completly by the law of physics but it just isnt going to happen with this game, it is PROJECT reality not ACCTUAL reality, i think collapsing buildings although not be 100% accurate to the some of the laws of RL will still give the element of having to clear out of a building after it has been hit with explosives. also if a building did collaps on an unsuspecting victim would the kill go to whoever shot the building in the first place or would it just go as like they jumped of a building
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#12 |
![]() Join Date: Feb 2007
Location: In the Pasture
Posts: 1,233
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Drives me nuts that it takes a dozen rounds from a tank to destroy a 2 room house, and a sniper in the house can survive its destruction. An HE explosion in a small room should do serious damage to anyone within the room plus anyone near the point of impact on both sides of that wall. I wish we could truely level the buildings, but I understand that's part of the limits of the game.
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Golden Camel Alliance
Fear the Moo!!! <MFF> |
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#13 |
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Hmm, FIBUA training early 90's style dictated a different form of gameplay in virtual terms.
You had no chance telling a tank to blow a hole in a building to get one guy, as the shells cost too much. You didn't fire decent missiles and rockets at the enemy as you just gave them a 'brick headache' when the rocket hits the outer wall, punches through, hits the next inner wall, then detonates the missile charge, with the heat and explosive capability firing forwards from there. Troops clear houses. That was why back then they said it would take the entire british army to clear a city like York properly. One city only. Fibua is a very complicated system of fighting and the cost of wasting all sorts of rockets, missiles and tank shells is not on the books for major fighting, only small scale. Rearming those expended ammunition costs time and effort, not merely the money. A tank, apc or troop out in the field can't expend everything on soft targets if they can't get resupplied effectively. And at the end of the day, although PR requires more hardware to play than vBF2, fire becomes a problem that can exclude a number of players from the game when they start lagging as a result of introducing more of it, especially where statics are concerned. To balance this I assume that the number of statics and vehicles on a map would have to go disproportionally down to counter the change. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen! |
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#14 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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We seem to need some map with a f*** load of destructible buildings to stress test the numbers of destructibles that are appropriate for a map, and get really slow computers (like my laptop) to get on a server with 64 players and that map to see how much lag these things actually cause. I think it may be surprisingly high, as I get no lag on Kashan or Al Basrah even with 64 people and the size/amount of destructibles.
Or have you already done this? |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#15 |
![]() Join Date: Apr 2007
Posts: 1,855
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I totally support this idea!
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Ingame name: A.Behr
Xfire: arjan1994 |
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#16 | |
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Quote:
Otherwise, even a damaged vehicle starts to burn and it doesn't crash even my slightly cr*ppy PC. The molotov cocktails' spam brings the fiery hell to the surface and not much happens to the hardware. Why wouldn't a cozy housefire be possible (and the additional damage one suffer when the ceiling collapses on him)? | |
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"The torture never stops."
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#17 | |
![]() Join Date: Nov 2006
Posts: 1,102
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#18 | |
![]() Join Date: Feb 2007
Location: In the Pasture
Posts: 1,233
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Quote:
Side question, are they even carrying SABOTs? While I never got to see major combat, when I was in we were training to go toe to toe with the Soviets, and fire discipline was a major theme in training. In fact, that's where the 3 round burst on the A2's came from; since we'd be mostly fighting them on open ground/woodlands, single well aimed fire was the expected mode of firing. The argument was that we'd just waste ammo with full auto (no, I don't agree with it, that was just the argument). We conducted the same counter sniper drills, you light up the sniper while a fire team advances on his position, but usually it was a single fire team (2 M-16's, a M203, and a SAW) doing the shooting. All other members of the squad would assume defensive positions and only fire as necessary. So my question to you Kenwayy, if there was a realistic chance that you'd run into a combat force on par with yours, would you still expend ammo like that? | |
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Golden Camel Alliance
Fear the Moo!!! <MFF> |
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#19 |
![]() Join Date: Oct 2007
Location: Holland, Utrecht.
Posts: 409
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i love your idea too man!!
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#20 |
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PR Mapper Team
![]() Join Date: Mar 2005
Location: Lahti
Posts: 1,495
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BF2 destroyable objects works so that when you shoot object, it disappears, but instantly 2nd object spawn to the same place. 1st object was unbroken object, 2nd object was broken version of same object.
Between those 2 objects, is no animations or anything like that, the switch is instant and there can be some smoke and sound effect. So at least i dont see how it could be made look like realistic when the house collapses unless it happens same time with the explosion(which destroys the object) as it does now. |
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| Tags |
| building, collapse, damage, delayed |
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