NOTICE: Our Project Reality Demo / Tracker files are not getting uploaded here to the website. We are working on the issue and expect it to be resolved within a few weeks. The files are still being recorded, and will be provided to anyone including public players via direct request. Send a message to (in order of availability) SemlerPDX, STARK, or m823us, with the date/time and map name, and we will provide you with the corresponding file. Thank you all for your patience!
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=VG= Fastjack posted a blog entry in Project Reality Coop Insurgency GamemodeBehind the scence of a poor modder life This Blog is dedicated to the new pr coop player base that joined the game, after the standalone version of Project Reality 1.3.0 was released. I play Project Reality since version 0.8 (2010), the version before BF2 vanilla patch 1.5 came out and Project Reality introduced the deployable mortars. Since them, i stick to this old lady game and also with Veterans-Gaming. I learned here all the basic of the gamemechanics, tactics, helo - tank handling and the key elements how to lead a squad. I started with coop and switched later to deployment, where i had a nice time but the funny gameplay of prcoop (the coop magic) with nice people got me back to the coop gamemode. Since than, Project Reality offered many gamemodes for deployment but only one gamemode for coop - conquestmode or called AAS4. The AAS4 (Assault and Secure) gamemode : Get control of a certain area (controlpoint), that unlocks another area and allow the attacking team to capture it. The attacking team has now to coordinate the next attack and also a strong line of defense (setting up defense parameters). When you are new to PR you will have fun for a longtime with PR's coop map arsenal but one day, its getting old. Each round is the same, same areas that must be captured, same action in the same spots, some parts of the map are totally unused and some part of the maps are totally overused. Conquest lacks on dynamic gameplay. What is Coop Insurgency Gamemode It's an objective based gamemode, where the BLUFOR team is forced to capture INTEL to reveall hidden ammocaches on a random location of the map. The Blufor team has to destroy those ammocaches. The dynamic of the random spawning ammocaches, makes 90% of all rounds unique. All ammocaches never spawn at the same locations. It can happen, that a ammocache like to spawn often at the same position but not all 10 ammocaches that must be destroyed. You will fight in areas where you never been before.
Here an overview, part of Sbeneh Outskirts Insurgency in the BF2 Editor. The tiny blue boxes are possible ammocache locations. The big blue boxes (sorry but is same color in Editor) are non-controlpoint related StrategicAreas. Such area's are needed to tell the BF2 ai where is an interresting area or important area on the map. In this case, the important area's are possible ammocache locations. Non-controlpoint StrategicArea's have no capture timer and get instant captured by entering it. Those areas working like alarmzones. The bot ai notice that a enemy entered a important area (doesn't matter if a cache is spawned or not) and will recapture it. That's the way to force the bots to defend a area. Simple explained: The bots want to recapture occupied StrategicAreas, where the humanplayers hanging around.