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PR:BF2 Community Factions Discussion on PR:BF2 community factions. |
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2015-06-26, 09:32 | #21 |
Join Date: Oct 2007
Posts: 927
Netherlands
Location: Holland, Utrecht.
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Re: Italian army
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2015-06-29, 10:36 | #22 |
Join Date: Jan 2009
Posts: 13
Italy
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Re: Italian army
...Well...the Italian faction in PR is an idea that is around for years now, and as we can see from the posts here, both the Italian PR "community" (as we can call it...less than 20/30 active players...) and the DEVs are not so willing to put in practice; the community for a lack of knowledge about mapping/modelling/cinematic, and DEVs team because the implementation of faction is not so easy or simply "because no".
Speaking in terms feasibility the Italian faction is definetely the most easy to make, instead of Japan and Taiwan or the Indian army; this because basically a great part of the ITA army's equipment is already in PR and, as Ploddit said, having a new faction with some new gear will add diversity to the factions and maybe attract some fresh players "cuz hurr durr I can play with my own national army" (and probably went like this for Dutchies, Frenchies and the soon to be Polish, but if we look close and put apart real life mission of these army, we still get brand new rifles as Famas, veichles like VAB and Leclerq, Fennec for Dutch... and so on ) If we start thinking (and this goes to the italian guys albertofum and Difenucci) what you should really need for make the faction, here is a list of possible veichles and equipment:
this could be a possible list of assets and gears, some of them are already in PR, others could be used as placeholder using existing assets/gears, and others need to be created from scratch. this list should follow the maps (I guess at least one new map, probably INS one or Middle East theme or Balcans theme...) others maps could be used as placeholders (thinking Fallujah, Karbala, Kozelsk, Iron Ridge, Dragonfly, Ramiel specially, cuz Somalia...). Some assets also could be omitted, like AAs or MBT. The Italian faction could be "spend" in a lot of layout and maps, both new and old. I don't know which are the requirement for a new faction in PR, on the DEVs side (...minimun numbers of maps, numbers of new assets and so on...) and again, the base condition for having the Italian faction, is that both the ITA modders and the DEVs must be motivated to put it in practice. If one of the two going to miss, this faction and a lot of others will never be created. Cheers. Pheelz |
2015-06-29, 13:01 | #23 |
PR:BF2 Developer
Join Date: Jan 2013
Posts: 3,087
Australia
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It's not up to the devs to "be motivated" to create a faction. It's up to the community faction team. With that said devs will often help out to finish a faction.
As for the Italian faction being the easiest to complete I disagree. There's an aweful lot of content there that needs to be created from scratch. Almost every ground vehicle needs to be made, not an easy task by any stretch of the imagination. Then there's the fact there are zero maps, you need a minimum of 4 good quality maps for a faction to be considered although one or two current maps could be used as placeholders as other factions seem to do that too. Lastly there are lots of factions that could be considered "easy" due to them using equipment that is already in-game, Denmark, NZ and AU for example just quickly come to mind. But with all that said I'd still love to play as the Italians in pr one day, however unlikely it may be. |
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2015-06-29, 16:03 | #24 |
Join Date: Jun 2009
Posts: 1,681
Latvia
Location: Riga
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Re: Italian army
Indeed, that is a big list that has to be done. DEV's can only help get things fixed and polished, but that's about it.
Want Italians in game, start working on that list. |
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2015-06-29, 21:53 | #25 |
Join Date: Jan 2009
Posts: 13
Italy
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Re: Italian army
@Camo
with "motivated" I wasn't meaning that the DEVs have to literally beg community members for start creating a faction, as you said, it's not up to them. What I was trying to say (and i apologize for my english, sure I lack some nuances and semantics, so please correct me and ask me to re-elaborate if I sound not clear or too rude, I will take no offence) is that whenever there could be an appeal in any new faction, in this case the Italian one, and some people interested to get involved in the creation process, having negative answers I think is not the best way to attract people and commit them. That's why I used the term "motivated" referred for both side, DEVs and community. In my own opinion an answer like Turista's one is the best option possible, clear, simple, kinda "professional" I dare to say. I disagree about the fact that almost every ground vehicle need to be created from zero, in the list the bold red means that none of these are already in any faction in PR, AFAIK, so only an IFV, an APC (or even not this one, since ITA army uses the other 2, VCC-1 cuz the entire game will gain a new asset) an MBT (could be omitted on the base of a new map without heavy asset, the same for mobile AA, as the GER and FR faction does not have one, I guess it's not mandatory creating one...) a Truck and an Attack chopper. So in total are 4 veichles, 3 or 2 if you don't count the VCC and C-1 / C-2 MBT, on a list of 13 veichles (not counting mobile AA, it will 14 with it). As I remember right the minimum map needed is 2 good map, not 4 (looking at NL and FR faction as you said), and other 2 could be used for placeholders, but 4 seems not to be the rule (last time I saw in PR 4 new map for a faction was for IDF). Ofc stays the fact that all the soldier's uniforms and equipments need to be made, this goes byitself. With all that said, you all are right saying that is the community that first need to start this faction, and I posted the list and answered here more for the newcomers than for VETs and DEVs, hoping that among them could be some interested in this, and maybe, if they have skills, in a future, they could count on DEVs help for the last polishing or fixing. Btw, Camo, I would like to play with ADF one day, love that uniforms pattern, however unlikely it may be. |
2015-06-30, 09:00 | #26 |
Join Date: Jun 2009
Posts: 1,681
Latvia
Location: Riga
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Re: Italian army
Another thing is, faction must live up to PR standarts. And those are defined by DEV team. It is a matter of quality.
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2015-06-30, 17:58 | #27 | |
PR:BF2 Developer
Join Date: Jun 2011
Posts: 983
Portugal
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Re: Italian army
Quote:
With that said and if you're really intereste in creating the Italian faction I recommend you to read Rhino's post in How to start a faction, link. It can be resumed in 3 things:
Furthermore, if you want to start with project I would make a new thread with all the planing made. Edit: Expanding with some examples: Polish Forces - Design Plan Polish Forces - PR Highlight Ukraine Forces - Thread Finnish Defence forces - Design Plan Again I'll end by saying its not an easy task | |
Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Last edited by [R-DEV]UTurista; 2015-06-30 at 18:08..
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2015-06-30, 19:06 | #28 | |
Join Date: Jul 2011
Posts: 55
Poland
Location: Lodz
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Re: Italian army
Quote:
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2015-07-03, 08:20 | #29 |
Join Date: Sep 2009
Posts: 2,749
Sweden
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Re: Italian army
That's a good list for a start but you forgot:
Animations, a map, kit geometries and soldier skins. |
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2015-07-03, 09:21 | #30 |
Join Date: Jan 2009
Posts: 13
Italy
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Re: Italian army
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Tags |
army, italian, poxo is ghey |
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