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#211 | |
![]() Join Date: Apr 2009
Location: Viborg
Posts: 13
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Although I was leaning toward Cryengine2 ( with its superior physics over arma/arma2 <- havent seen anything chanced from arma ) I can see why you are going for C4 with its potential in this type of gaming. I just hope that helicopters will be better simulated that it is now ( maybe I wish for somthing that destroy the gameplay... If so desregard it ) I can do some 3d works even though Im not professional maybe I can help a little for the great works you guys are doing for us | |
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#212 |
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PR Events Co-ordinator
![]() Join Date: Jan 2008
Location: Toensberg, Vestfold
Posts: 3,432
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Welcome to the forums
@ tirak You are right i am mistaken... Now, lets calculate, how many guys will be working on this? And for how long? |
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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-DEV]Adriaan: I HAVE BEEN RESISTING THE URGE TO TYPE IN ALL CAPS FOR A LONG TIME NOW Orthas: trololollll goguapsy : The sexiest gun is the Wicca. |
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#213 |
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What I'd love to see is :
Good networking - Can support many players (At the bare minimum 64, but 128 is better, and 256 would be amazing), destructibles, and so forth, without lagging. Good terrain rendering, ability to have a farther view distance without lagging, better grass and undergrowth rendering (similar to Arma's would be interesting). Infiltration-esque small-arms weapon deployment / movement. Great looking game where the weapons have a mesh themselves (think no more shooting through walls, can't walk through a small space with a gun sticking out, etc...). Better equipement customization/pick-up options would be good, too. Better VoiP / squad/platoon system - Positional qualities with radio as a possibility between Officers and such. Pretty much a for-all-intents-and-purposes fixed mumble, but if not, Mumble Vehicle physics - No more jets slowing down when going into a dive :P No seat restrictions, stabalization, 3d HUD, and animations when getting in/out would be amazing. Basically the option to implement the majority of that along with the things we take for granted in BF2. But I realize the chances are pretty slim when coming across an engine with all of that in it already, or even doable with modding. But who knows BTW I guess this didn't end up going anywhere, did it eggman? --> Mod Team .. looking to transition to TGEA .. should we seek psychiatric help instead? | General Discussion | Forums | Community | GarageGames Didn't want to post it previously when pr2 was all "Omg wut is dis conspiracy?!!!?!!11!!" |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#214 |
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Retired PR Developer
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Keep in mind that PR1 will persist for some time. The v0.86 patch is in the works, the v0.9 feature release is looking to be so large that it will get split into v0.9 and v0.95. Then with v1.0 PR1 will probably look to the community factions as the primary source of new content (with some "stewardship" from the PR Devs).
Ideally before PR1 dies out we'll have a playable PR2 alpha and we'll develop that for quite a while, iteratively building the game play feature set up from the infantry and squad systems, eventually getting into the realm of combined arms. egg |
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Cheers!
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#215 |
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just an a strait thought... can you use the networking of an a MMoRPG game (they usualy support 100+ ) or it will be too complicated or it wont be compatable with a FPS game...
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#216 |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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Consider the combat system of a game like World of Warcraft vs Battlefield 2. MMORPGs don't need the same kind of lag free (relatively lag free anyway) precise targeting that an FPS needs. There are already complaints of poor hitbox detection due to latency in BF2. MMORPGs just crunch percentages and decide if you hit or not depending on those, not two moving objects colliding. This is one of the major reasons why it's so difficult to have Massive Multiplayer Online First Person Shooters.
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#217 | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. In the 17th Chapter of St. Luke it is written: "the Kingdom of God is within man" - not one man nor a group of men, but in all men! In you! In You all. Look for the kingdom in all. This is heaven. You need not wait for the afterlife. |
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#218 |
![]() Join Date: Jan 2008
Posts: 89
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Have you guys looked into financing?
The video game industry is growing at a frantic pace, and there are actually venture capital funds that were created with the sole purpose of investing money with independent game developers. One example is Vanedge Capital. You've already got a great resume. All you have to do now is sell the idea to a few investors and you could find yourselves with enough capital to make one hell of a game, and you won't have to do it through EA. |
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#219 | |
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PR Coder Team
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Here's the wikipedia link (much more popular in Korea than here in the US by far): Ace Online - Wikipedia, the free encyclopedia Here's a simple PvP combat video all set in one map where you can see what I'm talking about with a lot of people in one fight. Every one of the ships is an independent player. YouTube - Ace Online Mothership Attack Movie | |
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#220 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Sounds like a good plan to me eggman! Good to see that theres so many features in .9 that its going to be split up haha!
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. dogtag modeled after tutorial by To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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