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Report RSS The Ranger Unit: Sit Rep - May 16th 2015

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In this Dev Blog we take a look at the main game mode and start to break down how it works: -

Game Mode Title – Mission
Number of Players – 4*
Requirements – Internet Connection

*There will be single player modes as well, including playing the co-op levels as a lone wolf,
of which, we’ll reveal more later. We will also include several more
traditional online competitive modes but for this blog we’re just focussing on
the co-op mission mode.

Overview

The following is an attempt to lay out the basics of the main game mode. The Ranger Unit
Missions are designed to be played co-operatively, online, by a team of four.
Players meet up online and form their own Ranger Unit, with one being the team
leader, who receives live intel throughout the mission. We hope to allow each
player to have access to some basic character customisation options in terms of
camouflage, uniform etc. They can also create their own call sign for use in
game. Once a team is in place and ready to go we envisage the following flow to
the mode: -

1] Mission Briefing – Firstly The Ranger Unit will receive their orders e.g. rescue a
hostage, assassinate a target etc, along with any available intel such as maps,
enemy numbers etc.

2] Insertion – From the above intel The Ranger Unit must decide where they want to start the
mission, by marking the insertion point on a map. Initially they will then
parachute in but eventually we would like to offer some alternatives e.g. boat,
car, swim etc. We will allow complete freedom so if you want to be inserted a
long way from the target you can. If you’d prefer to be dropped close to the
target you can but the likelihood of being spotted early is much higher.

3] Extraction – The Ranger Unit will also agree an on extraction point, again, by marking a
map. Once the mission objective is complete, The Ranger Unit must then get to
the extraction point and await helicopter pick-up. The Ranger Unit will need an
alternate extraction point in case the landing zone is hot.

4] Re-supply – A third mark can be set on the map, for re-supply. If a Ranger Unit so chooses
they can arrange a parachute drop for more weapons and ammo etc. The Ranger
Unit missions will not contain ammo lying on the floor to be picked up, what
you have on you is it. We may allow enemy weapons to be picked up and used but
it isn’t confirmed yet. Re-supply is an option and not a requirement, sometimes
you may want to avoid it, in case the enemy gets to the re-up first. The Ranger
Unit is also able to decide what and how much equipment is in the drop but the
maximum is constrained by weight/size.

5] Kit – Before embarking on a mission, each player then has to choose what weapons, ammo,
armour etc to take with them. The amount will be limited by weight, similar to
the amount in real life. This will make ammo conservation a vital tactic in
game. If possible we will allow players to share ammo where applicable. We will
not have specific classes such as sniper, grunt, medic etc but players will
have the choice to specialise how they see fit.

6] Mission – Play out and complete the mission as per the objectives, then get to the extraction
point for pick-up.

7] Debrief – At the end of the mission, each Ranger Unit will receive a full debrief detailing
success/failure etc. There will be some sort of rewards/medals etc to be
decided later.

HUD – We want to keep it as uncluttered as possible. We will include a map but we may not
include ammo counts etc, requiring the each Unit member to keep tabs on their
own reserves.

Save/Load – Because of the nature of the mode we will not be able to offer a mid-mission
save but we will allow full save/load for character customisation, kit
preferences etc

Missions/Levels/Objectives –We hope to offer a large number and variety of environments, enemies,
objectives etc.

Death/Capture – TBC if killed you will become part of the team back at HQ and you can try and
assist by feeding real-time intel, possibly directing air support, hacking into
surveillance cameras etc. If captured, you should be able to alert your
teammates so they can attempt to rescue you or have means of escape.

Given we’re still very early in the prototyping phase of development, the above is very much
subject to change but hopefully it gives you an idea of the style of game we
want to make. The next Dev Blog will look to expand on another section of the
full Design Doc. Over and out.

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