With the .5 release getting to be not that long off, I thought I'd try to gather the info on the release that I had seen so far into one place.
This was posted before Christmas, but I am starting to see more information such as:
Info on the capabilities of the officer kit.
PR Mod Team wrote:The team has been working very hard on PR v0.5. Yes, you heard right! Not v0.41 as we had originally planned since weâve decided to skip a release and introduce more maps, equipment and a new revised AAS system onto the battlefield. The very first test build of PR v0.5 has been released to our group of testers a few days ago and we expect to release v0.5 in January.
PR v0.5 will include a lot more features than what was originally planned for with the scheduled release of v0.41. Here is a list of features we are currently working on to be included in the PR v0.5 release :
⢠Vehicle crew kits - [won't be able to operate tanks/apc without this kit]
⢠Pilot kits [won't be able to operate jet/helo without this kit]
⢠Officer kits [more detail below]
⢠Vehicle systems damage
(highly experimental and may be deferred to a future release)
⢠AT4 for US Light AT [replaces SMAW]
⢠Land Rover
⢠Merlin
⢠3 Type 95 variants for PLA: Type 95 w Optics, Type 95 + UGL w Optics, Type 95 w Iron Sights
⢠Large collection of new sound effects
⢠Global sound effects volume overhaul
⢠AAS v2
⢠Attack Helo audit
⢠Tank audit
⢠APC audit
⢠New maps to explore and to battle in
This was posted before Christmas, but I am starting to see more information such as:
- Adding destructable razorwire to some of the maps that can have sections blown up with explosives.
- Adding a warm up time to many vehicles - especially air vehicles. If you attempt to go full throttle and take off immediately you will crash.
- Adding destructable buildings to some of the new maps. Put a tank shell into a wall and it will collapse along with part of the roof. Still provides cover for infantry with the rubble.
- You will have to enter vehicles from where their hatches are. Tanks mean climbing on top, APCs near the back or side hatches. Some APCs will carry up to 8 people too.
Info on the capabilities of the officer kit.
Eggman wrote:We're working through the issues on some major changes to the spawning system. There are changes coming across the next 2 releases.
The first set of changes in v0.5 affect Squad Leaders and static spawn points on maps. The second set of changes relate to the Commander and are planned for v0.6.
We tried removing squad leader spawning, but it was really problematic. We added it back.
IMPORTANT: some of this stuff is still in testing ironing out some kinks (a couple of them major kinks). So behaviour might change by the time we release.
APCs now act as mobile spawn points. APCs are now the most powerful and versatile vehicle in the game imo. We've tried to tweak their capabilities to reflect more of an Infantry support role. They carry 8 men, require a crewman kit to operate, are a mobile spawn point, are a limited kit supply point and also act as an ammo supply point (way more ammo than in the past). They have had their TOW launchers removed and should really be used in an Infantry Support role and not in a tank hunting role. Oh and you need to enter them from more realistic locations than anywhere within 10 feet hehe. Entry is from the top and doors as per the model. That's also where you need to stand to get ammo from the vehicle.
Most maps are having the spawn points removed from "forward" CPs. Unless it's an obvious Army Base type facility or a major CP where troops might "garrison" there will be no spawn points at those CPs.
Instead Squad Leaders will have an ability to request an Officer kit. If the squad leader is using an Officer kit, they have the ability to "set a rally point".
Insurgents do not have the training to set Rally Points.
Rally Points also have a store of limited kits.
The rally point is a clump of knapsacks that acts as a spawn point for their squad. There are some rules on where / when these can be placed (you can't place them too close to an enemy CP for example). Each squad leader can only place one at a time. They can be destroyed by a grenade or similar type weapons. So these forward spawns can be destroyed.
Additionally we are using a similar mechanism as team specific spawn points. So a CP might have spawn points for Blue Team, but not for Red Team. Or a CP might have spawn points for Blue Team on the East side and Red team on the West side. These can also be destroyed, potentially denying an enemy the ability to spawn at a CP for a period of time.
This should make for very unpredictable spawn locations, completely at the discretion of the Squad Leaders (and APC drivers). You can still spawn on your squad leader, but ideally that SL has also set a rally point nearby so you can get into the action fairly quickly.
This should help reducing spawn camping possibilities at many CPs. It is also one step toward making maps more dynamic (we're working on some other stuff as well).
This places much more onus on the players (a good and bad thing hehe).
There is another element to the spawning mechanics we'll release in v0.6, but will hold off on disseminating information about that until we work through some of the basic implementation issues.
We'll see how it goes. It's an experiment that some will like, some won't. For the type of players we want to see playing the mod, we think they will like it.. just not sure if there's enough of them out there