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Old 03-31-2009, 12:34 PM   #1
M.Warren

M.Warren's Avatar
Exclamation Project Reality v0.85 Improvement Compilation

Project Reality v0.85 Improvement Compilation Revision v1.0

This is the newest Improvement Compilation that I've been able to come up with as of the v0.85 build. As you can see, there is a fair number of potential tweaks and fixes that could use some attention. Additionally, I wanted to mention that I had taken a break from PR for a duration of time. This is why the list had been released about two months later than it should have been.

However, before I went on my recession I had performed a number of tests. I had recently checked a majority of these issues on dedicated servers to make sure they were still applicable and the details below are accurate to the best of my knowledge.

With that said, I just wanted to take care of business and get these test results in ahead of time before the v0.9 build as I'll be disappearing off again soon. As always, I hope this helps improve and sculpt PR for the better. I apologize if there is any mistakes (although I don't anticipate many) I've simply been out of the loop for an amount of time.
<Note: Be warned... The information provided in here is of substantially large and is not intended for light readers. This content is primarily aimed towards Project Reality Developers, Contributors and hardcore member enthusiasts. All details were kept as brief and descriptive as possible. I hope this goes to good use as this compilation was made in all seriousness to better Project Reality.

This expansive list was accumulated by numerous ideas, concepts, bugs and/or issues that was jotted down in a simple text file extending back to the v0.6 build. At the same time it was necessary to address multiple gameplay ideas and situations that are of notable importance including the latest v0.856 build as well. All previous data, feedback or suggestions were removed or updated to coincide with the current gameplay dynamics where applicable.

Also, this list was checked in accordance with PR rules and guidelines with the intent to avoid the potential chance of repeating previously suggested ideas and/or concepts. The chance of this occurrence is unlikely but not impossible. In the event that a previously suggested idea and/or concept be repeated, please keep in mind that the subject of the matter may be similar however the specifics of the details may be significantly different. Thus creating a newer or more plausible approach to the aforementioned situation.

It's been noted that the PR Forums has been restructured and broken down into subcategories. However, a list this large is probably best suited to remain as a "compilation" of various aspects for simplicity of viewing. At the same time, the PR Suggestions Forum generally attracts a larger amount of viewer traffic over other subsections. Thus, a prime location to get the valuable opinions and perspectives of other members.>
Table of Contents:

I. ------- Aircraft - Jets
II. ------ Aircraft - Helicopters
III. ----- Vehicles - Armored
IV. ------ Vehicles - Standard
V. ------- Vehicles - Water
VI. ------ Soldier - Weapons
VII. ----- Soldier - Tools
VIII. ---- Team - Communication
IX.------- Team - Assets, Squad Leaders and Commanders
X. ------- Modes of Gameplay
XI. ------ Maps and The Minimap
XII. ----- Human Interface

The following list has been simplified to be easier on the eyes compared to previous Improvement Compilation posts. The breakdown for these sections are as follows:
A. Major / Minor - (This is the breakdown of the particular topic in relation to level of importance.)
1. Major topics are of a greater importance to gameplay dynamics and/or situations.
2. Minor topics are of a lesser importance to gameplay dynamics and/or situations.
B. Feedback / Suggestion - (This is the breakdown of the particular topic in relation to its situational origin.)
1. Feedback is derived by opinions and concepts to improve already existing gameplay dynamics and/or situations.
2. Suggestions are derived by opinions and concepts to improve potential gameplay dynamics and/or situations.
New Feedback, Suggestions and Updates will be named "New Additions, Reevaluations and/or Updates" and will be marked in bold lettering to emphasize this new content.

And, so it begins ladies and gentlemen...



------------------------------ Start of List ------------------------------


I. Aircraft - Jets
1. (Minor Suggestion) Sound
Status: New Addition

Recommend improving the realistic experience for piloting in PR by adding a hydraulic actuation sound of the flaps and landing gear for jet aircraft. This should prove to add a level of realism when taking off or landing an aircraft. The sound that was previously used for the HC3 Merlin helicopter's hydraulic ramp could be recycled to perform this simple task. Simple small detail with some pretty neat results.




2. (Major Suggestion) Weapon
Status: New Addition

After an extended period of evaluation. It has been deemed that short range aircraft AA missiles fixed onto Jet Aircraft need to be reevaluated. Even though the current aspect of "Modernized" short range AA missiles, such as the AIM9 Sidewinders have an "off-bore" shooting capability. This simulated "off-bore" shooting capability and increased detection range completely destroys air-to-air combat. As realistic as it may be to have an "off-bore" shooting capability for short range missles, what was not considered in depth was the unrealistic limitation of a 4 square kilometer battlefield. For the sake of gameplay integrity and the practical use of aircraft, it is highly advised to return to previous approach on aircraft missile detection systems.

Simply put... At this time aircraft both aircraft and helicopters are now seen as paper-tigers. If it was not difficult enough already, the increased detection range of short range missiles only supports "fishbowl" tactics over pilot skill and ability. The topic of using "communication" to detect aircraft has long since been exhausted from the lack of teamwork from ground forces, thus matters and abilities must be once again placed in the hands of the pilots to handle the situation.




3. (Minor Feedback) Effects
Status: New Addition

Laser Guided/Dumb Bombs fitted on jet aircraft for the MEC and PLA team require a suitable animation upon explosion. Currently it seems to be a very generic and incomplete puff of smoke. This animation is no where as impressive as the smoke/dust generated when a Paveway 2 LGB explodes that is outfitted on American and British jet aircraft.




4. (Minor Feedback) Heads Up Display (HUD)
Status: New Addition

The SU-30 needs to have the scroll menu in the bottom right hand corner of the Pilot seat screen removed. Currently shows 4 munition type slots when switching weapons or using the scroll wheel.

Here is a sample picture of the previously mentioned situation.

Current Issue:
PLA SU-30 Weapon Selection Box Issue




5. (Minor Feedback) Heads Up Display (HUD)
Status: New Addition

The MEC SU-39 Frogfoot aircraft needs some minor HUD adjustments made. While utilizing the munition HUD interface, the numerical values of Speed and Altitude are offset slightly to the left and are not centered in their appropriate boxes.

Here is a sample picture of the previously mentioned situation.

Current Issue:
SU-39 AGM Missile HUD Interface Issue
SU-39 Bombing HUD Interface Issue
SU-39 AA Missile HUD Interface Issue
SU-39 HE Rocket HUD Interface Issue




6. (Minor Feedback) Interaction
Status: Unresolved issue. Pending update is being awaited on this matter.

A majority of aircraft need to have the Pilot and/or Co-Pilot exit point relocated. There is a significant problem of aircraft colliding with the pilot while in flight or during ejection. This defeats the purpose of even trying to abandon an an otherwise compromised aircraft.



7. (Minor Feedback) Heads Up Display (HUD)
Status: Unresolved issue that still exists from a previous build.

The GR4 Tornado needs to have the scroll menu in the bottom right hand cornor of the Pilot seat screen removed. Currently shows 4 blank slots when switching weapons or using the scroll wheel.

Here is a sample picture of the previously mentioned situation.

Current Issue:
British Tornado GR4 Weapon Selection Box Issue



8. (Minor Feedback) Sound
Status: Unresolved issue that still exists from a previous build.

The GR4 Tornado needs to have the Co-Pilot rear seat ambient sounds changed. Currently the ambient communications are heard in the German language. Replace the Co-pilot ambient radio chatter sounds with the cockpit sounds used in the primary Pilot seat to coincide more with it's country of origin (British).



9. (Minor Feedback) Handling
Status: Unresolved issue that still exists from a previous build.

The U.S. A-10 "Warthog" close air support jet seems to still be hounded by directional control issues. Minor control adjustments are required.

As previously seen in the v0.7+ build, it had veered heavily to the right while taxiing, taking off, landing and during flight. Currently a similar problem exists. However, instead of veering to the right as it previously did, it now veers slightly to the left instead. Not as much of a significant problem as before but it still needs additional attention and refinement.



10. (Minor Feedback) Heads Up Display (HUD)
Status: Unresolved issue that still exists from a previous build.

The Chinese PLA J-10 aircraft needs some minor HUD adjustments made. While utilizing the "bomb" interface, the numerical values of Speed and Altitude are offset slightly to the left and are not centered in their appropriate boxes.

Here is a sample picture of the previously mentioned situation.

Current Issue:
Chinese J-10 Bombing HUD Interface Issue



11. (Major Feedback) Effects
Status: New Addition

Recommend removing the "wingtip trails/condensation" from jet aircraft.

As pleasing as these graphics are, it is meerly a look with more drawbacks than benefits. At some point in the past (if I recall correctly) a brief period of time in the v0.6 and v0.7 build it was not present. It's unclear if it was accidental or intentional, but it was a wonderful experience for a short amount of time when it was no longer present. A player would have to utilize skill in aerial combat and be attentive to detail rather than simply following a trail of "aerial breadcrumbs" which almost anyone can accomplish.

Granted that these "wingtip trails/condensation" do occur in reality, it happens far less than what's presented in game. They should be removed. After all, if off-bore short range AA missiles and AAV's with a 1,300 meter detection range isn't making it easy enough to take down a plane... Then I'm not sure what to tell you.




12. (Major Feedback) Environment
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

All large scale maps utilizing jet aircraft of any varient requires the out-of-bounds timer set to 15-20 seconds (Currently 10 seconds for jets and 20 seconds for helicopters). The pilots of these aircraft often run out of time before ever having a chance to collect thier bearings and head back to the combat zone and resultantly end up bleeding to death and/or dying needlessly. Usually this happens on accident or in the middle of a dogfight. This occurance has also been significantly overlooked for quite some time now and no information pretaining to it's correction or possible solutions have been made.

Primarily maps such as "Kashan Desert" and "The Battle of Qinling" face the greatest issue of this situation.



13. (Major Feedback) Munition
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

All Fighter-Bomber aircraft need a critical minimum altitude to use Laser Guided Bombs as currently there is none in place and/or an inconsistant defect. This will help prevent players from flying low to the ground and using Laser Guided Bombs to carpet bomb enemy bases or runways. Creating a 100 - 200 meter delay before the bombs are armed for detonation would be acceptable. If it is deemed by the developers for the Co-Pilot to utilize the Laser Guided Bombs without the assitance of a spotter, then there will have to be alterations made so this can be possible as the Co-Pilot cannot currently lase targets himself.

Bombs that are dropped at an altitude less than 100 meters above the target will damage the aircraft.



14. (Major Feedback) Handling
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The U.S. and/or British Harrier VTOL (Vertical Takeoff or Landing) needs to be immediately reverted back to it's previous control state as seen in v0.75 training. To refine and explain this more theroughly, it needs to have the simulated "applied break take-offs" removed. These "applied break take-offs" are simply put as when the Pilot is about to take off from an airstrip and he throttles the aircraft engines to maximum before the aircraft is actually begins to move. This cannot and should never be associated to VTOL forms of aircraft. The current "applied break take-offs" completely defeat the purpose and essence of the Harriers key advantages of agility and accelleration characteristics at the loss of a potentially higher top speed.

VTOL (Vertical Takeoff or Landing) aircraft are a very unique form of vehicle that is a cross combination of a plane and the hovering capabilities similar to a helicopter. However due to the lack of aircraft control potential from the Battlefield 2 engine, we must do what we can to preserve and apply VTOL aircraft as effectively as possible. It is absolutely critical that all forms of engine thrust and power be as fluid and uninterrupted during all phases of flight (horizontal flight and vertical flight) as much as possible.

The most hazardous risk VTOL aircraft withstand during normal operation phases is the transition between horizontal flight (Helicopter controls such as hovering.) and vertical flight (Airplane controls such as taking off.) and vice versa. Currently there is a massive lack of power and control when the Harrier is crossing in and out of these phases. These phases are most easily referred to as the "dead zone".

VTOL aircraft CANNOT be made subject to using Mouse/Joystick control inputs for taxiing purposes either. This aircraft is heavily reliant on using Mouse/Joystick inputs to keep the aircraft stable and properly balanced in multiple phases of flight. To add a taxiiing function through the use of Mouse/Joystick inputs to VTOL aircraft is a major mistake due to limitations as per the Battlefield 2 engine.

Also the major issue here is that the Harrier VTOL aircraft must ascend to a altitude of 700 just to transition from horizontal flight, into vertical flight safely. During this "dead zone" period the aircraft will lose control and power to the engine and proceed to dive dangerously low to the ground, often resulting in the death of beginning pilots.

These rules and guidelines are:
A. VTOL aircraft MUST allow the pilot to TAXI the aircraft while using normal engine throttle. Not through the use of Mouse/Joystick control inputs .
B. VTOL aircraft MUST be able to transition through the "dead zone" phase as quickly as possible through the use of adequate acceleration and decelleration.
C. VTOL aircraft MUST be able to transition through the "dead zone" phase with a maximum loss of altitude no more than 20 meters (65 feet.)
D. VTOL aircraft must NOT have "applied break take-offs" as it prevents rule and guideline A, B and C from being possible to occur.
Unfortunately, there will be a harsh realization that Harriers are not a simple aircraft to be utilized. These aircraft are significantly unique and tempermental to controls. All forms of VTOL aircraft CANNOT be "watered down" or "simplified" for the common player as the details of thier flight characteristics are too complex. Trying to "water down" or "simplify" VTOL aircraft will result in the immediate decay of performance and the practical functionality of the unit. This will render all VTOL aircraft useless to both beginner pilots and experienced pilots as the flight characteristics will prove themselves to be inadequate to perform necessary flight functions.

If a player chooses to risk using a Harrier, then he/she may do so. In the hands of a novice it will prove to be disastrous. In the hands of a skilled pilot, will it prove to be invaluable. But the same can be said about any other aircraft, you must learn to use it properly or don't use it at all. Attempting to custom fit aircraft to the reckless is simply one more nail in the coffin to our gameplay dynamics.


II. Aircraft - Helicopters
1. (Minor Feedback) Weapon
Status: New Addition

The AH-64 Apache's 30mm automatic cannon does not instantly fire.

It appears that the AH-64 Apache has an irregular warm up time causing a slight pause before firing. To the best of my knowledge, the Apache fires an automatic cannon and not a gatling style weapon like the AH-1 Cobra. Thus, there should theoretically be no delay before the weapon begins firing.




2. (Minor Feedback) Optics
Status: New Addition

Forward Looking Infrared Radar (FLIR) needs to be adjusted slightly for Transport Helicopters and Light Recon Helicopters. This should allow the co-pilot a more effective and practical view while using the FLIR display to look 90º to the left and right from the normal front and center view.

Currently the FLIR view for co-pilots is very limited and does not offer as much visibility to perform it's role properly.




3. (Minor Feedback) Heads Up Display (HUD)
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

After a period of reevaluation, the Attack Helicopters in game could use some additional refinement. In relation to other aircraft like Jets in particular, it would be advisable to have the 1st weapon slot as the Radar Off function. This is so the Pilot enters the Attack Helicopter with the Radar Off and only the Hydra and Flare indicators are visible, similar to Jet aircraft.

When selecting the 2nd weapon, the Attack Helicopters HUD switches to the Short Range Missle System, indicated as "AIM-9" and "AA-11" and offers the same HUD display as aircraft.

Here is several sample pictures of the previously mentioned situation.

Current Issue:
Attack Helo Short Range Missle HUD (Radar Off) (Current)
Attack Helo Short Range Missle HUD (Radar On) (Current)

Improved Solution:
Attack Helo Short Range Missle HUD Final (Radar Off) (Improved)
Attack Helo Short Range Missle HUD (Radar On) (Improved)


III. Vehicles - Armored
1. (Minor Feedback) Handling
Status: New Addition

The M1A2 Abrams Tank has recently developed a tendency to veer slightly to the right even while advancing over flat ground and with the controls resting in a neutral position. Minor directional adjustments need to be made.




2. (Minor Feedback) Handling
Status: New Addition

The LAV-25 Pirana APC has recently developed a tendency to veer slightly to the right even while advancing over flat ground and with the controls resting in a neutral position. Minor directional adjustments need to be made.




3. (Minor Feedback) Camera
Status: New Addition

Recommend that the BTR-60 have a slightly wider field view while looking left or right in the drivers seat. Currently there is a slight feeling of tunnel vision while driving the BTR-60 in comparison to other APC's that have a much wider field of view.




4. (Minor Feedback) Bug
Status: New Addition

The BTR-60 APC utilized for the M.E.C. team does not allow friendly units to request kits from it. However, the Russian BTR-60 does not have this bug and friendly units can request kits from it properly and as intended.

Here is a sample picture of the previously mentioned situation.

Current Issue:
MEC BTR-60 APC Kit Request Issue




5. (Minor Feedback) Countermeasures
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

Vehicle deployed smoke screens could also use refinement. To help describe and identify these situational uses of smoke screens I needed to utilize screenshots. There are 2 different effects that occur based upon what happens to the grenades.
A. Smoke Screen Airburst Type (Time delayed.) - These are the common result of deploying smoke screens that do not impact with an object or the ground. They appear to hang in the air vertically rather than dispersing out in the air in volume. These results are inconsistant and on occassion vary in large gaps that appear between each deployed smoke screen canister. Other times the smoke deploys properly.
B. Smoke Screen Impact Type - These are not a common result while deploying smoke screens, however they provide a more desireable effect. These grenades generally provide a thicker and significantly better smoke screen as they've resultantly impacted with an object (Trees, rocks, buildings, etc.).
If there was a means to modify the smoke grenade itself so that when deployed they use a similar system to how deployable assets work we would see better smoke screen utilization. For example, razorwire when deployed comes in contact with the ground at a certain point. After it comes in contact with the ground the deployable object itself settles and the actual graphic representation of where the razorwire lays is shown a few moments later.

So, if we could fire these smoke screen grenades similar to deployable assets to have them detonate at a certain point above where it makes contact with the ground, we'd see an improvement in results, rather than having them simply time detonated... Or we could possibly have a mix of both worlds of "deployed impact" type and "time delayed airburst". This is so that it does not fall too far away from the vehicle itself, such as deploying a smoke screen over water where the "deployed impact" type would not function and "time delayed airburst" would come into play.

Here is several sample pictures of the previously mentioned situation.

Current Issue:
Smoke Screen Airburst Type Woodland
Smoke Screen Airburst Type Desert

Smoke Screen Impact Type Woodland
Smoke Screen Impact Type Desert



6. (Minor Feedback) Handling
Status: Unresolved issue that still exists from a previous build.

Recommend increasing the turning effectiveness of amphibious APC's while in water where possible. Amphibious APC's have always had a painfully slow turn in water; something that should not entirely be a problem as most modern amphibious vehicles have independant propellers or water jet technology.

It seems that a large majority of players have always noticed the lack in manuverability of APC's in water. However, this detail is not frequently mentioned as it simply plays such a minor role at times it very rarely comes to mind. Of course... That is until you have 8 people in your APC, then become subjected to enemy fire.

In example, the U.S.M.C. AAV7 can perform 360º turn in the large bodies of water. My friend in the U.S.M.C. can tell you from first hand experience.



7. (Major Feedback) Control
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

One-man armor gunning (Tanks and APC's) should no longer be capable of occurring. One-man armor is unrealistic and simply a problem that needs to be removed from PR permanently and has been in existance for far too long. If no driver is present then the main weapons should not be able to fire.

The criteria relating to this whole discussion is far too complex to place in a single Suggestions and Feedback post. A thread was created for this particular idea with adequate supporting evidence. For additional information and details visit the link below.

PR Forum - One Man Armor (Tanks and APC's).



8. (Major Feedback) Bug
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The LAV-25 Piranha for the U.S.M.C. forces has a major issue. While traveling through the water it is particularly vulnerable to explosives such as anti-tank rockets. The vehicle itself will take damage as expected, however the explosive charge of the missle projectile will severely injure or kill it's occupants.This issue still exists from the previous version of Project Reality, this was noted on a particular round on "Qwai River".

The most recent occurrence of this situation can be described by my own particular experience. While playing on "Muttrah City" and remaining idle on the deployment ramp on the underside of the carrier, a MANPADS (Man Portable Air Defense System) was fired from the nearby shore from the South East. This missile proceeded to track and destroy a UH-1N Huey while it was on the Carrier Deck. The explosion itself somehow extended itself through the below deck and injured myself while inside the LAV-25. I immediately had to deploy the ammo crate from the LAV-25 and supply myself with field dressings as the hit was significantly harsh and began bleeding.



9. (Major Feedback) Handling
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The Chinese PGZ-95 Anti-Aircraft Vehicle appears to have a problem that has only recently surfaced. It was unseen in the first release of the v0.8 build. However, after several server side updates, it appears it may have developed some unwanted tendencies.
A. The PGZ-95 AAV feels as if it is "boosting" around as it travels at top speed. Rather than cruising smoothly. The camera appears to shake slightly while driving at full speed.

B. The PGZ-95 AAV frequently veers to the left or the right significantly more than it used to while traveling at full speed. It will continue to veer left or right depending upon it's last directional input, or if it is going up or down an geographical incline.

IV. Vehicles - Standard
1. (Minor Feedback) Handling
Status: New Addition

ATV's veer left or right slightly depending upon last directional input and has a tendency to have the front wheels "pop up" at high speeds or regular inclines. Requires minor adjustments.




2. (Minor Feedback) Animation
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The 375 Ural (Chinese and M.E.C. support truck.) needs some minor visual corrections. When the driver attempts to turn left or right the vehicle's front wheels remain pointing forward rather than turning left or right respectively. This does not effect the vehicles driving in any way, just it's visual representation of directional control. This issue has been noticed since the v0.7b patch.



3. (Minor Feedback) Animation
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The British Landrover's mounted Browning M2 .50 caliber machine gun does not have a proper brass ejection animation. Rather than the spent brass cases and metal links dispersing to the right of the machine gun, it appears that the ejected materials collide with the gun and end up awkwardly on the left side of the front ironsight.

Here is a sample picture of the previously mentioned situation.

Current Issue:
Landrover M2 Browning .50 Caliber Machine Gun



4. (Major Feedback) Asset
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

Simple vehicles such as the U.S. HMMWV, MEC Vodnik, PLA NJ-2046 and the British Land Rover with mounted .50 caliber machineguns need to be squad orientated. Any squad utilizing a standard Jeep usually intends to keep it for thier own uses.

Sadly, not all players have the respect or self-control to overcome the impulse of taking another squads vehicle. These vehicles should be on a first come, first serve basis. Any infantry unit that enters the vehicle in the Driver or Gunner position must be part of the same squad and otherwise "squad locked" so to say. However, this shouldn't be a problem after all because the external squad passenger should be in the back receiving the ride. If the trip doesn't get them there, it seems that the passenger should have remained at the main base for a helicopter transport like it's supposed to.

Like stated previously, if a squad wishes to use the vehicle all they need to do is keep a minimum of one person in the Driver or Gunner position. As soon as both of those spots has been exited it's free game to be utilized by another squad. This is to prevent random players from impeding gameplay progress and is way overdue to be implemented in game as this is not the first time the problem has occurred.


V. Vehicles - Water
1. (Minor Feedback) Asset
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

It would be recommended to increase the occupant capacity on the RIB (Rigid Inflatable Boat). In any assault boat to this day obviously has a crew and also passengers.

To help improve gameplay dynamics it is recommended to increase the amount of soldiers a RIB can carry to 8 people. This will allow a Boat squad of 2 players such as 1 driver and 1 gunner. The other 6 slots are for passengers of an external squad.

Now rather than driving a boat to a location and dumping it, players will actually have enough room to drive it back and forth to transport additional passengers to the shore or assault ship.



2. (Minor Feedback) Weapon
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The M249 on the RIB (Rigid Inflatable Boat) has some minor graphic issues and an incorrect shot location.

When a user decides to aim the M249 on a RIB his camera will actually zoom into the rear of the weapon mounted on the boat. Also when the user fires the M249 it's not surprising why he will miss, the actual shot location is just high enough to miss his targets at ranges above 50-100 meters.

Here is a sample picture of the previously mentioned situation.

Current Issue:
RIB M249 Problems


VI. Soldier - Weapons
1. (Minor Feedback) Weapon
Status: Updated

Suggest the introduction of a selectable Officer Kit from the respawn interface specifically equipped with Ironsights only. Although most users may feel there is little need to equip Officers with Ironsight weapons. However the point is primarily directed at conflicts that take place in areas of limited visibility. As in rough terrain and locations with high amounts of foliage that generally limit the maximum view distance to about 0-250 meters.

To remove confusion, the respawn kit interface should appear as:
Officer Kit (Scoped), Officer Kit (Ironsights), Rifleman (Scoped), Rifleman (Ironsights), Medic, Engineer

Examples of maps that would encourage the use of Officer Kits with Ironsight weapons:
Al-Basrah, Assault at Mestia, Bi-Ming, Korengal Valley, Operation Ghost Train, Qwai River, Ramiel, Sunset City, Tad-Sae
<Note: As you can see, there are alot more maps that could use ironsight weapons than one would normally anticipate.>

Of course this will bring up the question: "Allright, what if we do if we put Officer kits with Ironsights in? Obviously you can't select an Officer kit with Ironsights from a Rally Point, Bunker, Firebase, etc."

This is correct, however it isn't that much of a big deal. I'm sure all players are already used to making due with a Scoped Weapon. So by default when requesting an Officer kit, you will get the Scoped Officer kit. Only until you die or spawn/respawn can you select it. This should not prove to be a problem.

Update Edit: I recommend asking the developers or any knowledgeable player if it is possible to acquire alternate kits by doing the following:

1. Enter the Secondary Comm Rose.
2. Left click "Request Kit"
3. Highlight "Officer"
4. LEFT CLICK issues a SCOPED Officer Kit.
5. RIGHT CLICK issues a IRONSIGHT Officer Kit.


2. (Minor Feedback) Sound
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The Lee-Enfield Sniper Rifle for the Insurgent and Militia forces do not have a bolt actuating sound, despite that the standard Lee-Enfield iron-sight counterpart does.

<Note: Take note that the Lee-Enfield Sniper Rifle does have a sound bolt actuating sound when it's fired from the hip. However, when an aimed shot is taken there will be no sound of the bolt being rotated and a new round placed into the chamber and locked as it should.>



3. (Minor Feedback) Weapon
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

Special reconnaissance units like Snipers require a high level of subtlety. However for the Sniper, there is still a lack of a suppressed sidearm for these kits and remains a necessary component to the job description. All Sniper Kits from conventional factions and the Militia require a silenced pistol for thier sidearm.

This is a minimum requirement of our last form of reconnaissance personnel ever since the removal of Spec Ops. Not to mention the absolute necessity to keep things as discreet as possible becomes a critical factor in a observation environment.



4. (Major Feedback) Icon
Status: New Addition

Recommend completely reevaluating the methods of mine detection for the friendly team. Rather than enabling the Engineers/Sappers to place mine markers manually, there should be a method to immediately make it appear on the map. This is so that the mine itself is considered a "team vehicle" or "soldier" that has its own identity marker on it. So wherever it's placed, it immediately appears on the map with the red skull and cross-bones marker.

Of course, the situation could have an exploit that as soon as the mine explodes, the "simulated team vehicle" or "simulated soldier" mine icon would disappear. The solution to this would be to try and delay the despawn of the red skull and cross-bones icon till 60-120 seconds after detonation. This will also allow for a much closer clustering of mine markers, so that some of the guesswork is removed when an Engineer creates a full minefield. Rather than having 1 mine icon appear on the map, you'll actually be able to determine and see the actual layout patten of the minefield as it appears on the map. If it be a small patch of mines on the road, or a complete strip going perpendicular to the road.

Commanders should still be able to place mine markers so he can identify enemy minefields or where he'd like friendly squads to establish minefields.



VII. Soldier - Tools
1. (Minor Suggestion) Optics
Status: Submitted for evaluation. No feedback returned upon topic.

Recommend adding two different magnification levels to generic Binoculars. Rather than having a single default large zoom, it would be far better to create two different modes of magnification. One zoom for moderate magnification, and another zoom for full magnification. Keep in mind that Binoculars are not to exceed the abilities of a GLTD. This is simply to help create a more refined and practical use of generic Binoculars.



2. (Minor Suggestion) Optics
Status: Submitted for evaluation. No feedback returned upon topic.

The Insurgent Collaborator could use a more refined approach when using the cell phone. Rather than the dialing the phone and having to rely on a normal view to call in for a Morter Strike, I suggest an alternate method.

This method would be to devise a new aiming mode, this mode would have the Civilian Collaborator look directly at his Cell Phone screen and it would produce an image of the target he's trying to call a Mortar Strike on. This would be used to simulate the Civilian Collaborator using the "digital camera" function on his Cell Phone and allow a minor 2x to 4x zoom.



3. (Minor Feedback) Optics
Status: New Addition

The American and British G.L.T.D. device needs to have its sight reticule refined. As times goes on a number of players must reduce their video settings in order to properly play the newer and more detailed maps in PR. Users who lower their texture settings usually encounter a problem with the G.L.T.D. because of the reduced quality and the sight reticule becomes blurry.

<Note: Other items and weapons are also effected by lowered textures. Such as Binoculars (both generic and Insurgent/Taliban SL Binoculars), the SRAW and Eryx Heavy Anti-Tank weapons.>

Here is a sample picture of the previously mentioned situation.

Current Issue:
G.L.T.D. Clear View (High/Medium Texture)
G.L.T.D. Blurry View (Low Texture)




4. (Minor Feedback) Sound
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The U.S.M.C. and British plastic "restrainer" could use a more practical sound. Rather than a metallic clank upon striking the target, instead replace with a "cloth" or "thud" like sound.

This alternative "clothy" or "thud" like sound would be abit more practical. As if the soldier is actually striking the target with his fist and provide a generic sound that can be logically associated with almost any surface as opposed to the current and irregular metallic "clank".



5. (Minor Feedback) Interaction
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

Destroyable runways should be capable of being repaired by a shovel instead of a wrench. Currently using a wrench to repair a runway is rather awkward. Slightly increasing the time to repair the runway in exchange for the abundant shovel would be an acceptable trade off.



6. (Minor Feedback) Animation
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The Engineer wrench tool could use an animation while it's being utilized from a first person perspective. It is understandable if the wrench itself was hidden to cover up the "midair wrench turning" look, but a visual representation must be in place other than the repair icon.

A practical solution to this should be an animation that allows the player to see the wrench being turned itself. But the particular work being performed is not viewable. As in the player can see the hands of the Engineer and the wrench handle being turned, but the head of the wrench itself is centered below "off screen" and is otherwise not viewable by the player.



7. (Minor Feedback) Animation
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The Medic bag could use an animation while it's being utilized from a first person perspective. It is understandable if the Medic bag itself is able to be viewed by the player, but adding a visual representation should be in place other than the First Aid icon.

A practical solution to this should be an animation that allows the player to see the Medic bag itself. But the particular work being performed is not entirely viewable. As in the player can see the left hand of the Medic and the Medic bag being held, but the right hand is holding a small roll of medical tape which is centered below "off screen" and is otherwise partially viewable by the player.

Adding a simple cycling gesture of the right hand wrapping tape around an unviewable object would be acceptable. There then would be no need for additional sound effects as the application of First Aid is already represented by the sound of tape unrolling. An acceptable alternative example of this is the BF1942 Medical First Aid application animation.


VIII. Team Communication
1. (Minor Suggestion) Soldier
Status: Submitted for evaluation. No feedback returned upon topic.

Recommend adding a "Cover Me" voice command in the Primary Radio interface. This is mostly directed at Medics who have their First Aid bag equipped and ready. This will enable them to communicate with other team members in the same manner when they use their "Good To Go" and "First Aid Here" voice commands.



2. (Minor Suggestion) Soldier
Status: Submitted for evaluation. No feedback returned upon topic.

Recommend adding a "Clear" voice command in the Primary Radio interface. Due to the fact that the Defibrillator has been long since removed and the Epipen has been it's replacement, the "Clear" command is no longer necessary in a Medics' First Aid role. It can now be alternatively used as a command to communicate between nearby players while in a Close Quarter Battle (CQC/CQB) situation that a room or an area has been secured and is "Clear" of enemies.



3. (Minor Feedback) Soldier
Status: New Addition

Recommend adding a "Follow Me" voice command to Medics while they have their First Aid bag equipped and at the ready.

On top of the already existing "Good To Go" voice, it would probably be wise to also add a "Follow Me" voice command as well. There are several instances where I feel fellow Medics would find this minor tweak a very simple but very useful and practical solution to a number of situations... Especially when you're being shot at in the process.




4. (Minor Feedback) Vehicle
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

The role of Light Scout Choppers are rarely used properly. Due to the increased difficulty of coordination between squads as of v0.8, it has become increasingly vital that Light Scout Choppers have a "Laser Target" radio call for the Co-Pilot.

This "Laser Target" radio call should be listed in the secondary radio, which is in the same radio channel as the "Attack / Defend" and "Move / Repair" indicators can be issued.

Basically to explain this as simply as possible... When the Co-Pilot is using the FLIR interface in a Light Scout Chopper, it should act like the Co-Pilot is using a G.L.T.D. while in the cockpit. Of course the only difference is that the screen is black and white to simulate looking through infrared optics.



5. (Minor Feedback) Vehicle
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

As of the latest v0.8 patch, some of the sounds made over the Radio net for certain teams are different. The largest issue is the "Affirmative, a vehicle is on the way" radio call in particular. Although the radio call itself is not an issue, however the background sound has some interesting side-effects.

For those that are Piloting aircraft and still getting used to the new warning sound indicators, players will notice that the "Affirmative, a vehicle is on the way" background noise sounds nearly exact to the warning sound produced when you're being locked on. I must admit that even I had mistaken myself for being locked on more than several times.

A player that is using the "Affirmative, a vehicle on the way" radio call does not sound the same as one that is received from being broadcasted over the net. This is most easily noticed while playing as the British team on "The Battle for Qinling" map when another player uses the "Affirmative, a vehicle on the way" radio call. You'll see for yourself the next time you are flying a jet and freak out behind the controls thinking an enemy jet is behind you.



6. (Major Feedback) Soldier
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

To help recover some of the lost communication elements of v0.8 between Squad Leaders and the Commander, the following concept has been devised. A simple pictorial representation has been created to aid in describing the situation.

To help explain this briefly as possible the new G.L.T.D. secondary communication functions are as follows:
A. Attack / Defend -
(This element is unchanged.)
B. Need Area Attack -
(This element is unchanged.)
C. Need Fire Support -
The "Need Fire Support" option will forward a request to the Commander. After the request has been accepted it will place an ORANGE marker that is rather accurate upon the target. This will also identify the target on the map and is primarily for coordination with vehicle units of both ground and air variations.
D. Need Close Air Support -
The "Need Close Air Support" option will forward a request to the Commander. After the request has been accepted it will place the RED marker that is rather accurate upon a preferably STATIONARY target. This will also identify it on the map and issue a fixed laser target on the specified area, including notification to friendly air units in particular.
Elements such as "Need Fire Support" and "Need Close Air Support" are still a necessary function for Squad Leaders to be able to request. These aspects of communications are a invaluable tool to provide accurate information to the team. At the same time, manually lasering targets will still be practical as they're the most accurate and will be able to offer continued tracking to the target while it is on the move.

Here is a sample picture of the previously mentioned situation.

Current Issue:
Current G.L.T.D. Interface

Improved Solution:
Improved G.L.T.D. Interface


IX. Team Assets, Squad Leaders and Commanders
1. (Minor Suggestion) Asset
Status: New Addition

Recommend allowing all deployed .50 caliber HMG positions an additional 5º to 15º of downward pitch. This should prove to be a minor tweak that facilitates a more effective field of fire when deploying these assets in elevated positions.




2. (Major Suggestion) Asset
Status: New Addition

Suggest rethinking the method in which Forward Operating Bases work by allowing them to offer ammunition and kits again. Rather than having Forward Operating Bases offer infinite ammo and supplies like seen in the v0.6, v0.7, v0.75 and v0.8 builds there can be an alternate method. Consider this:

The deployable F.O.B.'s can be used as a dedicated point to request kits. However, the only way to get ammo is from the single ammo case that spawns in the middle of the deployable base.

<Note: The ammo case is the same one used for APC's and Jeeps. This should provide a small, but adequate source of replenishment.>

To prevent players from abusing this ammo case. It should be restricted to the following rules:
A. Only one ammo case can exist at a time per base.
B. The ammo case is destroyable.
C. The ammo case respawn timer only begins after it's been destroyed by taking damage or the ammo case has expended it's final amount of ammo resources.
D. The ammo case will respawn in 5 to 15 minutes time.
This should prove to be a practical and sensible solution to restore some useful functionality to F.O.B's. This will allow F.O.B's to offer kit requests and a minor source of ammo replenishment. It's quite clear at this time (and as long as I can remember) that there is a shortage of players willing to drive around in a support truck for an hour.




3. (Minor Feedback) Asset
Status: New Addition

Fixed TOW and HJ-8 emplacements need additional refinement.

Although there are 2 different magnification levels, the movement is far too coarse to precisely engage certain targets at longer ranges. Often in some cases a single "notch" up or down can amount to almost as a 4 meter difference from it's previous location at medium to long range. These emplacements simply need to have their aiming abilities tuned to a much finer level for ease of use.




4. (Major Feedback) Asset
Status: New Addition

Recommend tweaking and refining the deployment distance on Insurgent and Taliban hideouts.

When a Cell Leader is attempting to deploy a Hideout it usually deploys much further away from the normal deployment point in comparison when a player is placing a FOB for a conventional army. Recalibrating hideout placement/deployment distance from the Cell Leader will allow a veteran squad leader to judge the distance and location for placement of the team assets much easier than it currently is. By doing this, it would eliminate a certain amount of guesswork by standardizing asset deployment/placement for Insurgent and Taliban forces to reflect the same asset deployment spots a conventional army would encounter.




5. (Major Feedback) Asset
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

As of the introduction of the v0.8 build, it's clear that there has been a significant drop in players willing to act as Commander. This may be the desired result, but it should not be a result from a lack of available options to aid the team. What I am proposing now, is to reintroduce one of the more brilliant and intresting aspects of Project Reality in it's earlier times. The revival of "Parachute Supply Drops".

If anyone remembers the standard Battlefield 2 Commander interface, it had a maximum amount of 5 potential abilities a Commander could perform. I think we're certainly underpowering a very important and effective option to our teams to bring back some spice to gameplay. Currently we only have 2 of 5 potential resources. Let's step it up to 3 of 5.

My suggestion here is to take an aspect of Project Reality that already existed. We have had supply crates that could be dropped in the past. What I am asking now is that our developers do some minor adjustments to give this "Parachute Supply Drop" is nothing that we don't already have available.

To help create a picture of what this "Parachute Supply Drop" is, it's basically four standard supply crates. But the trick is that they're all joined together as one unit, but still indiviual crates attached to a single parachute. However, in order to destroy the "Parachute Supply Drop" entirely requires that all four supply crates be shot or demolished by an explosive.

With that picture in mind, let's speak about it's application. Now... I sympathize with the developers point of view that they encourage teamwork and the use of Helicopters and Support Trucks... What is trying to be accomplished here is that this "Parachute Supply Drop" WILL NOT replace Helicopters and Support Trucks. Instead it will act as a potential team option and add a new dimension to building, tactics and teamwork.

What I am asking is that it is placed on maps that do not offer Heavy Transport Helicopter support, but also has difficult geography and moderate to long distances of travel. The following maps that fit this criteria are:

Al Kufrah Oilfield (AAS: 16)
Ejod Desert (AAS: 16)
Fools Road (AAS: 16,32,64)
Korengal Valley (Ins: 16,64)
Qwai River (AAS: 16,32,64)
Ramiel (Ins: 16)

Now keep in mind, these "Parachute Supply Drops" are not intended to be used frequently. It is recommended to be available in 30 or 45 minute intervals. Although, 45 minutes would most likely be best suited for it's use. In order to request this "Parachute Supply Drop", a squad leader would have to request it in advance and make a prepared decision upon it's use. So to sum this all up:

Pros:
1. Offers an additonal option to Commanders and Squad Leaders if used properly.
2. Can reach remote locations that a Support Truck may not be able to access.
3. Helps Commanders and Squad Leaders resupply troops that are extended far beyond normal safe supply routes.
Cons:
1. Has a 30 or 45 minute wait timer.
2. The "Parachute Supply Drop" takes 3-5 minutes to touch down after acceptance by the Commander.
3. Can be destroyed by the enemy before it reaches the ground.
4. The enemy may be able to detect your location based upon the drop zone.


6. (Major Feedback) Asset
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

Maps such as "Fools Road" and "Assault on Mestia" require team orientated asset location markers for the Militia faction. These markers in particular are addressed to locations for all stationary gun emplacements.

Currently the lack of these gun emplacement markers produces a large issue as most Project Reality players are unaware of all possible fixed gun locations. This does not aid in promoting additonal teamwork or notification of potential tactical possibilities.

Here is several sample pictures of the previously mentioned situation.

Current Gameplay:
Militia Cannon Emplacements

Current Issue:
Militia Cannon Emplacement No Indicators

Improved Solution:
Militia Cannon Emplacement Indicators


X. Modes of Gameplay
1. (Major Suggestion) Asset
Status: New Addition

Add respawning Supply Crates on the Kashan Desert Training map at the following Locations: Jet Training, Infantry Training, Helicopter Training and Vehicle Training.

This is to prevent players from dropping supplies out of unused trucks or helicopters to simply request a kit. These fixed supply crates should be required to respawn at a designated location in the event that they're potentially destroyed by enemy or friendly players both accidentally or intentionally.




2. (Major Suggestion) Environment
Status: New Addition

Recommend relocating the Infantry Training area to South Village on Kashan Desert in training mode. This will help isolate more infantry combat and dissuade extensive amounts of camping from air and armored units.




3. (Minor Feedback) Asset
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

Highly recommend disabling destructible runways in Training mode. This will aid players in being able to focus on taking off and landing in a more suitable environment without the need to worry if it's destroyed. It is destroyed most frequently by friendly players firing weapons from their aircraft while on the runway rather than an actual enemy attack.


XI. Maps and the Minimap
1. (Minor Feedback) Interaction
Status: New Addition

The map Karbala needs some minor adjustments. The U.S. main base needs to have ladders attached to various points around the walls.

Currently the scalable towers offer a slight vantage point, but they're very unprotected and easily draws attention. However, to assist the U.S. team from being mauled senselessly from within their own base, ladders should be attached to the perimeter walls around the base. This will allow a number of U.S. Soldiers to take defense on elevated positions and act as guards against incoming insurgents. Even though Specialist Riflemen are available, it's not a sufficient resource to rely on.

After all... It is kinda unacceptable to watch this happen:
Suicide Car in U.S. Main




2. (Minor Feedback) Icon
Status: New Addition

Jabal Al Burj needs a Repair icon for U.S.M.C. forces placed on the repair/resupply depot at East Beach. Currently there is no icon to indicate the supply depot.




3. (Minor Feedback) Icon
Status: New Addition

Operation Barracuda needs a Repair icon for PLA forces placed on the repair/resupply depot at the Missile Silo. Currently there is no icon to indicate the supply depot.




4. (Minor Feedback) Icon
Status: New Addition

Muttrah City needs a Repair icon for U.S.M.C. forces placed on the repair/resupply depot at Muttrah Docks. Currently there is no icon to indicate the supply depot.




5. (Minor Feedback) Icon
Status: Known issue, refinement or replacement is in progress. Pending update is being awaited on this matter.

When a player requests support from an Engineer, the icon no longer seems to be displayed on the Map or Minimap interface. However when requesting ammunition from a Rifleman or First Aid from a Medic it is always displayed. It cannot be confirmed or denied but it is unclear if Engineer icons are supposed to appear or not for users operating inside of vehicles.


XII. Human Interface
No issues present.



------------------------------ End of List ------------------------------



That'll be all for now.

Take the Blue Pill or take the Red Pill?


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Old 03-31-2009, 01:25 PM   #2
[R-DEV]Rhino
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Default Re: Project Reality v0.85 Improvement Compilation

very nice work M.Warren, had a brief scan though some of your points and so far you have pointed out some very good changes, thou only went though the first 5 or w/e for jets.

Will see about reading it all when I have some time


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Old 03-31-2009, 01:32 PM   #3
DeltaFart

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Default Re: Project Reality v0.85 Improvement Compilation

Ill look at it when at home holy man do you sleep?!


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Old 03-31-2009, 01:34 PM   #4
[R-DEV]Rhino
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Default Re: Project Reality v0.85 Improvement Compilation

Quote:
Originally Posted by DeltaFart View Post
Ill look at it when at home holy man do you sleep?!
I expect he has wrote that over a few days / weeks, adding a little bit at a time, how I do my extra long tuts


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Old 03-31-2009, 01:38 PM   #5
crazy11
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Default Re: Project Reality v0.85 Improvement Compilation

Its over 9000 words


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Old 03-31-2009, 02:36 PM   #6
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Default Re: Project Reality v0.85 Improvement Compilation

WOW !

The thing about the officer with ironsight/scoped is a good suggestion.

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Old 03-31-2009, 03:02 PM   #7
CAS_117
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Default Re: Project Reality v0.85 Improvement Compilation

Quote:


14. (Major Feedback) Handling
Status: Unresolved issue that still exists from a previous build. Pending update is being awaited on this matter.

The U.S. and/or British Harrier VTOL (Vertical Takeoff or Landing) needs to be immediately reverted back to it's previous control state as seen in v0.75 training. To refine and explain this more theroughly, it needs to have the simulated "applied break take-offs" removed. These "applied break take-offs" are simply put as when the Pilot is about to take off from an airstrip and he throttles the aircraft engines to maximum before the aircraft is actually begins to move. This cannot and should never be associated to VTOL forms of aircraft. The current "applied break take-offs" completely defeat the purpose and essence of the Harriers key advantages of agility and accelleration characteristics at the loss of a potentially higher top speed.

VTOL (Vertical Takeoff or Landing) aircraft are a very unique form of vehicle that is a cross combination of a plane and the hovering capabilities similar to a helicopter. However due to the lack of aircraft control potential from the Battlefield 2 engine, we must do what we can to preserve and apply VTOL aircraft as effectively as possible. It is absolutely critical that all forms of engine thrust and power be as fluid and uninterrupted during all phases of flight (horizontal flight and vertical flight) as much as possible.

The most hazardous risk VTOL aircraft withstand during normal operation phases is the transition between horizontal flight (Helicopter controls such as hovering.) and vertical flight (Airplane controls such as taking off.) and vice versa. Currently there is a massive lack of power and control when the Harrier is crossing in and out of these phases. These phases are most easily referred to as the "dead zone".

VTOL aircraft CANNOT be made subject to using Mouse/Joystick control inputs for taxiing purposes either. This aircraft is heavily reliant on using Mouse/Joystick inputs to keep the aircraft stable and properly balanced in multiple phases of flight. To add a taxiiing function through the use of Mouse/Joystick inputs to VTOL aircraft is a major mistake due to limitations as per the Battlefield 2 engine.

Also the major issue here is that the Harrier VTOL aircraft must ascend to a altitude of 700 just to transition from horizontal flight, into vertical flight safely. During this "dead zone" period the aircraft will lose control and power to the engine and proceed to dive dangerously low to the ground, often resulting in the death of beginning pilots.

These rules and guidelines are:

A. VTOL aircraft MUST allow the pilot to TAXI the aircraft while using normal engine throttle. Not through the use of Mouse/Joystick control inputs .
B. VTOL aircraft MUST be able to transition through the "dead zone" phase as quickly as possible through the use of adequate acceleration and decelleration.
C. VTOL aircraft MUST be able to transition through the "dead zone" phase with a maximum loss of altitude no more than 20 meters (65 feet.)
D. VTOL aircraft must NOT have "applied break take-offs" as it prevents rule and guideline A, B and C from being possible to occur.

Unfortunately, there will be a harsh realization that Harriers are not a simple aircraft to be utilized. These aircraft are significantly unique and tempermental to controls. All forms of VTOL aircraft CANNOT be "watered down" or "simplified" for the common player as the details of thier flight characteristics are too complex. Trying to "water down" or "simplify" VTOL aircraft will result in the immediate decay of performance and the practical functionality of the unit. This will render all VTOL aircraft useless to both beginner pilots and experienced pilots as the flight characteristics will prove themselves to be inadequate to perform necessary flight functions.

If a player chooses to risk using a Harrier, then he/she may do so. In the hands of a novice it will prove to be disastrous. In the hands of a skilled pilot, will it prove to be invaluable. But the same can be said about any other aircraft, you must learn to use it properly or don't use it at all. Attempting to custom fit aircraft to the reckless is simply one more nail in the coffin to our gameplay dynamics.
Warren, that things not even ingame. Someone forgot to remove it from the training server for some reason. I can't believe people actually take the training mode seriously. It's such a piece of garbage.

Quote:
Originally Posted by crazyasian11 View Post
Its over 9000 words
WHAT 9000!??

Edit: Warren I'll explain half of what you just said: Its called a "PLACEHOLDER"

I'm serious, how can you devote 3000 words to textures, contrails, and vehicles not even ingame, when you can see less than 1km on most maps, jets and helicopters can't target vehicles, a littlebird has the same spawn time as an A-10, and AAV's have less than 5 seconds to react against a fast jet.

Talk about avoiding a pothole to fall off the bridge.
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Old 03-31-2009, 03:03 PM   #8
Feriluce
Default Re: Project Reality v0.85 Improvement Compilation

Woah i just read it all, im proud of myself.

Very nice list all in all, and I agree with most of it.

However the no driver = no gun suggestion is very much a bad idea imo. Picture this scenario:
Your tank gets flanked by infantry and you get hit by a hat and tracked. The driver then jumps into the .50 cal to help defend the tank untill repairs arrive, but gets wounded by small arms and jumps back into the drivers seat. He bleeds out before the support truck arrives and you're not essentially 1manning the tank as gunner. Do you really want to leave the tank completely defenseless in this position? This scenario has happened to me and Im glad I could still use my gun.
Also theres the option of the driver disconnecting/crashing/getting kicked for a supporting member on the TG server while the tank is in the middle of an engagement, your suggestion would mean that the tank then instantly would turn into a nice big defenseless target for whatever enemy it were engaging.
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Old 03-31-2009, 03:05 PM   #9
Feriluce
Default Re: Project Reality v0.85 Improvement Compilation

Quote:
Originally Posted by CAS_117 View Post
Warren, that things not even ingame. Someone forgot to remove it from the training server for some reason. I can't believe people actually take the training mode seriously. It's such a piece of garbage.

I take the training mode seriously as its the only place to learn how to handle the vehicles in PR without ruining other peoples fun.
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Old 03-31-2009, 03:13 PM   #10
CAS_117
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Default Re: Project Reality v0.85 Improvement Compilation

Quote:
Originally Posted by Feriluce View Post
I take the training mode seriously as its the only place to learn how to handle the vehicles in PR without ruining other peoples fun.
You mean the vehicles that are only in training mode???

This isn't the first time someone has asked for the harrier to be fixed. Its on TRAINING MODE, and its not in an ACTUAL MODE. So why are you even going near it?
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