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Old 03-14-2010, 07:51 PM   #11
[R-CON]Wicca
PR Events Co-ordinator

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Default Re: High Command

no since people wanted to reedit everything, rather than just play one mod.

Like PR.

So my point was, that PR aint repetetive, why do we need to edit everything so much? Cant we just play with fixed rules?


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Old 03-14-2010, 08:04 PM   #12
winchesterdelta1
Default Re: High Command

Thats not possible i think. Cause thats all up to the mission builders. But if PR brings enough fun missions with fixed rules with alot of variation with their mod, people will tend to play those more cause they will be allready included and nothing extra is needed to get them to work.

Also in ARMA2 you can edit the missions while still keeping the same rules. If you want objective 2 tot ake place in another part of town or a totally other town you just cut and past that objective in the editor (unless it's done as in domination and warfare). Maybe its smart that the PR Team makes the objectives easely moveable by just dragging a trigger or marker around the map so people won't edit the missions to much that it becomes buggy.
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Old 03-14-2010, 08:14 PM   #13
direct_death

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Default Re: High Command

Quote:
Originally Posted by winchesterdelta1 View Post
Wicca!! what you mean with the question " Is ARMA2 repetitive?". ARMA 2 is one of the most non repetitve games around today. You can do anything and evrything you wan't with it. Some people even made a Cops and Robbers RPG game mode for it with 128 players being cops,civ's, drug dealers, or dealing in illigal weapons. You an play in the editor and make any scenario you want or just play PR with his tons of missions comming out with it. ARMA2 is your party... The only one that game make this game repetitive is your own imagination and resourcefullness (if that's a proper English )
oh yeah, Chernarus life. That stuff was awesome, and admittedly it was ridiculously addictive. no gaming moment was as epic as playing as terrorists, laying a huge, perfectly co ordinated ambush with 20 guys, laying IEDs, hiding with RPGs and overlapping MG fire down on an unsuspecting police convoy, of about 30 real players. Captured a truck with masses of weapons and drove it to the stash. Incredible. Then we all got blown up by some air strikes.

<3 arma 2
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Old 03-14-2010, 10:40 PM   #14
winchesterdelta1
Default Re: High Command

Hehe... airstrikes can end things so quickly in ARMA. I remember that dam sniper in a tower we could not kill (human player). After 50 minutes of trying to kill it or go around it we decided it was more easy to let someboy lase that tower and blow it up with a harrier a buddy was flying.
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Old 03-15-2010, 01:04 AM   #15
Wh33lman

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Default Re: High Command

Quote:
Originally Posted by winchesterdelta1 View Post
Hehe... airstrikes can end things so quickly in ARMA. I remember that dam sniper in a tower we could not kill (human player). After 50 minutes of trying to kill it or go around it we decided it was more easy to let someboy lase that tower and blow it up with a harrier a buddy was flying.
If at first you don't succeed...

but on to the topic. almost nobody commands in PR, why would they do so in ARMA?


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Old 03-15-2010, 01:24 AM   #16
xxXmsgt_jimbobXxx
Default Re: High Command

Quote:
but on to the topic. almost nobody commands in PR, why would they do so in ARMA?
cuz a2 is a totally different beast than pr. pr you sit in a uav trailer. fun. <<not a slight to the dev's, it is just very difficult to ftw with a commander in bf2 and make it interesting. the whole ftw with commander works fine, its just the fun part... anyway, have you played warefare? if you made it like warfare, but limit it so that factories can only be built by commanders, and squad leaders can deploy spawn/fobs and defences for them, then you are gaurenteed a commander every round. because in order to get tanks jeeps, etc so u rnt driving a pimped out skoda, (fun as that is) you would need a commander to build factories. jeez, i can't stop shaking with excitement about pr:a2

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Old 03-15-2010, 09:00 AM   #17
Hitman.2.5
Default Re: High Command

Hopefully if anything Artillery will be Player controlled as it is in ArmA as of now both artillery and mortars however the MRLS targeting system dosent work or hasn't worked for me, the brilliant thing about the player controlled artillery is that you have to look at your height to the target and the height of the target and you have to wait for the flight time if anything, if possible create a radio channel for the artillery battery like what happens usually in the field.

Derpist
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Old 03-15-2010, 09:24 AM   #18
l|Bubba|l

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Default Re: High Command

Quote:
Originally Posted by winchesterdelta1 View Post
Yeah thats with mods... but if you have the PR mod for ARMA you automaticly have those standardized features. So nobody has to download extra mods mods, cause all the features you like about PR will be allready there. The only thing is that you have to open the editor and make a awsome game mode yourself if you are skilled enough. Those missions will be saved as a file missionname.PBO. Those files are automaticly downloaded when you join a server. And those files are standalone from the mod (but they won't work without PR mod).
...
It's not only about downloading different stuff, it' about server admins that mess up the PR gameplay by altering the map layout and some other values.
There where many server that did there own thing by modding the server files. The community got split and new people that just joined PR got turned off by some ridicules servers because they didn't know that this wasn't the real PR gameplay.
The DEVs pulled the handbrake and developed a server license system for there next release.

http://www.realitymod.com/forum/licenseapp.php

These costume missions in ArmA would be the same as the server sided modding in BF2.


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Old 03-15-2010, 03:41 PM   #19
winchesterdelta1
Default Re: High Command

But the thing in ARMA is you can't prevent that from happening. Cause the missions are different files than the mods. Only the mods can be checked by a so called BI sign or server Key. If your editing a mission in ARMA your not editing things server side or mod wise.
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Old 03-15-2010, 04:07 PM   #20
Wiggles14

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Default Re: High Command

Winchester, I'm sure that if the Dev team had to they could simply put a new clause into the server license stating that any PR servers have to run maps which have been approved of OR are unmodified from the standard included in the mod. Or they could not, and then every time we go on a server we get a different game and a different feel, which I s'pose could lead to some servers becoming a lot more popular (think UKWF or Chicago Insurgency) because they have good/better maps... or something like that

- by different 'feel', I mean like a different kind of operation/set of objectives (AASv3?), which I suppose is more realistic(?)

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