Urban Reality mod

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Urban Reality mod

Postby recon » 07-22-2007 12:20 PM

hello everybody,

We all know the reality mod for Joint Ops and The IC Mod.
These mods are nice butt...they have a problem

reality:it had at some points NO reality,at other points to much
IC:to much choise makes it hard to choose skin,or anyother tings

Now here is my idea:
The future wars wil probably be fighted in the city's right?
so why don't we make a mod around that theme?

Now here is the aspect of it all,
Instead of making whole houseblocks,we give the mapmaker the ability to design buildings himself,and instead of making a whole city,we give the Mapmaker the ability to make longclosed streets and alleyways

what should be coming:
anyting urban!

-Destroyable walls,doors,windows,ect....
-AI controlled vehicles
-Flat fake buildings for creating city's
-Urban skins for everyting (exept tree's and already existing objects that have a rather jungle theme)
-ect....

Butt we should not add to much,we must stick to one theme:Someting Grozny like,and we musnt give the players to much ability's so the can learn to row with the tings they have (so no extra vehicles,expect only when really needed,and no extra wpns)

Also,we should make it playable for everybody,also Typhoon Rising players

"What about reality?"
yes,players should be able to suffer under their mistakes,so they don't just run and gun

for exemple:
if a car explodes the fire from the explosion should last and should be able to damage them
and cars should not respawn,butt their husks should stay on place

Butt confused?

Tink of it as a real urban battlefield
by all actions u take u wil have to suffer under mistakes

so if a noob blows up a stryker inside a alley,that alley wil not be passable anymore

and if someone shoots the civilians your team might have to face problems with civilians too.

now this requires allot of people,id like skilled,butt new modders are welcome too for modding

Discussion for objects and ect.. is still avaible

Join the Modding of "Joint Operations:Urban Reality"
recon
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Postby Xx_jet_xX » 07-22-2007 01:02 PM

"Instead of making whole houseblocks,we give the mapmaker the ability to design buildings himself,and instead of making a whole city,we give the Mapmaker the ability to make longclosed streets and alleyways"

Eagle Eye has added this ability to the SO mod.

"Butt we should not add to much,we must stick to one theme:Someting Grozny like,and we musnt give the players to much ability's so the can learn to row with the tings they have (so no extra vehicles,expect only when really needed,and no extra wpns)"

Players like having a variety. they prefer to pick from more than a couple weapons for each class. Players like seeing and being able to use many vehicles.if you dont add these things then the mod wont have many players. think DFX where the weapons were severly restricted and how it went downhill after initial release and all the complaints on the few weapon choices.

"if a car explodes the fire from the explosion should last and should be able to damage them
and cars should not respawn,butt their husks should stay on place"

This is a very good idea along with this:

"so if a noob blows up a stryker inside a alley,that alley wil not be passable anymore"

The rest is doable, but keep in mind players like and want variety.
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Postby recon » 07-23-2007 03:34 AM

on the weapon and vehicle tings u are right,
butt it should be maked so that they have to choose wisely,

For exemple:u know there are a lot of enemie's,u want to do it quick,their are some doors

i don't tink players should take a m249 saw,5 grenades and a claymore then,butt rather a silenced weapon,some flashbangs,and a doorbreacher

give players choices should also come with choising wisely
instead of just grabing a Dunebuggy and a m249 saw and doing a run and gun
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Postby Xx_jet_xX » 07-23-2007 06:59 PM

Anyone here ever try running with a saw or any other type of weapon like that? you would be lucky to hit your target.

I agree with you on choosing what weapon for what job, a saw is good at suppressive fire on an assault, and perfect for defense. but run and gun with it? ummm yeah OK. so if you can maintain the saws accuracy when kneeling or laying down but make it inaccurate while running then the first parts done.

A good choice of every weapon type, and choices based upon mission types will be good. such as regular assault rifles with greater accuracy and speed, ones with m203 same accuracy but less speed, and silenced with less accuracy but same speed. each has a role in different situations that would make them preferred. basic base assault or recon mission you will want the standard assault rifle, going into an assault where the enemy have alot of cover and going will be slow you will want the m203, a black ops or an assault where surprise is what you are after then the silenced weapon is what you want. same for all other weapon types, just different uses.standard sniper rifle. overwatch, out of range target pick off. silenced sniper, black ops assasination, overwatch for a surprise infiltration, when close to enemy territory. saws and the like....suppressive fire and defense also makes a good distraction for a night infiltration once an alarm is raised.

other equipment like nade types can be set for choice, lets say 2 nade types any combo. flash and smoke for black ops and night missions, frag and flash for assault type with many building infil, frag and smoke for assault without many/any building infil.

handguns....silenced or not? lol easy to choose what weapon there.

secondary weapon, i would say shotgun or mp5 sd, both have there merits based upon mission but more versatile and interchangeable.

explosives and what-not..........those are obviously mission based.
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Postby recon » 07-23-2007 11:15 PM

tank you,

you have putted it al to words.
instead of my weird english :p

so i tink we al agree on that part

and it should be the same for vehicles,
pulling out a slow tank on a map where u have to deal with allot of corners and rpg's isn't a good idea yes?

Let's bring some more tactics into Joint Operations,

have you seen these people on sg1 just grabbing a tank and just driving,shooting and hoping to win?i noticed that each time a small group is working togheter they have like a 1000 times more chance of winning.

also sometimes you see "noobs" shooting civilians,
butt it never effects them,

i tink that should be done like this:
If a team shoots a civilian,al civilian wil go for the opposite team,until a guy from the other shoots them (they become neutral) or if the team that shot directly does a medicvac (ai-controlled,butt the flight should be destroyable)

that way players would also have to watch their fire.

also a fight that happens should affect tings,
civilians should run away from it,
maybe a 3d team should light up some fires ect...

like realwarfare

butt we need to keep the maps small and with not to much effects or objects (i suggest sets of objects or low poly objects with a decent skin)
to prevent it from lagging to much for regular players
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Postby dgaf » 09-01-2007 10:20 AM

mod the ua mod to work like reality?
stealth ported some stuff to his mod
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