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Project Reality COOP Campaign 2018


TEDF

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Project Reality COOP Campaign 2018

 

Veterans - Gaming and MelonHQ are happy to announce the upcoming Project Reality COOP campaign 2018 that will begin on 3rd of February. The fighting will take place between 5 factions with a goal to control the most territories and resources in the world, with each faction having their strenghts and weaknesses. 

Before we begin, I'd like to address those who get easily triggered : Yes, the campaign map is mostly hand drawn and therefore the real life borders don't apply. Yes, some countries have been combined together into one sector, Yes Australia belongs in the euro family now. Yes there are over a 100 typos in this post.

The entire campaign will be controlled by the Game master and the High Commander.

Game Master (TEDF) : Provides the maps and generates automatic battle resolves on non battle active weeks (more info below).

High Commander : Leader of the human players faction, Chooses a faction and doctrine/policy/action, if available. Commands his units in the battle, moves units around on the campaign map. Appoints a 2IC in case of absence. Chooses research and divides resources as he sees fit. 

Humans will be playing and can pick only one faction. Others will be controlled by AI!

 

High Commander signups are open! To apply for team lead, send me (TEDF) a PM on the forums with the following form : 

1. Name (duh) :

2. Preferred faction :

3. Few encouraging words for your future followers : 

Signups close on 26th of January

 

Information : 

Full information with the boring little details that are not mentioned here will be provided to the High Commander

Factions : 

Eurocorps, MEC, Red Dragons, Russia

1. Eurocorps : (GB, Netherlands, Germany, France, Australia)

Poor early game equipment, lacks proper air force and early game armour. 

Fields low amount of manpower - Divisions have less tickets than other factions and also start with small amount of units.

Starts with outdated equipment and vehicles.

HQ Location : 

a. Germany - Armoured and Mech. Units can move 2 slots instead of one.

b. UK - Periodically recieve Canadian and australian units.

c. France - 50% chance that the african union will ignore the bounty and will go after another faction

d. Netherlands - Free deployable defenses on defensive battles. France and Netherlands are immune to naval invasions.

2. MEC : (M.E.C. , FSA, Taliban, Hamas)

Very poor equipment and vehicles. Lacks proper air force. Slow research. Disliked by it's neighbours.

M.E.C. available only if faction controls turkey, Israel and Iran.

Has access to large amount of trash units.

Doctrines : 

a. insurgency : On defensive battles, recieve randomly placed ammocaches that acts as a foward spawn point that can not be overrun.

b. Economy : Recieve a huge income bonuses due to oil trade. Makes MEC more prone to be invaded by NORAD.

 

3. NORAD : (USA, Canada. (AI Controlled))

Superior to other factions in terms of equipment and firepower. Fields wide arsenal of air and armoured units.

Branches : 

a. USAF + US Army - Is able to paradrop inf and light vehicles into occupied enemy territories. Landed units will always start in the middle of the map and must fight their way through enemy defensive lines. Is also able to drop in heavy units once the territory has been secured.

b. USMC - Deploys a mighty navy that is able to strike any coastal territory with ease.

4. Red Dragons : (China, Vietnam, North - Korea)

Fields large amounts of manpower - each division has more tickets than other factions.

Policies : 

a. The Korea question - Assist North Korea in their struggle against south. takes away half of the Chinese forces for 4 weeks, but deploys mighty North Korean fleet after completion that prevents any future naval invasions to originally controlled chinese territories. Also gains access to the mighty North Korean Air Force and turns Korea into China's puppet (resources). Also grants access to one free rocket techie that carries the name of the great leader.

b. Chinese war machine - Chinese armoured units deploy faster and are cheaper than other's faction units.

5. Russia

Controls large amount of land, but is prone to attack from all sides and it can take a while to move your units to other fronts.

 Militia uprisings may cause militia faction units appearing on undefended territories and some of russian units turning over to them.

Actions : 

a. Purge the military - Takes 4 weeks to complete and will result in 50% of the divisions being permanently removed from the game. Cancels out any militia activities in russian controlled sectors.

b. For the Motherland - Recieve 75 additional tickets if the army runs out during the battle. Can be used only once per battlecycle

Game Mechanics : 

1. Division system - Each division has certain amount of assets at their disposal. Inf sections control how many tickets an army has during the battle and vehicle sections control how many vehicles will be available. If a vehicle is destroyed during the battle, it is gone forever. If a mech division loses all of their assets, it will be converted into an INF division. lost units may be resupplied in the HQ.

2. Battle system - Fighting will take place on a weekly basis, with one week being the auto resolve week and second week being the battle one.

On auto resolve weeks, commanders are free to move their units around and attack enemy territories, but battle result will be decided by the amount of units, their type and terrain. 

On battle weeks, commanders are free to move their units around and attack enemy territories. The battles will be resolved in a live action where numbers and technology don't count as much as in auto resolve weeks. If there are more than 2 conflict zones, the command may choose up to 2 on which he wishes his team to fight on. Others will be auto resolved.

3. Research system : Human faction will start with a huge handicap - 0% research, meaning that in order to unlock weapons, scopes, vehicles and deployable assets, Commander has to make a decition on what he wishes to research. Research times vary, depending on the "OP-ness" of it. For example unlocking a scope for assault rifles may take up to 5 days, wheres MBT unlock may take up to 30 days. The research times will be lowered as the campaign progresses.

4. Resource System : Each territory controlled gives the faction resource points. The normal sectors give out 500p by default and HQ sector gives out 1200p by default. Income can be increased by doing research or by capturing enemy sectors.

Resources may be used to provide replacements for damaged division or to request new units that can then be combined into new divisions.

5. Bounty System - The sixth unplayable faction, the ARF will act as a pirate faction and will attack the faction that has the highest bounty on. Each faction is able to place a bounty on a rivaling faction once per week and will get a notification if a bounty has been placed on them (not amount). ARF will aim for undefended sectors and will establish a base there that remains for 3 weeks or until it is destroyed. Once the ARF leaves, the terrotiry will become neutral and needs to be recaptured. Border lines do not apply for them and they may strike everywhere. Engaging them in battle will go under normal battle system rules.

 

map (7).jpg

 

 

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19 minutes ago, 8-bits said:

Wot, I am so confused... what do you mean by "days", "resources" and stuff... are you still talking about PR?

Yee, still PR. It's not that difficult actually, it may seem a bit confusing atm as I left most of the HQ stuff out from this post and only posted the main things, but the commander will get a full debiref once selected. 

Grunts don't need to worry about anything else but kicking bot's butts when the battle takes place. If anyone thinking about going commandah has any questions, feel free to hit me up on TS and I can go into more detail.

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  • TEDF featured and pinned this topic

PR + Risk + Hearts of Iron 4 : Millennium Dawn Mod = This Campain

I'm loving this already and can't wait to join in.

Just two questions - Does that mean we will have PVP and if so will we have enough players to fill in all the playable factions?

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29 minutes ago, Sausag3 said:

PR + Risk + Hearts of Iron 4 : Millennium Dawn Mod = This Campain

I'm loving this already and can't wait to join in.

Just two questions - Does that mean we will have PVP and if so will we have enough players to fill in all the playable factions?

There most likely wont be any PvP action, if so then only on special missions. As for factions, the AI controlled factions are led by a neutral person, who has no connection with VG nor with PR in general.

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9 hours ago, ranger_12 said:

  Double ??? you can do it ;) 

Dunno I would like to see someone else taking the lead. I have no problems supporting that person.

 

My preference would go to China faction as they have they have the most fun and underplayed assets along with kims mighty rocket launcher.

Secondly would be middle eastern faction as it limits the battle advantages we have in many ways. but still have decent equipment that can be used.

Lastly russia. gotta love to research 6 types of AKs.

 

EU faction is the faction we play every single day and because of that i think we should not pick it.
This along with a dozen of other potential problems with EU.
Yes it would be fun to have a squad with german medic french at and dutch SL but to time to research stuff is probably to long

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Based on simple thinking the following things should be taken into account.

Many maps do not have airstrips so picking a faction just for jets/choppers would be foolish (mec should technically have jets but its noted it doesn't have them at all) this does however mean you have one thing less to research.
Even if they have airstrips a single quad can take out any jet/chopper from 1200 meter away. Knowing last event settings the fog is going to be insane thus rendering cas and air transport useless unless someone can laze stuff and take out all the quads.

Armour assets are going to be expensive as hell and you will be fighting the most upgraded enemy version. So if  EU brings a Vab-VTT it could be facing enemy BMP3's. Unless properly manned and skilefull driving they cant really take it out.
Similar would count for tanks and other assets. Simmilar like jets range will be an issue. Fog levels will be put too high making them unable to see where they getting shot from. If fog levels are long range a tow would be able to do the same trick as the tank can and does not cost tickets if lost.

The most simple tactic would go full inf research first as you have more of them on the field. Yes one tank can rape more but again range will most likely be an issue and you want to be able to take out the 30 inf units behind the tank. 

Combining faction units together does not mean the faction would be better in general. In reality having different guns for different situations make sense but in PR it doesn't work. Technically the G3 should be THE GUN as 2 shot is a kill even for modern body armour. The only areas combining factions make sense is for anti armour as the other faction might have guided rockets for long range maps and unguided multishot rockets for smaller maps. 

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9 hours ago, =VG= Double_13 said:

 

My preference would go to China faction as they have they have the most fun and underplayed assets along with kims mighty rocket launcher.

Secondly would be middle eastern faction as it limits the battle advantages we have in many ways. but still have decent equipment that can be used.

Lastly russia. gotta love to research 6 types of AKs.

 

Double i know you like weird complicated and funny stuff ! :D thats why im interested in your opinion in this matter. so if you are going for china faction count me in. if not ! second faction will be fun too. about the lead! i don't think its a problem because evryone can be leader today but its just a name hahahah.

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8 minutes ago, ranger_12 said:

Double i know you like weird complicated and funny stuff ! :D thats why im interested in your opinion in this matter. so if you are going for china faction count me in. if not ! second faction will be fun too. about the lead! i don't think its a problem because evryone can be leader today but its just a name hahahah.

 

42 minutes ago, =VG= Double_13 said:

Dunno I would like to see someone else taking the lead. I have no problems supporting that person.

I don't mind sharing / helping a other commander with making his choices. I have taken the lead so many times and I think its good for others to try it as well. If you never practice you wont get better.

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Just to clarify :

1. factions won't be combined. PR doesn't really allow to have different faction units in one without bugging the hell out & the need to create your own separate faction. It's only possible to do for the bots without the need to disable the one faction rule that doesn't allow you to pick up enemy kits which would just rise a new set of problems. The way research is going to work is that all the nations in faction will start with the very basic equipment (vietnamese era guns, low tier ATs etc.), most of the specialist kits (grenadier, MMG, AT, AA, Engi) disabled, FOBs & assets disabled until researched. As the INF research progresses, the nations in the faction will start recieving higher tier weapons. G3s, as mentioned above, are exclusive to M.E.C. (MEC elite corps) units and they will be unlocked once MEC has done the corresponding research and conquered the specified sectors. The commander will recieve a full briefing on how the nation units will perform during the battles.

The 2 month long research for french grenadier kit & tanks was a joke. It won't be that long. For those who have played Hearts of Iron, the research will be in similar nature with higher tier stuff having penalties in the beginning that will reduce over time until the right "era" has arrived. 

2. MEC does have (kind of) and air force, forgot to add the word "proper" to it. They won't get any fancy CAS assets like others, but they do get some of the most shittiest (read fun) planes/helos PR has to offer.

3. Not all maps are going to have fog as it wouldn't make any sense. Of course, if the commander wishes to add that "milsim stealth" atmosphere before the assault then sure, I can add the fog, but otherwise I wouldn't worry about it that much. My aim is not to make the AI rape everything, but to create a fair challenge for both new and experienced players. 

The first few cycles will focus on mostly INF based maps and as we progress onwards, bigger maps will come active, depending on how the research goes. Commander will be notified 1-2 cycles ahead when the map of the sector changes.

On maps where there aren't any runways but jets are chosen for battle, modified area attack will be given to the commander instead which would implement the CAS flying around. If enemy force has their own jets / AA deployed during the battle, the area attack would be either cancelled or delayed further, depending on the amount of assets. CAS helos will most likely be available on all of the maps as placing a small landing pad is not an issue.

 

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The post was mainly to inform people to think ahead before picking factions and not to criticise the settings.

the fog, weather, no runway or whatever is just to illustrate that this can happen on the battle. 

If people just pick EU to gain access to for example the German bomber they should realise it can’t be used on most of the maps. And that when used it can always be shot down quite easily. Similar would be for Tanks/APC or anything else. 

 

Here is Critism/questions

If every faction starts with vietnam eara guns what disadvantage does the EU gain with the saying “starts with outdated equipment” This as every faction starts with it. 

It is logic to disable some guns but if you say G3 is only for Mec then Germany cant obtain marksman or alt officer that use those guns. 

Russia would stick to 1 weapon been the AK and the only possible research would be scope (that is when you finished all the nam guns research). Then what else would the potential inf research be? if it can’t capture enemy weapons.

Like I mentioned if you lock the tanguska behind extreme research delay a gaskin is all that Russia could research in early stage as a shilka is nearly as powerful as tanguska. 

 

This is what was originally mentioned to me that faction stuff can be combined so a leclerc and chally on the same map

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36 minutes ago, =VG= Double_13 said:

Here is Critism/questions

If every faction starts with vietnam eara guns what disadvantage does the EU gain with the saying “starts with outdated equipment” This as every faction starts with it. 

It is logic to disable some guns but if you say G3 is only for Mec then Germany cant obtain marksman or alt officer that use those guns. 

"Poor early game equipment" = shittier and less amount of vehicles / guns compared to other factions. China for example has quite a powerful apc, compared to the german fuchs that besides tickleing can't do much against enemy vehicles. 

Rifles in kits can be changed as needed. As germans won't get G3s, they can get other rifles for their marksmen. I don't see a problem with german officer/lat not having the g3 as alt gun.

36 minutes ago, =VG= Double_13 said:

Russia would stick to 1 weapon been the AK and the only possible research would be scope (that is when you finished all the nam guns research). Then what else would the potential inf research be? if it can’t capture enemy weapons.

Like I mentioned if you lock the tanguska behind extreme research delay a gaskin is all that Russia could research in early stage as a shilka is nearly as powerful as tanguska. 

There are more than 1 AK variants + other soviet era guns ingame. As I mentioned, most of the specialist kits would have to be unlocked as well, so no need to worry about lack of INF research.

The research delay goes down as the campaign progresses. The research delay is soley to prevent the heavy tanks / BMP3s rolling out and starting to rape after the first battle and ruin all the purpose of having INF around. All delays are neglected after about 1/3 of the planned campaign time is over. I expect the first tanks to start rolling out about 4-5 weeks into the campaign (3rd - 4th battle) depending on what the CO decides to focus on. The first wave to tanks will have no thermals, less ammo, no HEFRAGS/ATGMs and longer reload times, which can be upgraded in the research tab.

It's all up to the commander to choose which way he wants to go : does he want to go more fun way and focus mostly on INF and have vehicles as a backup for combined forces or does he want to go all rape way and focus on vehicles and leave INF in the background. If you focus on solely on vehicels then you'll have to keep in mind that if you lose them, then they are gone forever and if you didn't upgrade your inf at all, then you are in a tight spot.

36 minutes ago, =VG= Double_13 said:

This is what was originally mentioned to me that faction stuff can be combined so a leclerc and chally on the same map

Assets can and will be combined, soldiers won't. If more than one nation's divisions happen to be on the same sector during the battle, then it's up to Commander to decide which nation will be used during the battle as the main force. Others will act as a backup (Delayed vehicles + additional tickets).

 

Campaign Edits : Changed russian action : "for the motherland" - changed to "recieve 75 additional tickets if army runs out during the battle. Can only be used once per battlecycle"

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I'm just going to be a grunt and follow orders. This all seems pretty complicated. Very awesome and cool but darn complicated. I will be available to lead squads and or be that annoying 2IC that questions every order and tries to better our overall performance. So effectively what I always endeavor to do. Go point. Hold the line. And push push push to win the game. 

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