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Kingneptunes
30th December 2007, 01:33 AM
New Commander/Squad Leader Build System:
Many Improvements have been made to the Commander Building System, making it more intuitive and teamwork centric. Alot of the 'rules' with this system have been tweaked and wherever possible, simplified. The number one change is that squad leaders are now able to place the commander assets. This gives the commander much more flexibility in placement and allows him to concentrate on the battle as whole, acting less like a construction foreman and more as a battlefield commander!
* There are ZERO ticket costs related to Commander Assets now. Each Bunker/Firebase will still generate 10 tickets every 10 minutes.
* Squad Leaders can now place Commander Assets, but he must first get permission from commander via the 'Build Order'.
* The Command Post does not have any build requirements now and will now spawn up to 3 supply trucks (5 min respawn).
* The Command Post is now deployed in a fully built state, no need for repairs. Only commanders can deploy the Command Post (not squad leaders).
* AA Guns are now deployed in a fully built state, no need for repairs.
* Deployment Rules: deploy 1 Firebase & 1 Bunker for every 2 CPs your team owns.
* Deployment Rules: To deploy a Bunker/Firebase you need: Officer kit, Command Post (not wrecked), be located 100 meter from a Build Order, be located 50 meter from a Supply Truck.
* Deployment Rules: To deploy Razorwire/AA Gun/Sandbags you need: Officer Kit, located 50 meters from a Supply Truck, located 100 meters from Bunker/Firebase/Command Post.
* The Bunker/Firebase HUD button is now merged together, which asset that is placed is now determined by the proximity to a flag. Under 100 meters from a CP, a bunker will be placed, over 100 meters from a CP a firebase will be placed
* Bunkers now have radiosounds to help locate them, Fire-bases do not have a radio sound.


New Commander Functions:
We have worked hard to create many new systems that will help commanders give orders to his team and make commander strategies a real possiblity.
* Commanders can now designate an icon on the map that needs 'Close Air Support'. This is marked as crosshairs and alerts all aircraft that this area needs help.
* Commanders can now place a laser target on the map, which is
* Squad Leaders can designate Close Air Support, however it needs to be accepted by the Commander as a valid target.
* Commanders can now designate "Build Orders" for a Squad Leader to build a bunker/firebase at, this shows up on the map as a supply icon and enables squad leaders in the area to begin construction.
* Commanders can now place 'Landing Zone' icons that are labeled to help pilots deliver squads to areas the commander has designated. for example "Pilot squad, please drop squad 3 off at LZ Bravo!" will now be a probable thing you will hear in game from a commander.
* Commanders and Squad leaders can now place map markers indicating 'Need Extract' and 'Need Supplies'


New Commander Feature - JDAM Area Attack
* BF2 Artillery has been completely removed
* JDAM ordinance can now be dropped on targets specified by Squad Leaders. This new system relies on using the SOFLAM laser designator to point out hard targets to be destroyed, and must be approved by the commander. These massive bombs are only avaliable after 1 hour of fighting so they will only be used once or twice during an engagement, but the whole battlefield will be aware when one of these devastating bombs hits a target. This will be a key tool for commanders to break a long standing stalemate and should be used wisely.

Kingneptunes
30th December 2007, 01:34 AM
Close Air Support Improvements:
Most aspects of attack aircraft have been completely reworked and tweaked. There are several new features with attack aircraft but all changes are trying to create a dependence on ground troops to work TOGETHER with aircraft. Without teamwork, attack aircraft will be highly ineffective and useless to a team.
* Laser Guided Bombs
* Working SOFLAM unit (carried by officers and spec ops) that works as a laser target designator.
* Commander/Squad Leader CAS Markers
* different methods of firing munitions
* tweaked handling
* tweaked AA missles tracking, speed and damage
* tweaked damage system
* updated flares system


Transport Role Improvements:
Being a dedicated transport player has just became a whole lot more interesting, and most of the time, necessary for a teams continued success.
* Transports will be much more useful now that the places to spawn are limited, allowing a dedicated transport player to really make a difference now.
* Transport Players will now have a much clearer idea of where squads need to go with the new commander landing zone markers.
* Transport Players can now easily communicate to squads quickly by hitting the "Vehicle on the way" on the Commo Rose.
* Supply Trucks can now drop supply crates, which is one of the few places you can rearm at now, making these trucks highly useful in a supportive role.
* Supply Trucks can now look behind to see their passengers and if anyone is behind them.
* Transport Helicopters can now drop supply crates, which is one of the few places you can rearm at now, giving transport pilots a new mission if there is currently no one to transport.
* Transport Helicopters can now look behind to see all their passengers (and now he will know exactly what idiot is firing off the minigun like crazy :P )


Ammo Resupply System:
We have finally added a working model for ammunition logistics in Project Reality. A commander will now have to think a bit more about logstics when attacking an enemy. We have removed many of the 'auto' rearming places in Project Reality and made ammunition resupply a much more easily identifiable location and a much more strategic element. Running out of ammo because you have over extended yourself is now a very real possibility, more so than any other version of PR.
* Removed Ammunition resupply from: Rallypoints, Jeeps, Trucks, APCs, Helicopters.
* Ammunition resupply is now avaliable at: Commander deployed Bunkers, Firebases and Command Posts, Supply Crates and Ammo bags.
* Added a new feature to large Transport Helicopters and Supply Trucks: they can now deploy a supply crate that has a large (but not unlimited amount of ammunition). Each truck/helicopter can carry one supply crate at a time, and can reload another one at a nearby friendly bunker/firebase.
* Removed Kit request and vehicle rearming from supply crates. The supply crates are now very useful for assaulting squads, especially just after they have taken a position and are low on ammo.
* Vehicles can now only rearm from Bunkers, Firebases and Command Post.


Spawnpoint Revision:
We have revisited the spawn system to allow for a much more tactically engaging gameplay. We acknowledge that the gameplay in v0.6 was far more fast paced and arcade like than we thought it would have been, and we have made changes accordingly. This new system puts the spawning capabilities of a team ENTIRELY in the hands of the players. This will promote more teamwork and bridge together the aspects of squad members working together and squad leaders working together, with the commander to form a whole new dimension of Team Work.
* Removed all Mobile Spawnpoints: APCs, Support Trucks and Squad Leaders.
* Spawnpoints are now: Squad Rallypoints, Mapper Placed Rallypoints, Commander deployed Bunkers & Firebases and undestroyable fixed spawnpoints at Mainbases.

pogoman
30th December 2007, 11:12 AM
i dont think this post is necessary since the change log is in the bigdy announcement section at the top of the page and on the PR main page.

Kingneptunes
30th December 2007, 11:25 AM
well it was 2am wen i found it this morning and i did not notice that it was already on the bigD main load page my comp is running slow at the monent so some thing take a while to load up when I go to websites

VisOne
30th December 2007, 12:10 PM
Thank you for your effort KingNeptunes but like already stated it has being already unannounced in our news section and we already have thread for the discussion about version 7.0 found here (http://www.bigdgaming.net/showthread.php?t=294 5&page=8).

0.7 Manual (http://www.realitymod.com/manual/pdf/ProjectReality_v0.7_ Manual.pdf)

0.7 Changelog (http://www.realitymod.com/change_list/pr_7xx_changelist.tx t)

Thanks again but I'm locking it since its a double post.