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Messages - wuschel

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1
General Discussion / Re: Aircraft skins
« on: 30-06-2009, 22:06:52 »
Thanks!

I was asking these things because I was thinking about an air warfare map for this mod. The aircraft are not so fast as in other BF2 modifications, which gives me the impression that some squad based air tactics can be applied in-game.

That is why I actually asked about the availability of aircraft skins, aircraft, and the actual in-game speed of aircraft. How long does it take for a fighter to fly 1 km in-game at max speed?

Originally, I was thinking about a map based on the Battle of Britain, i.e. about the following map layout:



Clearly, the gameplay would be about one or two airfields on each side, with both crew in the air (80%) and on the ground (manning the AA stations, conducting commando raids on radar stations and fuel depots, hunting or rescuing shot down pilots). Each team would get a tank on their side of the ocean in order to make sure that they can not been overrun by infantry attacks.

While 1940 might be out of the range of this mod, switching to a map on Operation Bodenplatte might be feasable as well.

My current trouble is, however, the crashing of the BF2 editor on my vista 64bit system. I already crawled through the last forum fox hole in the internet, but I can not find the solution why it simply either crashes to desktop or freezes my system on start-up. It only leaves my to guess that this is a software incompatibily of the BF2 editor I am dealing with.. :-(

Regards,

Wuschel

2
General Discussion / Aircraft skins
« on: 29-06-2009, 23:06:35 »
Hello,

I have a question regarding the aircraft skins in FH2 and FH2-Normandy. As I understand there are only desert camo skins availible, is this correct?

Also, can someone give me the average and max aircraft speed in BF2 meters?

Thank You.

Regards,

  Wuschel

3
Hi guys,

thanks for all the answers and the new insights I got through them. I am also happy that my posting also stirred some things up in a positive way. I won't talk about the other mod anymore, and will try to step in my old leather pilot boots from time to time. I also hope that the devs are not going to torture us too long with the 2.2 waiting time ;-)

By the way, one question here: What is the maxium speed and average speed of FH2 Aircraft in in-game meters? What is the average defined gaming area of the largest map in FH2?

Regards,

  Wuschel






4
Thanks for Your replies, I have definatly learned a lot about FH2 and the mod scene itself.

Quote from: Wilhelm
I do think that PR has an edge because of the way it built its community slowly.  PR was first a humble minimod with just a few changes to vanilla BF2 and eventually became what it is now.  It certainly must have gained a loyal following over the time it has been in production.

Well analyzed. I agree.


Quote from: Wilhelm
Player numbers:  It is quite interesting.  You would think something like PR would generally turn a lot of people away with having such a steep learning curve, but it is the most populated mod for BF2 by far.

I think You hit the nail on the head. It can't be the models, since FH2 has plenty of them as well, they look good and have different characteristics. So what is it exactly, the so called steep learning curve of PR? I think I am going to answer You this question with a long post.
If You do not want to read anything about PR, please skip it. This thread was not intended to be an "PR vs FH2" thread. Also, I would be interested to know what kind of experiences kept You playing FH2. I, for instance, found the tank fights very amusing. Also, albeit much more difficult to master, was flying the fighter-bomber craft. But I did not play the mod enough to give a long story about what this game is to me. BAck to the topic..

Looking back what attracted me to Project Reality in the first place I have to say it was not the models. Of course, they models and maps look really beautiful. But it was what they were marketing, "a realistic, team oriented military simulation", and ultimately, what I found behind it: A game mod which had some very specialized and limited intergration of players into the battlefield and required a high level of coordination, teamwork and social skills on the other in order to be successful. You can really find out a lot about Yourself when playing this game, for instance, about the level of Your social skills, Your multitasking, Your tactical awareness and learning capability in stress situations. I always tell my subordinates: You will fail at some point.

This playing culture, as I will call it now, has evolved with the restrictions and limitations applied to the player on the many development steps of PR. Take it away, and Project Reality will loose most of its attractiveness to "mature" players (Sidenote: Before the big BF2 advertisement of PR, about 33% of the players were older than 30 years. I think that is quite unusual on such a scale). Currently, the community is struggling with to absorb or deflect the big stream of newcomers, who do not know or do not want to play the game how it is intended to be played. You can see a clear impact of this uncontrolled growth of the playerbase on the quality of gameplay.

Also, while beeing a small entity on the battlefield, the player often still has the feeling that he does contribute to the overall outcome of a match. These are, of course, more seldom events than in FH2, but on the other hand they are experienced much more intensively. Let it be the infantry grunt, who in the heat of battle, running through psychodelic ("Armageddon Now") pink, yellow and green smoke grenade fumes, just managed to flank an enemy bunker with a hostile squad inside,  only to find out that his gun is out of ammo and that he has to fight it out with the knife or grenades. Or the greenhorn squadleader, who fails to direct his squad correctly, and feels like the "idiot-rookie" officer that does not know what to do in all all those critical war movie situation. Or the insurgent, that experiences total victory after having waited 4 minutes in the shadows of a trash container, only to see his IED blasting a whole squad of Bluefor soldiers to hell. Or The commander, that gets shot into the head in his command truck at HQ, realizing that he should have commanded Squad 4 to close that gap in the front line. Or the feeling of achievement after heaving guided Your squad to liberate a village from opposing forces and clear out the rally point. Or the situation of getting a tank stuck in the boonies and wasting one truck and 10 minutes time to recover this important asset.
You see, these are all experiences that really got me excited, because they were bound to an emotional experience, for within the boundary of the game mod rules, I had contact to other human players, and I really invested in these moments in terms of time and communication. Those players who can grasp these elements of PR will probably stay. All others will sooner or later leave, for either they do not accept the restrictions, or they will be removed from the community for bad behaviour.

Some people have replied to me that they find it ridiculous to walk over these huge maps and search for enemy contacts. You must understand while this can be annoying sometimes, often it can be made more enjoyable while socializing a little - a very amusing aspect. Also, any squad member would rather walk 1000 meters in-game than crashing their valuable limited kits with a incompetent chopper pilot. He would do this to get his single short time window and use his precious Heavy-AT to blast this cursed T-72 tank, that had the other squad wiped out twice.

And please, do not get me wrong: PR has many flaws. One of them is this long learning curve. I, for sure, will never be a chopper or jet pilot, since it takes too much time to learn to fly these assets, and it takes even longer to learn how to use them correctly and efficiently on the battlefield.

Also, one things that disturbs me is the current ruling of tactics in PR: It is one of its major strenghts, but also, one of its major weaknesses.
Currently, the Squad Leaders dictate the direction the game is going. The Commander has allmost no strategic options to choose from. By strategic options I do not mean artillery strikes or UAVs, but actual processes on how to define a "mission/game goal" and decide on the number and type of team assets as the investment for the completion of this mission. Currently, in PR's traditional symetric warfare, the best strategy is defense - it seems pretty clear, since You usually need a factor 3 in fighting power to overhelm Your opponent in a clean way. And for now I see no changes in map and game mode design that would successfully add more options to the strategic layer of the game.

Also, the necessity to stay 1-3 hours in one round does not make this a game for short breaks. Another major setback, which many players are willing to accept.

Quote from: TS4ever
Interestingly I more often hear the opposite criticism about FH2 being "to hardcore" or "frustrating".

Quote from: Paavopesusieni
Lol why do you even play BF if you hate its features. One more of "I hate bf2 and don't even know why", its a great game. Everybody just want bash it, because some others do as well.

I  hope this gives You some insight in what my current experience and pattern of expectation was when I started up looking around into other mods of the original, for me quite disappointing, vanilla BF2 game and its  "playing culture of the smallest delimiter".


Quote from: Natty

on the other hand we have 1940's, old rifles, territories totally occupied by one force, there are defense lines built for 4 years, bunkers, trenches.. no way of transporting troops behind enemy lines except a few paradrop scenarios (very un-stealthy and clumpsy compared to helicopters). Also we build the game on WW2 tactics, which means: the army that sends the most meat and steel in to the other teams frontline will win..

True. Different technology requires different tactics and strategies. As a humourous remark, I really do not want to know how a battlefield mod in the time of Napoleon Bonaparte would look like.. 32 players standing in 4 rows, clad in red costumes, shooting at the 32 players, clad in blue, who are standing 200 m away ;-) The commander would be there to shoot deserters..

I understand now why the maps have been chosen to have such confined gaming space: The HOT zone is everywhere.


Quote from: Natty
when playing FH2 then, Squad and Teams is not #1 priority, simple as that. The entire team is the #1 priority, the combined arms of arty, tanks, infantry, pilots. we want 32 vs 32 to battle intensely on every map, we dont want scattered small groups of 4-8 players here and there to carry out "missions" without seeing eachother..

Agreed. Then, my questions are as following:

1) What is the perfect player base for FH2? What steps can You make to shape the player community? Is maybe the lack of VOIP in the playerbase a major setback (in PR it is)? How could You impregnate the players to follow a basic code of conduct?
The playerbase and the playing tradition of a game are essential. You need to define what is good, and what is unwanted to have, and You have to employ measures to filter the bad things out.

To give those guys an idea who still believe that playing culture is not important: I know a guy who sold his (very innovative, simple and so far unique) strategy browser game to Skotos. He had to make sure that, in order to have an successful transition, the community at Skotos had to embrace the playing traditions of his old players. They had to know how to play the game so that it as fun. For that, many of his former players received free games at Skotos and brought a lot of the gaming culture with them. 

2) How much impact does the Squadleader have on the performance of the team. How much does the commander decisions to the flow of cannonfodder to the enemy positons change the tide of the game. How do the players currently group together?

3) The WWII feel of the game was one of the major reasons I always wanted to give this mod a try. Like Knitschi mentioned it before, if You replace all models and graphics with another mod, would You still experience the type of WWII gameplay You aimed for? If yes, excellent! If not, what could You improve to make the game more characteristic?



Quote from: Natty
Fh2 is not perfect, we are still in heavy development, and 2.2 is alot different, trust me

I am looking forward to it, trust me :) I really hope the mods gets the following it deserves.

Still, I am not sure if the remark of a previous author is correct that a game has first to loose its popularity in order to give it's game mods more air to breathe. Of course, the players not fitting the mod will move on to another game.. however, this will also reduce the influx of possible new players. Or am I wrong?


Cheers,

Wuschel



p.s.:

Quote
I spwaned as a guy with a hadful of rocks?

Spawning with a handfull rocks is fun and can be the basis for a masterpiece in tactical gameplay and should never be underestimated. Imagine the BLUEFOR soldier is annoyed by these stones hurting him and follows You around the corner of a house.. only to look right into the AK47 barrels of a full squad of insurgents. Stones are ... priceless ;-)


5
Tactics & Tutorials / Re: Achtung, Spitfeuer: Pilots gather!
« on: 23-06-2009, 02:06:46 »
Nice topic  :D

By the way, are there any pilots who fly with the mouse and keyboard or keyboard only? Or is this rather not recommended.. meaning that I should stay a landlubber..

6
Im not annoyed  :) You are right that to give players a role is important.. the most important actually, in every game since pacMan, the players role is #1, no doubt  8)

Ditto.


4x4km maps dont work in our mod though, we want more action to happen all the time.. we dont want players to have to look for the action, we want the opposite: he has to look for somewhere where the action is not  ;D it is WW2 and our players "role" is the frontline soldier biting the first bullets, those that die first in Saving Private Ryan when they open the hatch to the boat. In PR they are actual Ryan and his buddies waiting at the bridge at the end of the movie..

ok lame comparison, but sort of like that.. maybe, anyway look for 2.2 you will like it alot!  8)

I understand. Thanks for explaining this to me.

I will give FH2 another try. You see, from the PR view I am simply used to a larger scale battefield, where manouvering and flanking is very important.If You can, You stay out of the sight of Your enemy, get into a favourable position, and lit him up with maximum team support. Loosing a attack chopper or a tank is a major setback, and You try to focus on one battlefield role in a game, and keep Your asset as long alive as You can. Also, this applies to the bad usage of the foot assets, the infantry players. The usage of bad tactics is very unforgiving, and the squad leading can be very demanding.

Reading Your post and having played a little, I am not that sure if this the case in FH2, since it feels more like a "front swine" type of gameplay. That is also reflected by the low respawn times of assets.

Definatly a different approach in design. I am just not used to have it so much "arcadey" ;-)

Of course, I believe You about the community and its playerbase. I once designed, co-programmed,  organized and ran a computer moderated pbem, and I know that quantity =/ quality.
Actually, the only reason I tried PR first (and got hooked to it..) was that my research instute blocked Your site in these days. I found the WW2 theme to be more attractive.

Regards,

Wuschel

7
Hello,

Quote
btw why am I even writing this, the OP won't ever read it..

Wrong :) I posted here to get some insights why FH2 was designed in such a way. I did not want to spam at all. Thanks for Your answers.


It is ok for negative comments, but make sure they are just

On several negative comments, i agree, but Defiantly NOT this= It is just sad to see that another mod fails to bring in radical changes to the gameplay

The only resembly i see, in Bf2 and FH2, is how tanks are drived=1 person can operate the tank
And i dont mind this at all.FH is an excellent combo of Gameplay and Realism



Definatly, my post was too short and my critique too inacurate. And please be assured that I did not want to spam Your forums in any way, it was just a mere quick feedback post I wanted to make about Your mod.

I have removed my initial statement that FH2 leaves a lot of gameplay elements from PR,  for it was a negative forumulation. True, FH2 gives You more freedom.

The authors of these mod have certainly done tremendous amounts of work. I find the result very pleasing, both from the gameplay type of perspective as from the visuals. Also, please note that my feedback is not objective, but subjective.


Quote
Small maps? Can not agree. On average quite big maps.

I must confess that I have somehow not "felt" the large maps to be big. Possibly, I have not choosen them very right. How large are they in terms of map size? 4x4 km^2?

About the reality-aspect to man a vehicle with a certain kit: Let us not discuss this here, since we both know from PR what effect his has on the player.It is not about reality, but about specialization and choosing a specific role in the field. It is just that I am not very used to get out of my burning tank and placing a couple of anti-tank rounds into the tank that lit me up.

Quote
The emphasis is more on player freedom.  The player is free to do as they like (within reason), but the best results come from squading up and working together.  The teamwork is there, its just probably a different kind of teamwork to PR teamwork.

True. Probably one has to get used to this when coming from PR. Even more than coming from PR from Vanilla.

Again, please do not be annoyed by this post. It was merely a simple feedback.


Regards,

Wuschel


p.s.:

Quote from: Fuchs
Why am I even typing this, if you argue with an idiot he only brings you down to his level..

:(

8
Hello,

coming from the Project Reality side of BF2, I always wanted to check through the other well known BF2 mods like AIX2, Point of Existence 2 and now, FH2. Here is, in short, what I think of it:

+ Very interesting flair and setting, nice atmosphere.
+ Nice models with good historical accuracy.
+ Good development of kits & vehicles in terms of gameplay and balance

- Empty servers, gaming audience is very small
- Not much emphasis on squad play
- small maps (let us forget that desert maps do not have to be that detailed
- sadly, a lot of vanilla BF2 features are still incorporated in the game.
- small maps

Of course, You might say, a PR player should not be so harsh with a mod that does not want to be much different in gameplay than vanilla BF2: Different game, different audience.

In this case I agree with You. It is just sad to see that another mod fails to bring in radical changes to the gameplay. Implementing these gameplay changes and enforcing a certain player culture are the reasons why PR is so successful while other BF2 mods are not. Of course, one should not make FH2 another PR ,but some more distinctive differences to BF2 should be there.

Cheers,

wuschel :)



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