|
|||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 |
|
Retired PR Developer
![]() Join Date: Nov 2005
Posts: 5,908
Location: ZZ9 Plural Z Alpha
Blog Entries: 9
|
PR Engine Ideas
So after the recent threads and post about changing engines, and the failed threads. This will be a place for you, the community to post your ideas and engine suggestions. We do care and do appreciate ideas and suggestions. A few rules in place:
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
|
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:25 PM..
|
|
|
#2 |
![]() Join Date: Apr 2008
Posts: 968
Location: Minnesota
|
The Dunia engine (Far Cry 2) would be great, if it weren't for the 16 player limit.
Edit :Post moved from another thread |
|
|TGXV| Waldo_II
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#3 |
|
Retired PR Developer
![]() |
The source engine is terrible, a massive problem they had with insurgency was that they couldnt implement proper ballistics. Instead of a bullet taking a little time to reach its target it hits instantly. This means you dont lead targets and get laser style instant hits.
Couple this with no squad system, tiny maps and weapon sway but still with cone-fire deviation, and I fail to see why it is perfect. Insurgency does some things really well, but the source engine lets it down.... Edit :Post moved from another thread |
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#4 |
![]() Join Date: Apr 2007
Posts: 1,577
|
Source can do projectiles, except that projectiles don't benefit from the whole lag compensation system that that Source features. Hitscan weapons are unlagged, and so you can have either that or laggy projectiles. Projectile weapons also require more CPU time. I dunno what specific problems the Insurgency team ran into, but I bet they had issues beyond that.
One of the major advantages that the Source engine has over BF2 is the fact that it can be more broadly modified. BF2 allows very little modification beyond adding new maps, models, vehicles and weapons. Source, on the other hand, can be made into a lot of things by modders. Unfortunately, vehicles are notoriously unreliable online in Source. Eternal Silence uses custom tailored netcode to actually get their spaceship combat to work right in the newer versions, and it was glitchy and laggy in the old ones. Empires manages to use land vehicles, but it, too, sometimes has problems with physics and lag. But, hey, at least Empires has a squad system (not tied to VOIP, though). Edit :Post moved from another thread |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#5 | |
![]() |
Quote:
Edit :Post moved from another thread | |
|
"It's not the size of the dog in the fight, it's the size of the fight in the dog." -Mark Twain To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
|
|
|
|
|
|
#6 | |
|
PR:BF2 Developer
![]() |
Quote:
My only experiences with "larger" style Source Engine gameplay was with the empires mod, which supported 48 players and approx. 2km maps (but most of the map was not in play). The mod is very creative, but the gameplay was prety bad from when I played, I tried it for about 10 hours. As a matter of fact, I cant think of ANY fps game with 64 player limit that runs STABLE in an open public environment OTHER than BF2. If anyone has experience with other games that run with 64 or more players on large maps, please post about them as were always looking for that next engine! ArmA is an exception, but STABLE and ArmA arent exactly the right way to describe it Edit :Post moved from another thread | |
|
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. |
||
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#7 | |
![]() |
Quote:
BTW how much cost a license ? from UE3 by exemple... or any engine like that 250 - 300K ? Edit :Post moved from another thread | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#8 |
|
Banned
![]() Join Date: Aug 2007
Posts: 377
|
i dont know about that. haveing to set out to shoot showing all of your body sucks. being able to lean out is good!, not really being able to deploy an MG suck "changing mg to deployed mg does not really count on the fact you have to load it each time" oh ya PR we cant deploy the marksmen rifle ether. but you can in insurgency. the grenade launcher in PR don't have the best sight they really dont work that well. but in insurgency you have to use the sight just like the real thing like you use your iron sight on the rifle but you got to mesher up your angle for the range you want to hit. but even thow insurgency is only infantry combat. it get that better then PR. i really dont even bother playing as infantry in PR anymore ill drive/shot a tank or helo. + i end up geting better people in a tank or helo then if im in a dame infantry squad i get the @#$@ uber players.
and it is alot EZer to get your self killed or kills in insurgency you tend to live longer in PR in a fire fight. don't get me wrong i like PR just the infantry part of it is not quite ware it could be. Edit :Post moved from another thread |
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#9 |
|
Retired PR Developer
![]() |
My guess is that ArmA 2 is not going to focus on large scale conflicts as much as their engine technology might allow. I think it's going to include a lot of focus on the AI and on a "story driven" campaign. I say that because ArmA 2 is also going to be released on consoles. Perhaps I am wrong... but I can't see 100+ players being practical for a console FPS. Also I've seen some stuff in interviews abou ArmA 2 that imply "less is more" because they have made the AI much smarter. I interpret this as "we're capping the # of players lower so the GPU, CPU and our pogrammers can focus on other things".
Also iirc, ArmA 2 is on a completely new engine whereas ArmA 1 was built on an evolved OFP engine. I believe ArmA 2 is "Game 2" .. which is what I think everyone hoped that ArmA 1 was going to be. On paper ArmA 2 looks outstanding, if they can manage to release a polished product it will potentially be amazing. But I'll be surprised if it's stable at 60+ players. egg Edit :Post moved from another thread |
|
Cheers!
egg To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:23 PM..
|
|
|
#10 |
![]() Join Date: Feb 2008
Posts: 714
Location: Stockholm
|
I completely agree with whoever said that they wished Valve had created the BF2 engine... They understand that people want to modify their games, always have. Judging from what have been said about the BF2-engine on these forums it ain't close to as mod-friendly as Valves engine.
Edit :Post moved from another thread |
|
|
Last edited by CodeRedFox; 01-06-2009 at 06:24 PM..
|
|
|
|
|
|
|
![]() |
| Tags |
| engine, future, ideas, suggestions |
| Thread Tools | |
| Display Modes | |
|
|