Operation Flashpoint: Dragon Rising Preview

War's a serious business.

Remarkably it's been eight years since the release of the original Operation Flashpoint: Cold War Crisis. The ultra-realistic tactical shooter veered drastically from the route the FPS was taking, aiming for hardcore realism and extreme difficulty in a gaming world that was about to ditch the ubiquitous medpack for regenerating health. Since then the original developer, Bohemia, has released an updated sequel, ArmA: Armed Assault, and is currently working on ArmA 2. In a much-publicised split, Bohemia retain the rights to make sequels, but publisher Codemasters has the rights to the game's name. Hence their unofficial sequel, Operation Flashpoint: Dragon Rising. Confused? Just forget about it all, and focus on being excited about what OPF:DR has to offer.

First and foremost, the scale of the game needs to be expressed. Dragon Rising presents a 135 square mile island, with an engine offering a draw distance of up to 35km. This isn't an exaggeration - we've seen it with our own eyes as a Cobra helicopter rises above the hills to reveal the extraordinary vista. The new engine is designed to allow a great deal of stuff on screen at any one time, which is essential for one of the game's most distinctive features: shooting people from miles away.

Most FPS games have your opponent invading your personal space before you're likely to dispatch them. In OFP you'll be wanting to take enemies out while they're still specs on the horizon, whether that's with your rifle, ordering your sniper, or maybe dropping a missile on their heads. Dozens of enemies on screen at once, while you're controlling up to forty men on your own side, miles apart: they had to build something impressively sturdy.

'Operation Flashpoint: Dragon Rising' Screenshot 1

Rather than having set scripted missions, the freeform battles across the Island of Skira - contested by China and Russia, with the American troops sent in to capture the island for the Russians - instead depend on an AI Codemasters is extremely proud of. "Having an AI you can rely on to not be stupid, but to actually look after themselves properly makes a big difference," explains lead AI designer, Clive Lindop. "There are unnamed other titles - squad-based titles - where you're better off leaving them behind a dustbin and coming back at the end of the mission to get them, because they're a complete hazard to you. Whereas these guys - after a while you'll frequently forget they're there, because they're doing their job and you're not having to worry about them all the time."

The role you play appears impressively malleable. During the single-player game you're a commanding officer carrying a rifle, able to issue orders to your squad, as well as to larger groups of fellow soldiers as the scenarios require. This can mean playing hands-on, in the thick of the action, letting the AI worry about itself as you pursue goals. You have to be careful here, as the AI is constantly judging your actions, and if it thinks you're a loony, your troops will abandon you. Or you can station yourself at the top of a hill and order your troops into action on the fly, using the quick-command system. This is a series of threaded menus that appear on screen, rapidly flicked through to find the required option. "It's pretty handy," says Lindop. "It's designed in such a way so people would have the same muscle memory you'd get from a collection of keyboard commands. It has a couple of layers, and it's context-sensitive, so when you get used to using it, you even stop reading what it says."

'Operation Flashpoint: Dragon Rising' Screenshot 2

The farthest extreme lets you choose to play completely from the game's command map, based on real-world Blueforce Tracker technology. Information your troops are able to see is reported on the map, and you can issue orders, orchestrate attacks, and generally play Napoleon without even seeing the real world. Of course, without your own eyes you're risking inaccurate information or out-of-date information from your men on the ground, but it demonstrates the versatility of the game.

Codemasters' aim for the game is to create a balance between the ultra-realism for which the original was famous, and creating an evocative simulation of being involved in a war. This extends from intricately accurate physics, right down to different bullet calibres making different sounds as they pass your ear, penetrating objects to appropriate depths. A column of smoke after a missile is dropped on a building gradually drifts away as the breeze carries it, while the resulting concrete dust billows and spreads below. Get caught in it and you'll have trouble breathing, and maybe even collapse.

Consulting soldiers recently returned from the Gulf and Afghanistan, experience plays an important role alongside technical accuracy. Lindop clarifies. "It's striking a balance between realism, which is all nuts and bolts and flying a space shuttle and pressing a thousand buttons, and the fact that in real life people are very intuitive." The game shouldn't be unapproachable just because it's realistic. "Firearms are designed to be used quickly by anybody, so the control methodology is really quite fluid. It's fast. Because the game's so lethal you don't want to blame the game when you die because it's like trying to drive a bus somewhere."

This is not to say it's going to be anything other than brutal. While there are difficulty settings, these aren't going to change how the AI treats you, or give you improved health. You're still a fleshy human even if you ask it to be easy. Instead you'll get more technical support. Easy will offer you a compass that shows you sighted enemies as red marks, and on-screen info gives you useful advantage. Put the difficulty up to its highest and you're not even going to get a crosshair.

There's obviously significant concern from the hardcore fans of the original PC version that this is coming out for 360, PS3, as well as PC. But this is something Codies is determined will surprise everyone. The engine has been specifically designed to achieve its enormous scale without burning out your console's chip, and as such will also not demand a top-of-the-range PC to play. However, play it on a top-notch PC and you're going to be able to scale it to look stunning. There's also not been any compromise in the features when switching to a controller. The quick-command system replaces the need for a keyboard full of buttons, and enormous amounts of work has been put into letting the analogue sticks provide something equivalent to mouse aiming without adding in any aim assist.

'Operation Flashpoint: Dragon Rising' Screenshot 3

"The hardcore base don't want aim-assist," says Lindop. "We had an aim assist at one point, we did put it in just to see what the experience was like, but it was worse. You've got so many enemies on the battlefield. It's okay when the guy's ten foot from you, and you're in a street, and you say 'snap to that' and it does. But when there's thirty, forty, fifty guys on screen, and they're all very far away, you press snap and the system goes, 'Who?' There's about thirty guys within that tiny area."

However, it's not supposed to be too simple to master. Codies says it takes around twenty to thirty minutes for a player to become comfortable with the controls, but you'll find you'll only truly master certain aspects. "It's part of the system we want. The game rewards skill," Lindop explains. "We think players want to have that experience, to be able to say, 'I won because I'm good at the game. Not because the game carved a hole for me through this experience.'"

"Not everybody's going to be a great sniper. Others will be excellent. Some will find it tricky to do. This is one of the things I think the co-op will show is, because there's a genuine skill level in the game, then co-op will become a lot more meaningful and rewarding experience."

'Operation Flashpoint: Dragon Rising' Screenshot 4

Co-op changes how the game is approached. In the single-player campaign you play as one character, and leave the sniping, etc., to the AI experts in your team. Enter co-op and you can play anyone you choose. In fact, if you're finding a particular section of the single-player game too difficult to pass, you can switch into co-op mode, get a few friends to help you out, and then drop back into offline mode and carry on.

Multiplayer opens up other opportunities. If just two of you create a private game, you can play like generals, commanding the AI from your Jeep on the hilltop. Or you can get up to 32 players on PC, 16 on 360/PS3 and have an all-out infantry war.

There are no plans for cross-platform multiplayer, Lindop citing the complete lack of a reason for it to exist. Not only do PC and console players tend to approach shooters differently, there's also a lot that makes a game like OPF:DR very hard to fairly balance. "The only thing that restricts draw distance is resolution. At about 500m a human on a 1080i is one pixel high. On a 1600x1200 screen he might be five or six pixels high. Even if the control methodology allowed them to be equally accurate, the PC guy has a slight edge. The PC guy needs less skill to make the shot than the 360 guy."

As for those controls, Lindop claims they're pretty similar, even opting to play the PC version with a 360 controller. "I like the 360 controller when I'm playing because my skills at flying a helicopter are better. It's one of those classic balances between a high-fidelity simulation model and one that doesn't necessarily require every button to operate."

It's going to be an interesting summer, with both Operation Flashpoint: Dragon Rising, and ArmA 2 coming out alongside one another. There's animosity between the teams, mostly from Bohemia after their recent furious reaction to the incorrect suggestion that someone from the original OPF team was working on Dragon Rising. But Codies is taking the attitude that the genre's small enough that there's room for both games, and both are likely to provide something quite different. Lindop once more:

"Our Flashpoint and their Armed Assault I don't think are fundamentally the same game. They went down a very serious simulation route with things like Virtual Battlefield Simulator. What we wanted to do with the game was still keep that simulation core, but we wanted to focus on delivering the human experience of being in combat. What's it like to be shot at? The whistling noise, the tracers going past. So I don't think their focus is quite the same."

Does Codies feel that it owes anything to the legacy of the game?

"They made a great game. For a game that's now bordering on a decade old, it had a great legacy. It's why people are excited to see another one. I think [Bohemia] are justifiably proud of the work they did on that. I'd say you have to give a nod of courtesy to the fact they did all this groundbreaking work the first time around."

'Operation Flashpoint: Dragon Rising' Screenshot 5

But there's no desire to continue the scuffle. "I think we've taken the right approach. We'll judge them, and hopefully they'll judge us, by the game that's put out. It's the only honest way of doing it. I'm sure there will be things I'll really like in ArmA, and things I won't. I think it will be the same for them and OFP. It's one of those things where you say, they're allowed to express their opinions, but we're working!"

As they enter crunch, the team are still listening to their forum, still trying to include as much as they possibly can, and refusing to compromise.

"We read the forums because we want to deliver as much as we can," explains Lindop. With a wishlist of thousands of features, there's only so much the team will be able to achieve, but they want people to know they're listening. "We've got a really good community guy, he sends us their questions from the forum. If we can answer it we will, and he forwards the answer back to them. I'd feel like I wasn't doing my job properly if I didn't read the forums."

'Operation Flashpoint: Dragon Rising' Screenshot 6

"We went into it knowing that the worst living nightmare of the PC guys was that we'd compromise. You read the forums and they still think we will. They're basing that judgement on experience with other franchises that have gone cross-platform and simplified," says Lindop. "So we were very deliberate in making gameplay that you could get into, but at its heart it's still a rather unforgiving, quite relentless experience.

"Why? Because the purpose of the game is to show what combat experience is like. The truth is, in combat you don't bunny-hop, you don't run at the enemy blazing away, you don't hide behind rocks and feel better. You get a bullet in the face and you bleed to death. If you hit the spacebar you'll dive to the floor, because what's the most important thing you can do? It's not jump, it's get your face in the dirt as rapidly as possible. When you're carrying 170lb of gear several miles, the last thing you'll fancy doing is star jumps while somebody's shooting at you."

Comments (51) Latest comment 2 years ago

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  • phycus #1 3 years ago

    loved the original game when it came out, hopefully its a decent game from codemasters.
    Edited by 1 at 16/04/09 @ 14:19
  • udat #2 3 years ago

    The bit about jumping at the end makes me all happy.
  • mkreku #3 3 years ago

    I'm actually having higher hopes for this than ArmA 2. I mean, ArmA was so unpolished, unfairly difficult and buggy that ArmA 2 really has to prove to me that they've done better this time. At least this is a new team trying the genre. Let's hope they're both good!
  • Milbe #4 3 years ago

    cover system? weapon customisation?
  • asharkman #5 3 years ago

    Just can't help getting really really really excited about this one.
    Yea tried arma but it was so incredibly buggy+unpolished.
  • Widge #6 3 years ago

    PC Gaming requires less skill confirmed in that!
  • diggun #7 3 years ago

    well i'm damn excited about this - have been for ages, and was wondering why we've heard so little about it.
    graphically it looks to be in a different class to ArmA
  • FWB #8 3 years ago

    Sounding great and the reason I bought an Xbox, since my PC wouldn't be able to run it. Been waiting for this since I completed the first one.
  • effinjamie #9 3 years ago

    Sorry , I just don't trust Codemasters to continue this franchise. I'm expecting half naked chick's and a TOTALLY RAD DUDE! crappy american voice over
  • ChaK #10 3 years ago

    JUST

    CAN'T

    WAIT

    /love
  • Eraysor #11 3 years ago

    My only dilemma with this game is deciding what system to buy it on.
  • zisssou #12 3 years ago

  • Helios_CM #13 3 years ago

    EffinJamie

    Trust me, won't be none of that business in Operation Flashpoint: Dragon Rising
  • JensonJet #14 3 years ago

    Yep, absolutely can't wait for this. Everything that the developers are saying seems to tick all the boxes. I agree with the whole 'bunnyhopping has no place in a military game', and the diving to the ground in one quick movement is absolutely right. I love that the AI is supposed to be clever enough that if you choose to stand back and with a realistic and sensible strategy could get the AI to complete a mission. Personally I'm looking forward to playing this alongside some long-standing and very proficient co-op loving friends.

    There are only two issues so far I'm not sure about. The first is this attitude about bringing the soldier's experience to the gamer. The majority of the time a soldier isn't actually in the thick of battle, and as explained by the developer, does sit back while a target is bombed, or attempt to engage the enemy from afar. While I'm happy to see this depicted in the game, it's not exciting for me to sit back and snipe or order a bomb on a building. I've always found clearing buildings and rooms the most enjoyable and exciting aspect of military based games because it's so perilous and atmospheric. I'm not judging this game, as I've never experienced the original, I'll save critism until I've actually played this co-op.

    The other issue, is more a question and a wish for the game. The developer mentioned helicopters. I love helicopters and a couple of years ago I had lessons. I have to say learning to fly one of those things is the hardest thing I've ever done. Helicopter pilots are incredibly skilled.

    So I'm wondering how the experience will play out in-game. A helicopter has only four controls. Left and right foot controls which conteract the spin of the aircraft as the main rotorblades attempt to swivel when you move the flightstick - which of course control the blade angles effectively giving you forward, backward and side motion. The collective (the handbrake looking stick on your left) controls climb and descend. All the controls are dynamic, meaning you always have hands and feet on them and depending on what you're having the helicopter do are usually constantly being adjusted. Each of these controls would easily translate to a game pad.

    It would be amazing if the game handles helicopters in a realistic way. It could be more forgiving than in real-life, especially as hoovering is an extremely difficult task to master, but ignoring the foot controls would make the controls far too arcadey for such a realistic game. It perhaps makes sense that only on the hardest difficulty do you have these full controls, and the helicopter reacts as one would in reality. On an easy difficulty, sure, give the gamer the far less rewarding arcade style control. Having said all that, I'm not sure other than as an automated means of transport there's any room for being able to fly a helicopter yourself in a first person shooter!
    Edited by 2 at 16/04/09 @ 15:44
  • degville #15 3 years ago

    Can someone explain this please:

    The only thing that restricts draw distance is resolution. At about 500m a human on a 1080i is one pixel high. On a 1600x1200 screen he might be five or six pixels high.

    Not really sure that's a true statement but I may be missing the point...


  • Helios_CM #16 3 years ago

    JensenJet

    As well as the campaign that puts you in the role of a marine infantryman, there is also a spec-ops campaign that will allow you plenty of opportunity to get some CQB action.
  • octo #17 3 years ago

    So this is a preview? But I guess not 'hands on' as there are no impressions of how it plays? Or am I not reading that right?
  • crozon #18 3 years ago

    can't wait already pre ordered for the PC. this and mafia 2, arma 2 i am a happy bunny
  • botherer #19 3 years ago

    JensonJet - I think you are going to be very pleased with the helicopter controls : )
  • legendmir #20 3 years ago

    little worried that theres never any mention of the game being FUN to play..
  • Cigol #21 3 years ago

    Can we have some indication as to how it compares to the original Operation Flashpoint and by extension Armed Assault? I'll end up playing both but I'd like to know where they stand in relation to one another.
  • botherer #22 3 years ago

    Those asking about what it's like to play: I spent a lovely afternoon at Codies watching the game being played, and chatting with devs, and finding out as much as I could about it, but this wasn't a hands on. The game isn't due until the summer, and EG will bring you juicy hands on details nearer the time.
  • JammyPez #23 3 years ago

    Another Brian Lara?
  • syphaa #24 3 years ago

    So hyped about this title.
    By far the game I am focusing on at the minute.

    I am hoping for an ultra realistic title, if people want arcadey fps they can play COD/generic FPS.
    This is what its about. Hope the co-op brings even more immersion.

    Really looking forward to this, fingers so tightly crossed that codies have this nailed.
  • Apologie #25 3 years ago

    Killzone 2 is the best, most impressive FPS ever... newcomers have to be fucking epic to rival Guerrilas work of art.
  • Twin_snakes #26 3 years ago

    does anyone know if it'll be compatible with mouse and keyboard controls on the ps3?
  • richardiox #27 3 years ago

    I'm praying that, in this instance, "summer" means late June rather than mid September. I saw a recent preview on a German website and the journalist suggested the build they were showing looked like it needed alot more dev time. ...Crying out for a decent new FPS, it's been a long time... making do with Bad Company in the meanwhile which has been laggy as hell recently.
  • George-Roper #28 3 years ago

    FFS, this kind of game leaves KZ2 and COD in its wake. Theyre simply (ironic) wannabes when it comes down to it. Boy cant you just tell Apololie is a console kiddie who doesnt have a clue about proper open map modern warfare.
  • BlackKraken #29 3 years ago

    Im quietly hopeful with this one. Hoping they'll get the right balance between realism and fun, tactics actually making a difference to your survivability (unlike armed assault where no matter how good you were you'd probably still be inexplicably hit between the eyes from someone firing a BB gun from 2 miles away).

    I appreciate its a hard thing to get right, but if its done well then the game could be unbelievably good.

    Oh, and controls not being completely fucking insane sounds like a good idea too.
  • shogo10 #30 3 years ago

    I am loving the last paragraph, sounds great!
  • beastmaster #31 3 years ago

    I really want this. I've not seen much actual gameplay footage though. Just those damn pre-rendered sequences.
  • CLOSEALDO #32 3 years ago

    All sounds good to me.....been waiting for this for years......you can only trust them as they are saying ALL the right things.....will the general xbox public get it.....don't know.....but hopefully they make enough dosh to keep the franchise going.....if they start the move to a more realistic shooters then brilliant.....THEY HAVE MY SUPPORT.......how the developers put up reading the feedback on their forums without getting totally depressed i dont know....there are people on there getting REALLY stressed about CM not including the ability to clean character's rifles.......its scary reading for those of you who have a sensible commercial mind........anyway we shall see......
  • Nill #33 3 years ago

    Looking forward to this as well. I'll remain very very cautious though, seeing as it's a multiplatform-title. :-P


    @degville

    Was wondering that too. So if it's running at 1200 pixels vertically on the PC, and 1080 pixels vertically (albeit interlaced) on the 360/PS3, how can anything rendered on the former be five times amount the pixels than on the latter?

    Even if that was true, by that logic, it'd be impossible to balance any of the versions internally as well, seeing as some have large, high-res TVs/displays, and some don't. You'd have the largest margins on the consoles, where some are still stuck with SD-TVs. Boy, is this game going to be fun on one of those! ;-)
  • IneptPercy #34 3 years ago

    "Killzone 2 is the best, most impressive FPS ever... newcomers have to be fucking epic to rival Guerrilas work of art."

    Crysis...
  • JensonJet #35 3 years ago

    Helios and Botherer, thanks for the replies.

    Ok, seeing as there are people out there that seem to have a fair bit of knowledge about this game, I've got a few more questions;

    1. Physics? Can I expect gravity to play a part in the shooting side of this game, or is that a little too much 'realism'?

    2. Descructable scenery? Whether in a limited form or full implemented. Can a light bulb or truck tyre be shot out? Will a grenade blow up a car, or blow a hole in the side of a wall or building?

    3. Customisable controls? It infuriates me that most game developers don't actually believe we might want to customise the keys. Perhaps I'm an oddity but having controls that suit you are the first step to improving your skills and feeling more comfortable with a game. And by customising controls, I'm not only talking about buttons, but the X and Y speed and acceleration of the view (right thumbstick) control?

    4. Please tell me there isn't a radar within this game... it absolutely kills any attempt at realism, when all a gamer has to do is look at top of their screen and an array of red dots pinpoints where the enemy is!

    5. Health. How's it handled? Medi-packs, recharging health, or first aid?

    6. How's the game going to handle team-killing? It amazes me 99% of the industry hasn't a clue how to resolve this... America's Army had the solutions years ago... the second you team kill you're booted out of the server. If not, two strikes and you're out would suffice.

    7. AI... will this be the first game ever where we actually get a sense that the AI's been programmed to have a sense of self-preservation?

    8. Will co-op games include 'terrorist-style-hunt' games along with the single player campaign? Can we customise the co-op games, not just in difficulty, but in enemy numbers?

    9. Do I ask too many questions?
  • FWB #36 3 years ago

    6. How's the game going to handle team-killing? It amazes me 99% of the industry hasn't a clue how to resolve this... America's Army had the solutions years ago... the second you team kill you're booted out of the server. If not, two strikes and you're out would suffice.

    That's a bit harsh. People do make mistakes. There have been times where I've wiped out a few guys on my team because of some large explosion. Not to mention that OFP was notorious for accidental TKing because of the distances you were fighting at and the colour of uniforms being similar.

    I'd suggest that if you're TKed the server asks the victim if they want to log a complaint. Three complaints from the same player and you're kicked out.
    Edited by 1 at 17/04/09 @ 07:48
  • Praetorianer #37 3 years ago

    I'm looking forward to both games, OF2 and ArmA2, if only for the flamewar that will happen between those two highly fanatic communities.
  • local_celebrity #38 3 years ago

    The developers have made a big mistake missing their original summer deadline. They're now going head to head with Modern Warfare 2. That's commercial insanity.
  • General_Zod #39 3 years ago

    Well all you console fellas wont be getting a mission editor, that will be PC only im afraid.
    Also as regards to the helicopter controls, if any of you have seen DCS:Black Shark you will know that trying to fly with a 360 pad just isnt going to work. I appreciate that codies cant include detail for each of the helis meaning that I would theoretically be able to fly the things in real life but I would want it to be at least a little hard to fly the things.
  • botherer #40 3 years ago

    These are my guesswork answers - I recommend a trip to the official forums for accurate info.

    1) I didn't ask about gravity's effect on bullets, but I wouldn't be surprised. Currently light and sound are realistically modelled (you'll see the muzzle flash before you hear the shot, etc) and that's the sort of thing they're all obsessed over.

    2. Don't know specifics here, but bullets will penetrate objects realistically, and entire buildings disintegrated accurately when blown up, so I'd assume there's going to be a fair bit of damage modelling.

    3. No idea, I'm afraid.

    4. Only on 'Easy'. Anything above that and no, no radar. You have the Command Map which will mark last known positions of enemies, and this is based on technology currently used by the American army.

    5. Neither. You get shot, you bleed. Too much on the outside and you're done for. However, there will be a medic, so there's hope to stem bleeding. But no, no regen, no medkits. A limb gets blown off, you're limbless.

    6. You'd have to ask Codies.

    7. So they claim. Bear in mind everyone claims that when developing a game.

    8. They have released zero information about this at the moment, and the same for multiplayer games.

    9. Only in the sense that you'll be disappointed by the amount of "I don't know"s from the confused journo : )
  • CHAZBIGPOTATO #41 3 years ago

    Apologie?

    What-the?

    I though I'd ignored you ages ago..

    Ignore poster
  • DanWhitehead #42 3 years ago

    @JensonJet

    "Ok, seeing as there are people out there that seem to have a fair bit of knowledge about this game, I've got a few more questions"

    I wrote an earlier preview in February which I think might answer some of your questions. It be here: http://ww w.eurogamer.net/articles/operat...
  • glaeken #43 3 years ago

    @FWB

    There is no point asking the one who was TK'd if he wants to log a complaint because given the choice users always log compaints in my experiance. They had this system in BF2 and it really did not matter how you TK'd as 99% of the time people choose to punish.
  • muttler #44 3 years ago

    I'm looking forward to this way more than Modern Warfare 2. I liked MW alot but I'm now sick of respawning enemies completely destroying the gameplay. The realism and non regenerating health will make a nice change, and things like acurately recreating things like rifle scopes and helicopters cockpits from their realworld counterparts down to the nuts and bolts give me confidence this game will be great. Can't wait.
  • Graham #45 3 years ago

    @JensonJet

    "1. Physics? Can I expect gravity to play a part in the shooting side of this game, or is that a little too much 'realism'?"

    It's been a while since I last played OpFlash but I'm fairly certain that sniping over distance was effected by gravity. As botherer points out nothing mentioned for OpFlash2 BUT you've got to hope they're adding to, rather than removing from, an already winning formula.

    @degville

    US bombs crusin' overhead
    There goes my love rocket red
    Shoot it up
    Shoot it up
    Edited by 1 at 17/04/09 @ 14:18
  • FWB #46 3 years ago

    There is no point asking the one who was TK'd if he wants to log a complaint because given the choice users always log compaints in my experiance. They had this system in BF2 and it really did not matter how you TK'd as 99% of the time people choose to punish.

    You're right, some people are just spiteful, but I'm not one of them. They had the system in BF1942 too - had to be set by the server. I never filed a complaint if it was accidental, and I certainly wouldn't have filed it when playing with mates. I'm sure the latter is the case for most people. Auto banning does nothing. You end up punishing the innocent.

    Get three complaints from one individual or 10 in total across the team and get chucked out. Not a perfect system, but helps a bit.
  • hiddenranbir #47 3 years ago

    You have to be careful here, as the AI is constantly judging your actions, and if it thinks you're a loony, your troops will abandon you.

    Worst army in the world.
  • zakrocz #48 3 years ago

    Damn, no bunny hopping star jumps
  • Stagga #49 3 years ago

    Apologie wrote:
    16-Apr-09 17:49:40
    "Killzone 2 is the best, most impressive FPS ever... newcomers have to be fucking epic to rival Guerrilas work of art."

    I worked on that game so I'm glad people like it so much :) but people really shouldn't compare Killzone 2 with Operation Flashpoint, they're totally different game styles. KZ2 is a linear FPS in the traditional style. Sure you have some tactical options but it's mostly about giving the player a series of exciting firefights and encounters on a set path. Operation Flashpoint is an open world military sim that gives players the choice of how they approach the objective and which tools they use. I'm a huge fan of the series and I'm hoping Codemasters will retain the freedom, versatility, complexity and mission design of the original but can bring the AI and physics up to 2009 standards. If they can then this game will be epic!
  • dgamlin #50 3 years ago

    I'm all for realism so long as it's balanced with gameplay. Modern warfare games have a tendancy to pitch fights at long range with "fire & forget" lock-on systems where you never really get a good close-up look at the enemy (one of the reasons why I prefer WW2). It is frustrating to get repeatedly sniped at long range and having no idea where to counter-attack. Realistic, but no fun. So radars and kill-cams try to compensate for this (Bad Company has a good spotting system). Also, in real warfare air/armour supremacy can be key. Experts in these weapon systems shouldn't dominate the game (as they may do in real life and other games). So helicopter controls should be pretty tricky and their availability limited (again in real life there are many foot soldiers and few helos). Kicking bad players off the system is a bad idea - turn to realism for a solution - with freindly fire switched on, anyone who shoots their own team would get shot by their team mates. He adjusts his gameplay or doesn't get to play.As to bunny hopping/dancing head-shot avoidance strategies - movement kills - lie prone and you live! ALL games should have user defined controls and fast (60 fps?) frame rates!
  • kingcobra #51 2 years ago

    I also do not understand why Codemasters released only a few information abou this great game. I think that it will be more funny and less unpolished than ArmaII. I played Operation Flashpoint a lot - it was great game an I spent a lot of time with this game- than came Armed Assault I was really looking forward on this game but I was hardly dissapointed - lot of bugs and it was "strange game " this game was not the follower of old good Flashpoint and bugfest ArmaAII is also not. I believe that the follower of old Flashpoint will be OFP:DR :-)