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UK_Force
2010-03-25, 20:41
Firstly Hello and a big welcome to the Project Reality ArmA2 Highlights Reel #1. In the same fashion as PR: BF2, we intend to keep the PR Community updated on PR: ArmA2. The last few weeks since announcing our Modification have been, in a word - Hectic. The response to the announcement overall was fantastic, and it already seems to have a good following, although a large update here, I hope this Highlight Reel entices more to the Community, and keeps those already following it up to date with our progression so far.

http://media.realitymod.com/headers/prarma2_highlights_reel.png


- Team Update
Behind the scenes the Management Team have been looking to expand the PR:ArmA2 team. The response was very positive, with a healthy team in place we should now be able to move forward in other areas of Development. Our current team list below shows the commitment and dedication we now have with some very talented team members.

http://media.realitymod.com/news/arma/prarma_02/pr_arma2_team.jpg

http://media.realitymod.com/news/arma/prarma_02/thumbs/rooftop_position_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/rooftop_position.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/desert_man_truck_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/desert_man_truck.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/panther_clv_wip_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/panther_clv_wip.jpg)


- Current Ongoing Work
As we initially mentioned in our announcement, PR:ArmA2 will be a self contained and self developed Modification, and as you can see over the last few weeks the team have been hard at work both Developing and Brainstorming, in the form of both meetings, steering groups and general chat in our TS3 Server. Inevitably this has now provided us with work to do and here are some of the current things we are Developing. As you can see a lot of them will be Exclusive for PR, and are all being developed internally. All this work is actively under development however only time will tell if they all make v0.1:

PR Exclusive - Stamina / Weight System
Something we are looking at developing in a new way, however it will be based on:
1. the weight of objects carried in the player's inventory
2. location of the wounds (eg. legs)
3. level of blood loss, and;
4. the speed the unit was traveling eg walking vs running vs sprinting
The player would suffer - shortness of breath, hand tremor, very short black-outs. This is also being looked at for vehicles, which will affect suspension and speed depending on cargo, etc.

PR Exclusive - Medical & Wounded System
This is a big area however in short we are looking at a much more accurate and intricate health and medical care system than the one currently available in game. Units may fall unconscious if enough damage, pain or blood loss occurs ?€“ these units can be resuscitated - as in the real world with appropriate medical attention. Following resuscitation and depending on their injuries they may continue to take an active part in a mission or they may require CASEVAC and further medial attention.

PR Exclusive - Firing Personal Weapons from Helicopters & Vehicles
As we know it's possible already for UH1s, Blackhawks and APCs to use the attachTo command to shoot from them, although not perfect. We are currently looking at a much simpler system which will cover all platforms.

PR Exclusive - TS3 Plugin (Using British Bowman Radio Models)
Replacing the ingame VOIP and having a robust defined VOIP for PvP is very important to us, and we are currently working closely with the Developers of the TS3 plug in and our own sound artists to create a PR Version of this. Every soldier has short range capability and direct 3d sound,but they need a radio or vehicle for long range. The plan is to have a Personal Role Radio(PRR ) for the short range radio and a PRC 325 (HF) for the long range radio. Later we will look at having UCD's for vehicles and add medium range radio with a PRC 355/VRC 359 (VHF), as you can see the Bowman Radio Kit is pretty much modeled already.

PR Exclusive - RCON Tool for Server Admins
As the title suggests a dedicated set of RCON Tools for Server admins, this will be a god send and help them to admin the PR Server a lot easier. The tool will be customisable too. The Tactical Gamer community are currently helping with the development of this, and will be carrying out private testings of this tool.

http://media.realitymod.com/news/arma/prarma_02/thumbs/panther_interior_driver_position_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/panther_interior_driver_position.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/observing_arcs_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/observing_arcs.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/panther_interior_rear_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/panther_interior_rear.jpg)

PR Exclusive - Complete Sound Package
Sounds in PR: ArmA2 will play a huge part to the overall Mod, and we have drawn up a concise and complete plan for the overall Sound Package. In the short term we are looking at building Sound Environments for Afghanistan & the BIS Islands, an immersive combat ambiance (sonic cracks etc) and realistic Infantry weapons. We are also looking at the overall Voice sounds and how best to change these, we already have a pretty much completed sound file library for this.

PR Exclusive - PR_Atmospherics[Civilians]
The first of a number of PR_Atmospheric Modules. This initial module will be a framework that allows missions in urban areas to have AI civilians. These civilians are generally non-combatants, but may also provide cover for player-controlled insurgents. If dealt with too harshly by a team, the civilians may become aggressive - creating tactical complications for the mission, it will hopefully add to the gameplay by also being a "Combat Indicator", ie Bluefor noticing that civilians are leaving an area (Usual Signs of Taliban moving in). As the title suggest this will add to the overall "immersion" of the Mod, and hopefully induce tactical awareness, for both sides.

PR Exclusive - Gameplay
This is a very large area to cover however in brief the PR game play will include a comprehensive extended version of the AAS game mode, plus some other game modes too. With a new cargo and object handling system which handles a variety of transport methods, we open up the concept of logistics and supply. The armaments system helps provide a fair and balanced combat environment, by limiting access to the uncommon high powered expensive weapons and also makes vehicle combat far more effective. There will be a new squad management system to replace the common ones we've all seen. The concept of depoyable assets, such as firebases, will be further developed. Base deployment will provide a range of fair "fast travel" methods. All tied together with a new object interaction menu system to keep it organised. Further to that a new Insurgency mode is also being looked at and evaluated for future releases.

Mk7 Helmet / Panther / Texture Tweaks / Field Dressing / Desert Cam Nets / MAN Truck
These are all ongoing as normal day to day development tasks, we are yet to start on the Jackal and Mastiff.

Ongoing work on Afghan Island
- The ongoing work in this Department will take some time, as you would expect on a 25km x 25km Island. This will however prove its worth once complete, with different missions being played out on all areas of the island. So to that end, work continues on the Green zone area, including mud walls and buildings to suit our destructible structure system. This has been incorporated to best suit our game play. Although time consuming all valleys and outlying village areas are being manually sculpted to maximise island usage for the future.
- A Camp Bastion style Main Base in the south is being worked on to compliment some of our larger missions with helo transport, logistics etc.
- Even native plant/weed species for clutter and poppy fields are being added, to recreate the area as accurately as possible.

Project Reality Menu
For aesthetics the menu, background trailer, loading screens and general look of the default ArmA2 interface are being reworked to give it a cleaner, fresher look.

http://media.realitymod.com/news/arma/prarma_02/thumbs/woodland_man_truck_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/woodland_man_truck.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/bowman_comms_equipment_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/bowman_comms_equipment.jpg) http://media.realitymod.com/news/arma/prarma_02/thumbs/man_truck_interior_thumb.jpg (http://media.realitymod.com/news/arma/prarma_02/man_truck_interior.jpg)


- Beta Testing Update
Beta Testing started this week in earnest, with a focus purely on the Game play at this point. We now have the makings of a dedicated Beta Testing team in place and a test server, so finding those bugs will be their priority. You can still apply to become a PR:ArmA2 Beta Tester in the tester application thread (https://www.realitymod.com/forum/f440-pr-arma2-general-discussion/77880-beta-testers-required.html).


- Release Date
Due to the increase in the PR:ArmA2 Team, and the Development we have already started on, it is now looking more likely that we will not be releasing v0.1 until at least June / July. The main reason for this is being we have a lot of complex functions and frameworks in development that we need to implement to give us our core release. Not forgetting all of this will need further testing too.


- Official Project Reality Servers
As previously mentioned, we always place a big emphasis on Server Admins, and in the next few weeks we will be getting in touch with Server Admins who have shown interest to assist us in developing a robust system and config. This will ensure the PvP servers are in a position to be able to provide the players with a solid and reliable Project Reality PvP server. A place where they can simply join in and experience populated servers, with first class teamwork and a unique gameplay style.


- Become a PR Developer or Contributor
If you feel you have something to offer, or would like to be a part of the Project Reality Development Team, please do not hesitate to contact any of the team, or email [R-DEV]UK_Force (ukforce@realitymod.com). 3D Modelers are particularly sought after by the team, and are a priority for us at the moment.


- Show your support
If signatures are your thing, feel free to make use of our official user bar, if indeed you wish to display support for Project Reality.

http://media.realitymod.com/userbars/pr_supporter_bar.jpg


So there you have it. Lots happening, and these are exciting times for the team. For further information please feel free to browse the Project Reality ArmA2 Forums (https://www.realitymod.com/forum/f439-pr-arma2-mod-forums) and become more involved. The community is growing and there are some great ideas coming to the fore. We hope this Highlights Reel answers some of the community's questions. We thank you all for your continued support, and hope you will enjoy the future release .


- The Project Reality Team

BloodyDeed
2010-03-25, 20:43
great news. thanks for the informations.

Sniper77shot
2010-03-25, 21:05
Awesome!

Sniper77shot
2010-03-25, 21:06
I have a question, will the panther be in PR:Bf2?

Zimmer
2010-03-25, 21:09
NIce update only thing is the realease date :(

Patient bear is waiting ;)

=Romagnolo=
2010-03-25, 21:21
Great news !

Take your time guys, make it the best teamwork based game for everybody.

Lucky_Fr4gg3r
2010-03-25, 21:22
Fantastic news. Hope my copy of Arma2 arrived before the mod's release :D

xxFrankRizzoxx
2010-03-25, 21:26
Nice thanks for the eye candy

SocketMan
2010-03-25, 21:27
I realize that most people are excited about the British side (kits/weapons/vehicles etc) of
PR:ArmA2,but there are also those that wonder about the Tal. and are looking forward
to the updates in that regard.Just thought I should mention that and of course many thanks for the update(s).

Amok@ndy
2010-03-25, 21:36
looks ace :)
hopefully there will be other customfactions too

pfhatoa
2010-03-25, 21:59
Very cool indeed. Well it's time to wait then...

KILLER
2010-03-25, 22:05
Thanks for the update! can't wait!

Napoleon_TR
2010-03-25, 22:31
Great Job. :)

emir.tr
2010-03-25, 22:35
woooow ! :) I am excited

UK_Force
2010-03-25, 22:36
looks ace :)


Well its not its PR ;-)

Scot
2010-03-25, 22:54
UK_Force;1304671']Well its not its PR ;-)

Cringe :lol:

Looking good guys :)

Amok@ndy
2010-03-25, 23:34
UK_Force;1304671']Well its not its PR ;-)

no i didnt mean the mod else i would say A.C.E. :P

theflidgeface
2010-03-25, 23:54
lookin great cant wait for the release

ANDROMEDA
2010-03-26, 00:17
Map 25x25 km??? Oh, my poor computer! Will he survive?

Zi8
2010-03-26, 00:19
I just simply love the way BF2 mod PR makes "the ultimate hardcore military sim" Arma2 more realistic and better, like PR is owning vbf2 now :D

And I assume the current Server License entitles the owner to get arma2 server aswell?

Good work with the mod and with the news

Gaz
2010-03-26, 00:57
I just simply love the way BF2 mod PR makes "the ultimate hardcore military sim" Arma2 more realistic and better, like PR is owning vbf2 now :D

And I assume the current Server License entitles the owner to get arma2 server aswell?

Good work with the mod and with the news

We've still to even assess the ins and outs of this, never mind go firm on anything at the minute. Unfortunately some in the wider community have hit the panic button already and think we are going to come round and visit them personally to check their server setups :D I know from speaking to UK_Force and Epoch, that there will be lengthy discussion on this, as well as heavy input from establised ARMA2 server admins before we come to a final conclusion.

DudeofDeath
2010-03-26, 00:58
Looks totally awesome!! So stoked for the release... ;)

Rezza
2010-03-26, 01:23
PR is reaching success in all kinds of ways its great to be a member of this family!

DeltaFart
2010-03-26, 01:44
Wait, is the panther only for ARMA? or are the BF2 players going to get that kitty love?

Donner
2010-03-26, 01:58
Map 25x25 km??? Oh, my poor computer! Will he survive?

That _is_ huge. :D
I thought the maximum would be 20x20km with that engine...

Freedom
2010-03-26, 02:03
!!! The Panther WOO!!!

SnR
2010-03-26, 02:25
All coming together looking good:-D

Gaz
2010-03-26, 02:59
Wait, is the panther only for ARMA? or are the BF2 players going to get that kitty love?

Being developed for both engines. From now on you will see this a lot. However, the ARMA2 varient will look better as an end product due to the better rendering system ingame, as it is far more recent. Models like those already ingame for ARMA2 are very high quality. Unforunatley the older BF2 engine cannot do them as much justice visually. The guys are still getting 110% from the BF2 rendering engine though.

Freddy Chickenbatter
2010-03-26, 05:08
Looks totally awesome!! So stoked for the release... ;)

It is awesome we should all be stoked

UK_Force
2010-03-26, 07:40
no i didnt mean the mod else i would say A.C.E. :P



Twas a Joke my friend :wink:

gazzthompson
2010-03-26, 08:16
I thought the maximum would be 20x20km with that engine...

Considering the default ArmA map is like 225 km²....

Great update, really excited to be part of the testing team.. bring it on!

Hulabi
2010-03-26, 08:46
HOLY SCHEISSE! That Panther is freaking awesome!

MadTommy
2010-03-26, 09:26
Very cool, that's quite some scope for v0.1! Great update.

It is also refreshing to see the dev team sharing its plans with the community in an open manner, bravo.

KeksTerror
2010-03-26, 10:08
Supporting Teamspeak3 :bur2: - NO!!! All other changes are great :p

MadTommy
2010-03-26, 10:36
Supporting Teamspeak3 :bur2: - NO!!

Can you elaborate please?

Or are you just TS3ist :wink:

K4on
2010-03-26, 11:20
why aren t u supportin mumble ? - "because someone did the work for us with the ts3 plugin already ..."

mumble ftw

clueless_noob
2010-03-26, 11:22
UK_Force;1304573'] it is now looking more likely that we will not be releasing v0.1 until at least June / July.
Started nine months ago and release is still three months away. That's good 12 months of development with ~20 people just for the 0.1 version. Definitely not an average Sunday modding project :o

Zimmer
2010-03-26, 13:13
Considering the default ArmA map is like 225 km²....

Great update, really excited to be part of the testing team.. bring it on!

The default map is 15x15 so 25x25 will be over 600km^2 :D

But it must be a typo?

gazzthompson
2010-03-26, 13:49
i maths failed, huur duur.

Lanthan
2010-03-26, 13:50
Sorry mate... I think that´s not a typo :mrgreen:

HardcoreCook
2010-03-26, 13:56
awshumz!

Stoic Sentinel
2010-03-26, 14:54
Looks AMAYSCHZING!!! Srsly :D

Swat54swe
2010-03-26, 15:00
I'm very excited :D

allirog
2010-03-26, 15:52
i have seen a video showing an other Arma2 Mod where 2 infs where able to setup a cal .50 mg in the field one was carrying the tripod otherone the MG itself, will you support something like that too? could be interesting maybe good use on rooftops etc :) And there is the fastrope question again ^^

Im only gonna buy ArmA2 if you implent fastroping :razz:

Lucke189
2010-03-26, 16:24
Sweet news on the release date. I was ready to send an order for a new system right away, but this means I can chill for a bit and order closer to release.

Phantom2
2010-03-26, 16:49
The only reason I would buy Arma 2 is now because PR is there. Keep up the great work.

Bluedrake42
2010-03-26, 18:38
Did I mention that I love you? like... passionately...

Bluedrake42
2010-03-26, 18:45
BTW if there's anything, anything at ALL I can do to help please email me (bluedrake42@gmail.com) I do sound recording, music, and of course any labor/grunt work for whatever you would need. this is one dedicated fan ready to help his beloved PR community in any way possible =)

SocketMan
2010-03-26, 20:09
Chernarus - Bohemia Interactive Community (http://community.bistudio.com/wiki/Chernarus)

Chernarus is based on actual real world data
Chernarus is 225 km2 in size
Almost 100km2 of Chernarus is covered by forest
Chernarus has 350 kilometers of roads
There are a total of 50 towns and villages across Chernarus
Chernarus has three airfields (1 big and 2 small)
1 million 3d objects
Hilly rural landscape with rocky coastline
Living environment including civilian population and wildlife

Rudd
2010-03-26, 20:13
that RWS on the panther looks awesome

Cabal
2010-03-26, 20:21
Im only gonna buy ArmA2 if you implent fastroping :razz:

Considering that two of the PR Dev's they've recruited from ARMA (norrin and DeanosBeano) have already written a Fast Rope mod for ARMA 2 (That works great BTW) I think you'd be safe in your purchase of ARMA 2 :lol:

boilerrat
2010-03-26, 23:20
IEDs will be present?

If so, I will buy the game just to play.

Trex
2010-03-26, 23:29
Wow, this looks great! I'll have to dust off my copy of arma2 and reinstall it

K4on
2010-03-27, 00:54
Im only gonna buy ArmA2 if you implent fastroping :razz:


YouTube - Norrins Fast Rope Arma 2 (http://www.youtube.com/watch?v=AQjG4_1U5Ko)

Cptkanito
2010-03-27, 01:02
no doubt that they will in future. let them just concentrate on the most important aspects of a release... other than fa57r0p3s. :)

Psseg
2010-03-27, 03:47
what im interrested in is how you will solve the "squad" - problem!! as i could remember there isnt something like that in ARMA2 as in pr0.9!!

JackFrench
2010-03-27, 07:18
I'm sure this mod will find its place within ARMA2, and it will become the first in its class


je suis persuadé que ce mod trouvera sa place au sein d'arma2 , et qu'il deviendra le premier dans sa catégorie

***LeGeNDK1LLER***
2010-03-27, 08:47
I'm sure this mod will find its place within ARMA2, and it will become the first in its class


je suis persuadé que ce mod trouvera sa place au sein d'arma2 , et qu'il deviendra le premier dans sa catégorie


lol hope you wil lnot psot thsi comment on BIS forum cuz you will start a war against the ace funboyz :D:D

yeah i wish the best to this mod too.personally i would to see something very similar to the
ACE but of course mp oriented and with the typical quality for vehicles of PR.

it's gonna be hard to wait 3/4 mounths to see this baby coming out.

***LeGeNDK1LLER***
2010-03-27, 08:49
lol hope you wil lnot psot thsi comment on BIS forum cuz you will start a war against the ace funboyz :D:D

yeah i wish the best to this mod too.personally i would to see something very similar to the
ACE but of course mp oriented and with the typical quality for vehicles of PR.

it's gonna be hard to wait 3/4 months to see this baby coming out.

xatu miller
2010-03-27, 14:14
VLnWf1sQkjY


7th page and no one posted this???You people make me ashamed.


Awesome stuff can't wait for it to be released.

gazzthompson
2010-03-27, 15:43
what im interrested in is how you will solve the "squad" - problem!! as i could remember there isnt something like that in ARMA2 as in pr0.9!!

ArmA2 has a squad system.

UbangiStomp
2010-03-27, 16:34
Mmm... this look's delicious.

cm.
2010-03-27, 16:57
what im interrested in is how you will solve the "squad" - problem!! as i could remember there isnt something like that in ARMA2 as in pr0.9!!

What "squad" problem?

You can make groups as big or as small as you want (including a squad sized group).

Unless you mean something else??

Plazek
2010-03-27, 17:54
Lookin awesome.

TomKilla
2010-03-27, 21:20
I just can't wait! I don't play ArmA 2 because there's no teamplay on public server like in PR:BF2. But I think you will solve this problem well, your communication system sounds great to me. Anyway, I'm looking forward for the first release but guys, take your time you need!

Cheers 8)

Smiddey723
2010-03-28, 00:43
Keep it up, its looking great :)

george-74
2010-03-28, 02:10
I think it will be great.

As it concern the game I would prefer to see a style like the insurgent mode in PR. I strogly believe that the insurgent maps in PR BF2 like Fallujah, Karbala, Bashra etc are by far more interested than the others. The one team has to defend an area or cashe or whatever and the other attacking.
Since I'm also fan of Arma-I, I would prefer to see battles at Iraq or even a possible scenario at Iran than Taliban but it's ok.

Keep going this way.. you have all of our support guys...we can't wait to hear the release day :)

SnR
2010-03-28, 02:44
I pressume this Mod will be also available for this years Operation Arrowhead
IlXa9uoAoXc

PRcrimenal
2010-03-28, 02:58
Isn't that just a expansion pack on the arma2 itself?

:) and to be honest, if pr can get the team play going in arma im buying a new even better rig so i get it maxed and start loving arma2 once again!!:mrgreen:

and oh my being the radio field guy :P a online dream coming true

Salah ad Din
2010-03-28, 08:39
ArmA2 has a squad system.

I think what he means is that currently people have to select a slot before spawning for the first time. You cannot create squads before the game starts.

There are squad management scripts that allow to create and join other squads ingame, though (Devastation and Domination have these, e.g.)

I don't know whether the slot selection screen is moddable, but even if not, just have everybody spawn in as a SL of a one-man squad.

Of course, if Arma2 is linking class specific abilities (engys, pilots, medics) to the slot and not a subsequently selected kit, that might pose some problems.

SnR
2010-03-28, 15:13
Isn't that just a expansion pack on the arma2 itself?
Neg standalone, new disk, seperate servers etc.etc. So the PR mod will need to be two versions by the time 2010 is out;-)

Wiggles14
2010-03-28, 15:17
Chances are it'll work with both seeing as both use the same engine etc etc. Unless BIS really start changing stuffs... :P

Salah ad Din
2010-03-28, 15:39
Neg standalone, new disk, seperate servers etc.etc. So the PR mod will need to be two versions by the time 2010 is out;-)

Or they could just ignore it.

george-74
2010-03-28, 18:05
I believe that PR:ARMA2 will be different than this of BF2. The engine of ARMA2 allow you for much more things but the most appropriate to tell that is the PR team.

what it sound a bit "strange" is that at the same period we will have 2 (lets name' em) "mods" both in Afganistan. PR-ARMA2 and ARMA-2 Arrowhead.

TactiKill
2010-03-30, 04:32
If I may chime in & I'm interested in hearing how the community and devs feel about this - but I think the deployment of FOBs, rally points, and other similar assets should be done away with as they hinder the military and tactical realism of the game.

Being able to put a rally/respawn point anywhere on the map drastically alters the tactical thinking and flow of the game to a less sim approach. It changes the flow of the battle. You fight tooth and nail for key terrain that will aide you in securing your objective, but that battle for terrain will have an arcade feel if you sweep through a piece of territory, only to find later that the enemy is to rear, not because they've gained that tactical edge through skill, but because they've hidden a respawn point somewhere out of sight. That has a huge impact on the game and again IMO forces the user to engage in a more arcade manner in certain situations.

Plus with limited respawn/rally points that will make staying alive and playing smart that much more important.

As far as FOBs go you just can't construct them in the middle of an ongoing battlefield, it just doesn't work that way. I think they should either take far longer to construct or be pulled entirely for a more hardcore sim feel.

What do you guys think?

Just my thoughts/opinions on a great mod!

Thanks

hotfranc
2010-03-30, 15:46
This look like real good

Varkbrak
2010-03-31, 13:10
I think that PR has a playable feel to it whereas Arma is based on Simulators. If some wanna make PR more like Arma then go play Arma then. Simple decision.

Unibomber
2010-03-31, 23:26
I am completely ecstatic about this. Now I have a reason to save up $3000 for an elite computer. Games like this help the economy!

Exterior
2010-04-01, 00:14
I hope it comes out before june/july...i leave for basic training onb July 19.....

Exterior
2010-04-01, 00:18
I hope it comes out before june/july...i leave for basic training onb July 19.....

and i forgot to add...if you need any help...at all..email me at nrutherford02@gmail.com and i can try to help. PR is the best

george-74
2010-04-01, 10:08
If I may chime in & I'm interested in hearing how the community and devs feel about this - but I think the deployment of FOBs, rally points, and other similar assets should be done away with as they hinder the military and tactical realism of the game.

Being able to put a rally/respawn point anywhere on the map drastically alters the tactical thinking and flow of the game to a less sim approach. It changes the flow of the battle. You fight tooth and nail for key terrain that will aide you in securing your objective, but that battle for terrain will have an arcade feel if you sweep through a piece of territory, only to find later that the enemy is to rear, not because they've gained that tactical edge through skill, but because they've hidden a respawn point somewhere out of sight. That has a huge impact on the game and again IMO forces the user to engage in a more arcade manner in certain situations.

Plus with limited respawn/rally points that will make staying alive and playing smart that much more important.

As far as FOBs go you just can't construct them in the middle of an ongoing battlefield, it just doesn't work that way. I think they should either take far longer to construct or be pulled entirely for a more hardcore sim feel.

What do you guys think?

Just my thoughts/opinions on a great mod!

Thanks


I agree with your way of thinking. What is really matters here is realism. And realism means tactical and strategic thinking and not just take a gun and shoot everything around. There are a lot of games outthere of that style. What we love in Arma and PR is the realism that no other game has. However, ARMA has some important differences than BF-PR both in the feeling and the way you play the game. As I said in a previous message I believe that PR:ARMA-2 will be a bit different (and it has to be) than PR we know, becouse of ARMA's engine that has much more capabilities than this of BF2. I would also like to believe to PR team will not just take the PR from one environment (BF2) and just put it to another (Arma). How the game will be noone knows. Lets hope that PR development team will give us some hints of how the new PR-arma will looks like... I also hope to see an insurgunt mode in new PR-ARMA2 since insurgency is (in my opinion) the most interested mode in PR-BF2.