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Old 07-27-2008, 12:35 AM   #31

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Re: Changes to Basrah [Gameplay]

That trick doesn't work anymore, (At least not for the AA rocket)

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Old 07-27-2008, 11:18 AM   #32

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
Hmm let's see...

RPG kit has... binos. Binos have... markings. Those markings can show you... the middle of the screen.

Binos, aim, switch to rpg, iron sight in, fire.

Especially if they have moved perpendicularly away from you and then stopped.
seriously dude, if you just switch from binos to the RPG you can hit a dime-sized target provided that it's not moving.
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Old 07-27-2008, 11:37 PM   #33

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Re: Changes to Basrah [Gameplay]

and get rid of the bags and hand gun on the civvies belt

In game name Joshey or GR34

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Old 07-27-2008, 11:45 PM   #34

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
Granted, but in PR it acts more like an APC than an IFV, as the scimitar seems to fill that roll, while the warrior can carry more than 2 people.


I think people hate the warrior because it has to reload its HEI-T rounds after 60 rounds were as the Scimitar has 111 that it can shoot off with no gay reload and for some reasion the scimitar just seems better then it in every way maybe its because the Scimitar is a cutie little thang and the warrior is like your fat uncle with to much body hair. It would be cool if an interior was modled for the Warrior so there is something to look at besides that stupid back window

In game name Joshey or GR34

Canadian Forces For 0.85 !!!
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Old 07-28-2008, 02:48 AM   #35

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Re: Changes to Basrah [Gameplay]

Celestial i agree a lot with you on the headgarb

This is for ALL enemies

You can see what a enemy is wearing on THEIR HEAD from far range, no matter what. The issue lies in that the LOD's the team uses take out the headgarb. This also includes the Militia, the British, the US, the Chinese, and pretty much everyone. I hate not seeing headgarbs, they are the most distinguishing part of a uniform. You can tell the difference very easily with militia and british. Militians have a little black thing on their head, while british have a big helmet. Same with the insurgents. RPGS have a big Headgarb on, but Civi's don't. In real life, if someone is wearing a headgarb, you can see the freaking headgarb. There isn't a decrease in the level of detail. You can see the rpg on their back in real life. Now if they were hiding it on the ground.. that would be a different story.. but they would most likely be aim at you already.

Celestial wins out of visual correctness.

Besides, don't generally civilians have some kind of random tattered look, not a long sweater with a fanny-pack? XD
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Old 07-28-2008, 03:07 AM   #36

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
Hmm let's see...

RPG kit has... binos. Binos have... markings. Those markings can show you... the middle of the screen.

Binos, aim, switch to rpg, iron sight in, fire.

Especially if they have moved perpendicularly away from you and then stopped.
That's really realistic man.

That's considered an exploit in my opinion, it's unfair and a bit sad.


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Old 07-28-2008, 05:37 AM   #37

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Re: Changes to Basrah [Gameplay]

: )

Quote:
Originally Posted by Celestial1 View Post
  1. Remove the Merlin - Rather no, it can be very useful with a good pilot who knows where can he drop troops/land without any risk. I think that the Merlin should be able to survive 2 RPG shots and still be able to land.
  2. Change Insurgent Rallies - I like Rallies as they are.
  3. Moving Vehicle Wrecks - Why not; add more static urban miscellaneous objects like car wrecks on/by roads so there are more objects to hide behind and so vehicles need to manoeuvre (no more full speed pass by).
  4. Changes to Cache System - What about changing map info for insurgents so they don't know on which cashes Brits have/are given intel. This will force(don't like the word) them to communicate, and pay more attention to all cashes.
  5. More Severe Civi Punishments - Server could count (if this is possible) the amount of civis being killed by Brits and give some penalties to whole Brit side (like spawn time, vehicle spawn time) or/and some boons for insurgents (like extra RPs, new weapons at cashes)
  6. Civi Appearance Change - Make more civis kits with different colours shirts each : D
  7. Less focus on the West Village - It's good, if you can't manage in WV with Simi/tank support it means you have little chance to cope with insurgents in the city.
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Old 07-28-2008, 12:29 PM   #38
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Re: Changes to Basrah [Gameplay]

Even if you use the bino exploit...you still have to aim the RPG really high and it never works anyways.
It only works for bulletes.
Those guys need the binos.
So they know which way to chase the armor.

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Old 07-28-2008, 11:25 PM   #39

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Brummy View Post
That's really realistic man.

That's considered an exploit in my opinion, it's unfair and a bit sad.
I use it when the only thing in sight is a vehicle that I could hit if it wasn't for the obstructive sights on the RPG. Which I'm not complaining about, they should stay. I don't use binos for infantry/guns, ever. Just for being able to get a clear view, when I don't feel like estimating (as opposed to markings on the binos for accuracy) for drop compensation.

But I'm awaiting bino-markings being removed completely, not including SOFLAMS (soflams need it for laser targeting). I would like to see them become a regular set of binoculars, not super-tactical distance-marked special operations binocs. [Also, Binos produce an in-sight bug for widescreen. The binoc's overlay ends at the normal size, and the rest of the screen is unblocked. This does NOT happen for SOFLAMS, IIRC.]

Quote:
Originally Posted by jOHNNYdOUBE
Even if you use the bino exploit...you still have to aim the RPG really high and it never works anyways.
It only works for bulletes.
Those guys need the binos.
So they know which way to chase the armor.
I only use it for the RPG. I don't believe it should be used for cheap shots like with your average scoped gun with your super-accuracy. And I will only use it if it's at the very edge of visual view.

Quote:
Originally Posted by Skaylay
Remove the Merlin - Rather no, it can be very useful with a good pilot who knows where can he drop troops/land without any risk. I think that the Merlin should be able to survive 2 RPG shots and still be able to land.
Wait, what? 2 RPG shots, to a helicopter? I'd assume that thing could take an RPG and keep alive for long enough to bug out and get repairs. Everyone seems to love the Merlin on this map. More often than not if you have a good ear you can listen to if it lands near you.

Vehicles aren't that loud. Vehicles would allow for more insurgent ambush. They just seem like a better alternative, if you ask me. [More vehicles would be needed to compensate, obviously!]

Quote:
Originally Posted by Skaylay
Change Insurgent Rallies - I like Rallies as they are.
The only thing that would change is that less of the rallies would be grouped together, so there won't be as many times of insurgent rallies grouping up to 3 in a 20m area. Granted, if you like rallies being grouped together that's your preference.

Quote:
Originally Posted by Skaylay
Changes to Cache System - What about changing map info for insurgents so they don't know on which cashes Brits have/are given intel. This will force(don't like the word) them to communicate, and pay more attention to all cashes.
Interesting idea. I would like to find out if this would play well.

Quote:
Originally Posted by Skaylay
More Severe Civi Punishments - Server could count (if this is possible) the amount of civis being killed by Brits and give some penalties to whole Brit side (like spawn time, vehicle spawn time) or/and some boons for insurgents (like extra RPs, new weapons at cashes)
I'm pretty sure the server counts civi kills per player. Or is that a clientside check? I know that after 3 civi kills or whatever it sends you back to base. I'm figuring that penalties to the entire team would cause people to get very aggravated with players/the game. I'm pretty sure keeping the punishment to the player and not the team (does an entire army get penalized for one idiot shooting an innocent?) would be in better interest.

I don't think insurgents would celebrate their civilian observer being killed. A better idea, but again would promote civis running into fire like suicidal idiots.

Quote:
Originally Posted by LithiumFox
Besides, don't generally civilians have some kind of random tattered look, not a long sweater with a fanny-pack?
I'd like to see either some magic helmet-only LOD fix (lol not happening) or to see slight distinction between the Insurgents and civi.

Removing the kit's fanny pack look would be something I would really like to see. It would also be nice to see if a few civilian variants could be implemented; instead of him always having the same old striped white sweater, he would get a bit of blue to his sweater, and a change of pants. But something small, not the old SUPERGREEN jacket and the bright red nikes.

----------

NEW ADDITIONS:
  1. Civilians Being Fair Game within 20m of an Insurgent Team-Member - When civis are 20m (more or less, if fitting) distance from a non-civi teammate, the civi would be fair game, for actively supporting the insurgent. This would disencourage civi-shields and make civis want to operate a small distance away from insurgents, or to wait until the right time to tell his team to pop up and begin an unexpected ambush. Civis would still be able to interact with insurgents, they would just not want British forces to see them collaborating directly with insurgents. Field dressings and vehicle repair should be done out of sight from British forces, to keep the insurgent safe from fire and the civi out of danger of being caught red-handed. Punishment for shooting a civilian away from insurgent operation would be extremely severe due to the fact that there should be no reason for the civilian to be seen as a threat. The civi can still be 'arrested'; due to them still being in the area, they might have information available and shooting them without proof of collaboration would be reprehensible. [Hopefully this is not restricted because of the engine.]
  2. Cache(s) Added around Mosque Area - No need for more than one or two, at the most. These would be the British slaughter-points as they would be severely underpowered vs. insurgents in the area, on rooftops and such. Armor would be used sparingly in the area, and extraordinary infantry tactics would be required to overcome insurgent forces. And no, it shouldn't be IN the mosque courtyard.
  3. Removing the civi's rock - A civi should be utterly defenseless against a British soldier coming after him. Throwing rock to the British soldier's head would be about as productive as shooting himself in the foot. Perhaps another item could be thought of to give the civi non-confronational use? Smoke? Trip Flares? (Maybe the insurgents would have "given" it to him?) I don't know. But the civi rock could use to be removed/replaced. I find it useful every now and then, don't get me wrong, but I'm sure it wouldn't make the British soldier want to treat him any better.
  4. Cache info Indication - See Skaylay's suggestion. Insurgents are not notified immediately/at all of British acquiring info on caches. Should be tested for gameplay, either completely and permanently unknowing of the information being acquired, or say a 5-10 minute delay if it does better.
  5. Intel Changes - Intel doesn't seem to be all that big of a deal on Basrah anymore. You just keep attacking a cache and you know very easily where the next cache is. Perhaps increasing the amount of intel required to find a cache (and perhaps removing the instant intel gain of shooting an insurgent? Encourage actually checking the insurgent's belongings for some tips to the caches location? Would be perfect if you could stand over the body to gain intel, or hit g at a body to "pick up intel" kind of setup, so even when kits disappear, intel can be collected?) to make searching a part of the game mode. Would go well along with reducing the number of caches [OVERALL/ones that must be destroyed] to encourage searching the city/insurgent strongholds for information. There might even be an encouragement to have one squad search for insurgents and collect intel while the rest of the team battles to destroy the caches, so that more caches may be attacked at once by the british team.
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Old 07-28-2008, 11:37 PM   #40

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by LithiumFox View Post
Celestial You can tell the difference very easily with militia and british. Militians have a little black thing on their head, while british have a big helmet.
its called a tuke
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