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#431 |
![]() Join Date: Jan 2009
Posts: 160
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I believe as far as commander goes, they should have ground level satellite feed, or a deployable UAV to give them knowledge of ground activity and enemy positioning. These are very "realistic assets" that has been removed from the game. There is a commander, usually at the general level, behind the panel giving orders based on satellite overheads which is not a option in-game at this time. I feel that one of the main reasons commanders appear useless is because their limited ability to see what is happening on the battlefield. I don't think todays military gives commanders a seat behind the panel if they are going to just listen to a radio and try to figure out where the sound is coming from or if it is friendly or foe.
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#432 | |
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PR:BF2 Contributor
![]() Join Date: Jun 2008
Location: Queensland
Posts: 608
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EA or DICE don't own the rights to capturing flags, combined arms warfare on interchanging maps. They make their game around these concepts but they arn't theirs. The don't own the rights to an in-built squad system or military hardware featured in their games. I feel no remorse for EA and DICE. Such wealthy companies can't get off their asses and release a bit of code to expand on their original game. They deserve to be left behind. They've forgotten about us, we should forget about them. Project Reality started off as a mod. It HAD to. Over time however some of the DEV's realised that maybe they didn't want to forever be a mod. | |
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Last edited by [R-CON]ChiefRyza; 06-24-2009 at 04:50 AM..
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#433 | |
![]() Join Date: Jan 2009
Location: Viking Stronghold.
Posts: 1,591
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#434 |
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I think frostbite is the best engine for PR
Because: In reality everything can be destroyed, right?? Whats the point of PR is all we could destroy a few houses. As far as I know Frostbite is fully destructible engine! So its the needed one! PS: Frostbite is BF Bad Company, BF Bad Company 2 and BF1943 engine! |
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In-game name: =[BF]= Rudy_PR
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#435 | |
![]() Join Date: Jun 2008
Location: Tennessee
Posts: 146
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The C4 engine was most assuredly the best choice for the PR team. | |
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#436 |
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PR:BF2 Contributor
![]() Join Date: Jun 2008
Location: Queensland
Posts: 608
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Remember, the C4 engine uses voxel based terrain, which I think means it has the capability to be destroyed (craters etc.). Seeing as the DEV's will be unlimited in what they can code with, you might just see destructible buildings as well.
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#437 |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 773
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Destructability is a question of whether servers/networks can hold up to it as well as whether it's possible. Then again, a lot has changed since Bf2 first came out so anything's possible
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#438 |
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Retired PR Developer
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@ M.Warren: If PR1 owes it's success to the BF2 engine, why then have other mods on BF2 not really seen success? I don't think it's as simple as that
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Cheers!
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#439 |
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Retired PR Developer
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I have a question, is the c4 engine any good at water? I mean one of the major things that you have to overlook in the bf2 engine is that rivers have a calm sea effect and seas are kinda like rivers intead of being wavey.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#440 | |
![]() Join Date: Jun 2008
Location: Tennessee
Posts: 146
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Simply, the BF2 engine can't tell between a steam and a ocean, it's just water to it. You now on Qiunling (sp?) with the Britians and Chinese on the 4 km map (I could have the it wrong though.) North of that big lake is a steam. All the water-fall affects are complete fake! Anyway, I agree with you. I hope for the water to be as dynamic as the current kit system. Such as currents, floods (break down a dam please???), and what-not. | |
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