Tactical Gameplay: Can Control Elements of Real and
Turn Based Tactics Games be Used in the First Person
Shooter Genre
By Michael Beardwood
06196705
MEng (Hons) Computer Games Design
A project submitted in partial fulfilment of the award of the
degree of MEng (Hons) Computer Games Design from
Staffordshire University
Supervised by Stephen Webley
2009/2010
Faculty of Computing, Engineering and Technology
Tactical Gameplay: Can Control Elements of Real and Turn Based Tactics Games be
Used in the First Person Shooter Genre
By Michael Beardwood 06196705 Page I of VIII
Table of Contents
Section Title Page
1 Abstract 1
2 Initial Definitions 2
2.1 Tactics Versus Strategy 2
2.2 Real time Tactics 3
2.3 Turn Based Tactics 3
2.4 Tactical Shooter 3
2.5 Mechanics 4
2.6 Influencing the Mechanics to Research 4
2.7 Requirements for Games 5
2.7.1 Real Time Tactics 5
2.7.2 Turn Based Tactics 5
2.7.3 Tactical Shooters 5
2.7.4 Examples of Excluded Games 5
3 Mechanics for Research 6
3.1 All Game Types 6
3.2 Reasons for Researching Mechanics 6
4 Literature Review 7
4.1 Theatres of War: The Military-Entertainment Complex
(2003 - Stanford University) Jim Lenoir and Henry Lowood
7
4.2 From Gameboy to Armageddon - BBC Radio 3 – February 21st
2010 Ken Hollings
9
4.3 Information from Literature Review 11
4.4 Realism Versus Gameplay 11
5 Realism with Mechanics 12
5.1 Force and Composition 12
5.2 Levelling 12
5.3 Control 12
5.4 Equipment 12
5.5 Terrain 13
5.6 Feedback 13
5.7 Opposition 13
6 Games for Research 14
6.1 Real Time Tactical Games for Research 14
6.1.1 UFO: Aftermath 14
6.1.2 MechCommander 2 14
6.1.3 Fallout Tactics 14
6.2 Turn Based Tactical Games for Research 14
6.2.1 Warhammer 40,000: Chaos Gate 15
6.2.2 UFO Enemy Unknown 15
6.2.3 Warhammer 40,000: Squad Command 15
6.3 Tactical Shooters for Research 15
6.3.1 Space Hulk 15
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6.3.2 Star Wars: Republic Commando 15
6.3.3 Hidden & Dangerous 16
6.3.4 Rainbow 6: Vegas 16
6.3.5 Raven Squad 16
6.3.6 Operation Flashpoint: Dragon Rising 16
6.3.7 Note to Appendix 16
7 Realism in UFO: Aftermath 17
7.1 Force and Composition 17
7.2 Levelling 17
7.3 Control 17
7.4 Equipment 17
7.5 Terrain 18
7.6 Feedback 18
7.7 Opposition 18
7.8 Overall Realism 18
8 Realism in MechCommander 2 19
8.1 Force and Composition 19
8.2 Levelling 19
8.3 Control 19
8.4 Equipment 19
8.5 Terrain 20
8.6 Feedback 20
8.7 Opposition 20
8.8 Overall Realism 20
9 Realism in Fallout Tactics 21
9.1 Force and Composition 21
9.2 Levelling 21
9.3 Control 21
9.4 Equipment 21
9.5 Terrain 22
9.6 Feedback 22
9.7 Opposition 22
9.8 Overall Realism 22
10 Realism in Warhammer 40,000: Chaos Gate 23
10.1 Force and Composition 23
10.2 Levelling 23
10.3 Control 23
10.4 Equipment 23
10.5 Terrain 23
10.6 Feedback 24
10.7 Opposition 24
10.8 Overall Realism 24
11 Realism in UFO: Enemy Unknown 25
11.1 Force and Composition 25
11.2 Levelling 25
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11.3 Control 25
11.4 Equipment 25
11.5 Terrain 26
11.6 Feedback 26
11.7 Opposition 26
11.8 Overall Realism 26
12 Realism in Warhammer 40,000 Squad Command 27
12.1 Force and Composition 27
12.2 Levelling 27
12.3 Control 27
12.4 Equipment 27
12.5 Terrain 28
12.6 Feedback 28
12.7 Opposition 28
12.8 Overall Realism 28
13 Realism in Space Hulk 29
13.1 Force and Composition 29
13.2 Levelling 29
13.3 Control 29
13.4 Equipment 29
13.5 Terrain 30
13.6 Feedback 30
13.7 Opposition 30
13.8 Overall Realism 30
14 Realism in Star Wars: Republic Commando 31
14.1 Force and Composition 31
14.2 Levelling 31
14.3 Control 31
14.4 Equipment 31
14.5 Terrain 32
14.6 Feedback 32
14.7 Opposition 32
14.8 Overall Realism 32
15 Realism in Hidden & Dangerous 33
15.1 Force and Composition 33
15.2 Levelling 33
15.3 Control 33
15.4 Equipment 33
15.5 Terrain 34
15.6 Feedback 34
15.7 Opposition 34
15.8 Overall Realism 34
16 Realism in Rainbow 6: Vegas 35
16.1 Force and Composition 35
16.2 Levelling 35
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16.3 Control 35
16.4 Equipment 35
16.5 Terrain 36
16.6 Feedback 36
16.7 Opposition 36
16.8 Overall Realism 36
17 Realism in Raven Squad 37
17.1 Force and Composition 37
17.2 Levelling 37
17.3 Control 37
17.4 Equipment 37
17.5 Terrain 37
17.6 Feedback 38
17.7 Opposition 38
17.8 Overall Realism 38
18 Realism in Operation Flashpoint: Dragon Rising 39
18.1 Force and Composition 39
18.2 Levelling 39
18.3 Control 39
18.4 Equipment 39
18.5 Terrain 40
18.6 Feedback 40
18.7 Opposition 40
18.8 Overall Realism 40
19 Conclusions of Game Research 41
19.1 Existing Tactical Control Systems 41
19.1.1 Space Hulk 41
19.1.2 Hidden & Dangerous 41
19.1.3 Raven Squad 41
19.1.4 Operation Flashpoint: Dragon Rising 42
19.2 Using Project Odin 42
19.3 Quick Command System 42
20 Mechanics for Game Design 43
20.1 Basis for Game 43
20.2 Force and Composition 43
20.3 Levelling 44
20.4 Control 44
20.5 Equipment 44
20.6 Terrain 45
20.7 Feedback 45
20.8 Opposition 45
21 Further Work 46
21.1 Additional Games 46
21.2 Breakdown of Mechanics 46
22 References 47
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22.1 General References 47
22.2 Literature Review Material 47
22.3 Research Material – Not Directly Referenced 47
22.4 Games/Game Systems Referenced 48
22.5 Weapon Research 49
22.6 Additional Images 49
Appendices 50
A Research on UFO: Aftermath 51
A.1 UFO: Aftermath: Information 51
A.2 Background on UFO: Aftermath 51
A.3 Mechanic Research 52
A.3.1 Force and Composition 52
A.3.2 Levelling 52
A.3.3 Control 53
A.3.4 Equipment 54
A.3.5 Terrain 56
A.3.6 Feedback 56
A.3.7 Opposition 58
B Research on MechCommander 2 60
B.1 MechCommander 2: Information 60
B.2 Background on MechCommander 2 60
B.3 Mechanic Research 61
B.3.1 Force and Composition 61
B.3.2 Levelling 61
B.3.3 Control 62
B.3.4 Equipment 64
B.3.5 Terrain 65
B.3.6 Feedback 66
B.3.7 Opposition 69
C Research on UFO: Fallout Tactics 71
C.1 Fallout Tactics: Information 71
C.2 Background on Fallout Tactics 71
C.3 Mechanic Research 72
C.3.1 Force and Composition 72
C.3.2 Levelling 72
C.3.3 Control 73
C.3.4 Equipment 75
C.3.5 Terrain 77
C.3.6 Feedback 78
C.3.7 Opposition 81
D Research on Warhammer 40,000: Chaos Gate 82
D.1 Chaos Gate: Information 82
D.2 Background on Chaos Gate 82
D.3 Mechanic Research 83
D.3.1 Force and Composition 83
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D.3.2 Levelling 84
D.3.3 Control 85
D.3.4 Equipment 88
D.3.5 Terrain 89
D.3.6 Feedback 56
D.3.7 Opposition 58
E Research on UFO: Enemy Unknown 92
E.1 UFO: Enemy Unknown: Information 92
E.2 Background on UFO: Enemy Unknown 92
E.3 Mechanic Research 94
E.3.1 Force and Composition 94
E.3.2 Levelling 94
E.3.3 Control 95
E.3.4 Equipment 97
E.3.5 Terrain 99
E.3.6 Feedback 100
E.3.7 Opposition 102
F Research on Warhammer 40,000: Squad Command 103
F.1 Squad Command: Information 103
F.2 Background on Squad Command 103
F.3 Mechanic Research 104
F.3.1 Force and Composition 104
F.3.2 Levelling 104
F.3.3 Control 104
F.3.4 Equipment 106
F.3.5 Terrain 108
F.3.6 Feedback 109
F.3.7 Opposition 112
G Research on Space Hulk 113
G.1 Space Hulk: Information 113
G.2 Background on Space Hulk 113
G.3 Mechanic Research 114
G.3.1 Force and Composition 114
G.3.2 Levelling 114
G.3.3 Control 114
G.3.4 Equipment 117
G.3.5 Terrain 118
G.3.6 Feedback 118
G.3.7 Opposition 119
H Research on Star Wars: Republic Commando 120
H.1 Star Wars: Republic Commando: Information 120
H.2 Background on Star Wars: Republic Commando 120
H.3 Mechanic Research 121
H.3.1 Force and Composition 121
H.3.2 Levelling 121
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H.3.3 Control 121
H.3.4 Equipment 123
H.3.5 Terrain 124
H.3.6 Feedback 124
H.3.7 Opposition 126
I Research on Hidden & Dangerous 128
I.1 Hidden & Dangerous: Information 128
I.2 Background on Hidden & Dangerous 128
I.3 Mechanic Research 129
I.3.1 Force and Composition 129
I.3.2 Levelling 129
I.3.3 Control 129
I.3.4 Equipment 132
I.3.5 Terrain 133
I.3.6 Feedback 134
I.3.7 Opposition 135
J Research on Rainbow 6: Vegas 136
J.1 Rainbow 6:Vegas : Information 136
J.2 Background on R6: Vegas 136
J.3 Mechanic Research 137
J.3.1 Force and Composition 137
J.3.2 Levelling 137
J.3.3 Control 137
J.3.4 Equipment 139
J.3.5 Terrain 141
J.3.6 Feedback 142
J.3.7 Opposition 145
K Research on Raven Squad 146
K.1 Raven Squad: Information 146
K.2 Background on Raven Squad 146
K.3 Mechanic Research 147
K.3.1 Force and Composition 147
K.3.2 Levelling 147
K.3.3 Control 147
K.3.4 Equipment 148
K.3.5 Terrain 150
K.3.6 Feedback 150
K.3.7 Opposition 152
L Research on Operation Flashpoint: Dragon Rising 153
L.1 Operation Flashpoint: Dragon Rising: Information 153
L.2 Background on Chaos Gate 153
L.3 Mechanic Research 154
L.3.1 Force and Composition 154
L.3.2 Levelling 154
L.3.3 Control 154
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L.3.4 Equipment 158
L.3.5 Terrain 160
L.3.6 Feedback 160
L.3.7 Opposition 162
Tactical Gameplay: Can Control Elements of Real and Turn Based Tactics Games be
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1 Abstract
This project will look into the development of a squad control system for first person
shooters by researching real time and turn based tactical games.
The aim of this project is the research the required elements of real time and turn based
tactical games, breaking them down to their mechanic solutions, and then look into what
elements would be required in order to design and implement a similar interface option
into a first person shooter/simulation game.
Tactical Shooter games will also be researched in order to find any squad control systems
that are in place and find out how they work in regards to gameplay.
Finally the subject area of Realism versus Gameplay will be researched and looked at in
depth regarding all the games researched.
All research will be conducted by using the single player aspects of the games for terms
of control.
The research will culminate in the designing of a squad control system for a first person
shooter which will show elements from the games researched as well as a realistic
method of achieving the controls. This system will be implemented into a games design
document.
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2. Initial Definitions
In order to research Real Time Tactics, Turn Based Tactics and Tactical Shooter games,
an array of definitions must first be gathered. This includes the genres of each of the pre-
mentioned as well as the main link between them, the term Tactics.
2.1 Tactics Versus Strategy
In order to understand Tactical approaches, the difference between Tactics and Strategy
must be researched. This is also a requirement for defining the genres later on due to the
close link between Real Time Strategy and Real Time Tactics games.
…tactics present a Small Picture perspective where individual trees are in focus
but the Big Picture of the forest is not. Just as your eyes have to look up from this
page to refocus on the larger room you’re reading it in, so strategy and tactics
require a different focus. (Emrich 2010)
The Department of Defences military Dictionary gives the following descriptions for
strategy and tactics.
A prudent idea or set of ideas for employing the instruments of national power in
a synchronized and integrated fashion to achieve theater, national, and/or
multinational objectives. (Department of Defence Dictionary 2009)
The employment and ordered arrangement of forces in relation to each other.
(Department of Defence Dictionary 2009 B)
A GameSpy article on the subject gives the following insights.
Think of strategy as the big picture. For example, in Civilization III your ultimate
goal affects your strategy. In other words, do you intend to conquer the world
with a strong military or out-research your opponents? (Walker 2002)
Tactics is all about how you win each battle. For example, exactly how your
ground forces will assault that … base is a tactical consideration. (Walker 2002)
From these definitions and examples it is easy to point out the differences between the
two terms.
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Strategy refers to the overall battle plan of a situation, real or fictional. The commonality
of the term „the big picture‟ supports this definition. Strategy could be defined as
instructions on where to go, but not how to get there.
Tactics has a much smaller focus, that of individual control and operations. So based on
the references and the definition of Strategy, Tactics could be defined as the local
decisions based on the global strategy.
2.2 Real Time Tactics
Real Time Tactical games are seen as a sub category from the Real Time Strategy genre
of games. Using the definitions from the tactics versus strategy section (2.1) it can be
said that Real Time Tactical games major difference from Real Time Strategy games is
the focus. Real Time Strategy focuses on the overall game; the player has control of base
building, research, resource management and unit control. While “Real-time tactical
(RTT) games on the other hand don't even necessarily need a resource component and
generally challenge players to be victorious with a set amount of troops for each level.”
(Adams 2006)
Although the precise challenge may differ from game to game, Real Time Tactical games
are based on the player having a set number of units to complete missions with. The
world is still set in a constantly updating environment, hence the term „Real Time‟
2.3 Turn Based Tactics
Using the Real Time Tactics as a basis, the only difference between these two sub groups
should be the use of time within the game. The term „Turn Based‟ suggests that the game
is not played in a continuous time system but is based on a system more familiar with
board games. One player makes a move, then another player and so on. As with all
groups of games, there will be differences in the way that the „turn system‟ is based. For
example Chess is played with a turn based system: the first player moves a piece then the
second player moves and so on however in many tabletop war games, Warhammer for
example, the player may use each and every unit they have before the opposing player
may take their turn.
2.4 Tactical Shooter
Unlike the definitions above (2.2, 2.3) the term Tactical Shooter has very little in
common with the Strategy Genre. Tactical Shooters are games that attempt to simulate
realistic combat and usually have a squad based system.
“The tactical shooter (as distinct from the standard first-person shooter) usually involves
a team of commandos operating in real-world situations. They tend toward the "one shot,
one kill" model. They usually don't have power-ups or energy shields and rocket jumping
just don't exist. Tactical shooters are about finesse, teamwork and keeping a cool head.”
(Samuel 2000)
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In the context of this project Tactical Shooters could be (but not necessarily) a Serious
Game. “This term applies to the application of advanced video game technology to games
that have serious purposes. Examples include defence, security, driver training,
occupational health and safety, visualisation, engineering, biomedical, infrastructure,
simulation and scenario based training.” (Torus Games 2010)
2.5 Mechanics
Using previous work undergone in the field of breaking down games, the term Mechanic
has already been defined and is know to be a valid basis for this analysis.
The Mechanical solution for a game is created by reducing the game into general areas
where rather than looking at individual parts of a game such as, for example, a cover
system would be set into a section dealing with terrain. In this way the game can be seen
in broader terms than just a simple list of every single element.
There will be multiple ways in which to break a game down in such a mechanical way.
This project will use a system that can encompass all the different types of games what
will be researched in order for it to be easier to modify elements from the games in order
to create a product from the findings of the research.
This system of breaking down games is based on Staffan Bjork and Jussi Holopainen‟s
work in Patterns in Games Design (2005) although they based their approach on breaking
games down to their smallest elements, this project will use the same approach to break
the games into larger sections which can then be seen in terms of realism while a point
and click system may be an intricate part in a game such a base system could not be
looked at in terms of being realistic.
2.6 Influencing the Mechanics to Research
The actual sections of mechanics that will be researched will depend on the genres being
researched. There are obvious differences between tactical shooters and real time tactics
games however there will be a system that can be used to devolve the intricate
differences between the genres.
The mechanics that will be researched will depend on the exact requirements of each
genre which will be looked at.
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2.7 Requirements for Games
2.7.1 Real Time Tactics
In order to be considered as a real time tactical game, certain elements must be included.
- To have a continuous time system to be played in – A pause element may be
included.
- To have a limited number of units to control in mission.
- To include some type of system to increase the potential of units.
- To include opposition with which to fight against.
2.7.2 Turn Based Tactics
As the main difference between real time and turn based tactical games is in the title, the
units are controlled in a turn based system instead of a continuous time system.
2.7.3 Tactical Shooters
As Tactical Shooters are in a different genre of games from the aforementioned tactical
games, a different set of criteria are required.
- To be set in a first/third person view.
- To have the ability to control at least one member from the first/third person
perspective.
- To be able to accurately control squad members.
2.7.4 Examples of Excluded Games
As real and turn based games are not as common as other genres it is relatively easy to
distinguish between other games. For example, the closest type of game would be the
real time strategy game which would include production and in mission resource
collection to create an army which would not be limited in the sense of the requirement.
(2.7.2)
As for Tactical Shooters, the criteria of being able to accurately control squad members
cuts many games such as the Unreal Tournament series, due to the fact that the orders
available are relatively abstract – Attack, Defend etc.
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3 Mechanics for Research
3.1 All Game Types
For all three types of game, the same set of mechanics will be researched. In this way it
will be much easier to develop a system that includes parts from different games.
1) Force and Composition – The types of units open to the player.
2) Levelling – The system for increasing the units combat effectiveness.
3) Control – The type and amount of control over the units.
4) Equipment – The equipment open to the player and the means of attaining more.
5) Terrain – The effect the terrain has on units.
6) Feedback – The responses from units about their current situation.
7) Opposition – The types and numbers of enemies faced during the game.
3.2 Reasons for Researching Mechanics (3.1)
1) The forces the player has at their disposal will make a large affect on gameplay
for example, if the units are very weak then the player will be more disposed to
covert tactics however if the player has access to much tougher units they may
consider a more direct approach.
2) Levelling is a core mechanic in many real and turn based tactics games which
allows for the game to become progressively harder to counter the expected level
of the players force.
3) The system and amount of control the player has for his forces consists of the
main gameplay in many cases and therefore must be researched.
4) The equipment and methods of gaining it is generally a secondary consideration,
however as it is a necessity for most games in the genres it shall be researched.
5) Terrain can affect many aspects of the tactical game mainly the basis for any type
of cover system. Line of sight in tactical games is also dependent on terrain.
6) The response of units and statistics regarding battlefield information is a key
aspect in the realism of a game and also allows for more accurate commands to be
given by the player.
7) Without opposition the game would be bereft of all gameplay. This report will
only look into the opposition in single player rather than multiplayer modes.
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4 Literature Review
As the main focus of this report is to create a system for tactical control in first person
shooters that can be implemented, the research for this area will be mainly at games that
have some or all of the mechanisms required for this system.
As researching and developing the system will be focused on looking at games, the
secondary category of research - that of realism in games - will be looked at for the
literature review.
This report will take a military perspective on realism in games based on simulation
technology that has been used for some time. As all the games that will be researched
involve war in one way or another, this seems to be the logical starting point.
4.1 Theatres of War: The Military-Entertainment Complex (2003 -
Stanford University)
Jim Lenoir and Henry Lowood
“War games are simulations combining game, experience and performance.” This first
sentence of the paper provide a basic understanding of what war games mean to the
military in terms of training. Experience and performance are brought by whoever
actually plays the game, but the constant element remains the gameplay aspect. With an
unrealistic simulation nothing is gained. Based on this it is not difficult to note that “…
commercial game designers produced many of the ideas shaping the design of military
simulations.”
“The necessity of realistic scenario’s and back story in military simulations led designers
to build databases of historical, geographical and physical data.” As previously
mentioned, an unrealistic simulation provides little in terms of training so realism is
important and with this reference, realism comes in many forms. Obviously if the
simulation is of a specific location in the real world, then it is important that the
topography is as close to real representation as possible. Historical data will simply
relate to the player to give them an insight of what the battle is about and the situation in
which it is happening. Finally physical realism is one of the most important aspects of
simulation as if damage, for example, is not calculated correctly then the player will lose
the feel of realism about the simulation as well as not gain accurate information about
weapon systems.
The paper is not simply a description of simulation technology in use by military forces,
it also makes high note that the commercial sector also benefits and helps develop such
war games in a complex circle. “Even when this has not been the intention of their
designers and sponsors, military simulations have been deeply embedded in the
commercial forms of entertainment, for example, by providing content and technology
deployed in computer games.” “Their adoption and further development by the game
entertainment has resulted in the improvement of designing war games.”
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The paper does make an interesting note that until high fidelity simulators where
available, military simulations where kept to the strategic rather than the tactical in terms
of training and analysis. Games such as chess and Kreigspiel emphasize this and their
existence has informally helped to shape further likeminded systems such as Operation
Internal Look, a simulation used as a predictive model for the initial stages of the Gulf
war based on real data which gave extremely accurate results and almost matched the
actual events and outcome of engagements. The public, on the other hand, where more
interested in tactical games such as board games like Fire-fight, which featured a future
history setting of American and Soviet forces in a squad based skirmish environment.
Like many games created around this time historical accuracy was maintained with real
weapons and technology being used in different ways in the game to mirror their
effectiveness in real life.
The main element of the paper is written about the Battle of 73 Eastings, an engagement
involving a tank battle between U.S. and Iraqi forces during the Gulf War where an
American tank unit managed to take out a much larger and well defended Iraqi force.
This was an important engagement due to the amount of information being recorded.
The battle was recorded with the largest amount of detail yet; each tank had tracking
units that enabled its position to be calculated with high accuracy. As well as tracking,
each tank was equipped with sound recorders to capture the crew‟s commands and
conversations. After the battle, wires attached to each round fired allowed damage and
accuracy to be calculated giving extremely accurate data about the battle which would be
taken back to the U.S.‟s military simulation branch and recreated into a training
simulation.
The other system in use during the engagement was Project Odin. Odin is a system that
takes live information from different sources including satellites and ground forces to
give an overall strategic view for officers. “It would allow the intelligence officer and
the commander to see the battle field in three dimensions and enable them interactively to
zoom to any location to see the arrangement of forces.” This system may sound like
something directly from a strategy game, but it is in fact a viable piece of technology on
the battlefield.
The later stages of the paper explain that with the simulation technology available aswell
as the data from 73 Eastings and Odin, an extremely viable piece of training equipment
has been produced. The system allows for the modification of features in the simulation
using realistic data taken about weapons and equipment to create new realistic
engagements for training purposes.
One of the final points is that “The research centre has enlisted film and video game
designers in the effort, with the promise that any technological advances can also be
applied to make more compelling video games and theme park rides.” Showing that the
technology in war is applicable to games and for the purposes of realism, should be used
in the same manor allowing the public to see what really goes on or to be able to use the
same equipment as the military in the games they play.
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4.2 From Gameboy to Armageddon - BBC Radio 3 – February 21st 2010
Ken Hollings
In a similar vain as Theatres of War, From Gameboy to Armageddon looks into how and
why military and civilian technology has crossed paths to be joined in the way it is by the
entertainment industry.
The beginning of the broadcast tells us that war games have been played throughout
civilisation, from the games played to honour the dead, to the modern arcade. It is no
great discovery that war plays an integral part of games, if not in all aspects of life.
Therefore it is no surprise that serious games have developed in recent years.
Clausewitz, the Prussian general, is mentioned frequently for his insights on war.
“Commanders tended to drift from reality.” is his first noted comment during the
broadcast. This tends to show that even though commanders may have good intelligence
about their forces but possibly not of the enemy. This lead to commanders having a too
high ideal on how their troops would perform on the battlefield. Although war games
where played back when this was the case, the element of luck was never taken into
account. Based on these elements Kriegspiel was created. Kriegspiel was a much more
complex version of chess; however it made use of a fog of war or imperfect information
by which an impartial referee was involved. Kriegspiel also had a basis using historical
experience for the units that could be controlled.
The broadcast goes on from commanders and their need for reliable information to the
soldiers and the use of training equipment and the fidelity that it requires. A main point
is raised that even though simulations are not the same as reality, there are some things
that should be practised in simulators as they cannot be used until the eventuality of war
breaks out, simply because new technology cannot be used in case a potential enemy sees
it being deployed and a counter can be made.
With the section on simulators, a discussion of the equipment and resources for the battle
of 73 Eastings is noted as in Theatres of War with its data being recorded for later use as
a training system via SIMNET in order to make a realistic experience.
From Gameboy to Armageddon then takes a look at the games that have been adapted
and developed for the purposes of training. Other than actual simulations such as virtual
tanks and planes there was little in the way of arcade style games to teach tactics and
procedure. The game Doom was seen as a good basis for the first modification due to the
level of realism never seen in games before, even though Wolfenstien 3D had been
released beforehand, the subtle aspects of the game such as the weapon bobbing – where
the players weapon moves up and down when they move, as it would in real life – took
the game and gave it a “Claustrophobic reality” with a real sense of the player running
around rather than floating. People because scared of the game in a way that had not been
seen before, this immersion was the main reason for the adaptation of the game for
training purposes.
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America‟s Army is quite heavily mentioned in the program with note to its enhancements
to recruitment after its release. Other than the overarching demonstration of what it is
like in combat, the program is limited in many ways, firstly you can never intestinally kill
and American soldier, as both teams see each other as non American forces. Secondly,
there are no women or children. This factor pulls away from the realistic in an important
way; although the depiction of violence to children in games is a contentious issue.
Continuing in America‟s Army‟s success in recruitment and training drove to the creation
of games such as Full Spectrum Warrior. The focus of Full Spectrum Warrior was on
squad command and decision making, as the player never actually got to fire their
weapon. The major change from America‟s Army was the portrait of the world, instead
of a generic Middle Eastern town; Full Spectrum Warrior pushed the realism and
grittiness of warfare to new levels.
The last game related quote adds a new dimension to the creation of serious games.
“…putting restrictions to what the player could do, these restrictions actually give a
game more hooks by bringing it closer to the trickiness of reality.” This quote relates
games such as Doom to Full Spectrum Warrior, whereas in games such as Doom the
player can endlessly jump around a dungeon like area firing weapons at anything that
moves with no consequences other than running low on ammunition. The player of more
serious games must adhere to more stringent rules relating to the rules of engagement and
war crime laws.
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4.3 Information from Literature Review
Although the main focus of the subjects used for the review where war based and then
games as a secondary, they reveal useful information on what needs to be attained for
simulation – Realism.
Whether this comes from the weapon bobbing from Doom or the gritty recreations from
Full Spectrum Warrior, realism is an important part of serious games.
This project will be looking at the realism in each of the games that will be researched.
Some of these games will have elements that can not be really commented on, especially
those containing non human components such as enemies.
Using the information on Project Odin found in Theatres of War, the final game design
document will have some sort of similar system which is one of the reasons for looking at
both first person games as well as top down tactical games. By using the information
gained by researching the games a gameplay mechanism should be able to be refined.
4.4 Realism Versus Gameplay
Realism in games has always been an issue in the industry, especially when the question
of realism versus gameplay arrives. Taking this point to its extreme the question is; will
a single bullet kill you? From a realism viewpoint the simple answer is yes, unless you
start to factor in all the possibilities from weapon and ammunition type to distances and
amour. From a gameplay standpoint it would cause a large problem with the game
especially for those with less skill than others. The game would become almost
unplayable. This issue is usually addressed by difficulty levels in each game, however
other systems emerge such as the highly unrealistic „health pack‟ where by walking over
a red box on the floor the player somehow manages to not only undo the bullets‟ damage
to them but also end up in better shape. Other games mask this by using medics or
systems that take longer to deploy. Taking a point by point view on this subject and the
benefits from each perspective would end up being the beginnings of another project.
Other that health one of the biggest areas of gameplay design over realism is that of
weapons fire. Most games will have a simple system where if the central reticule is over
the target when fired, a hit will be scored. This does not take into account range or
ammunition type etc. as bullets start to lose momentum as soon as they are fired, giving a
drop over distance.
The subject of realism will be broached on the six mechanics being researched for each
game with an overview section at the end of each game section as well as a larger note on
realism in the section below.
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5 Realism with Mechanics
5.1 Force and Composition
This mechanic notes the types and numbers of units open to the player during the
game or for specific missions. Realism in this mechanic will come from actually military
doctrine, for example a covert team would not consist of three hundred men and a
battalion of armoured support. Likewise the composition of the force is a notable section
with realism, fire teams will usually comprise of a set of soldiers with weapons to take on
a variety of tasks – every member is unlikely to carry anti-tank weaponry, but it is likely
that one of them will. This again depends on the mission scenario as anti-tank weapons
would not be a good strategy in a small internal compound or corridor system.
5.2 Levelling
This mechanic deals with in increasing abilities of the players‟ forces over time.
Obviously real people don‟t have levels attached to them, this is a gameplay element but
to say there is no realism included would be inaccurate. The more combat experience a
soldier has the better they become as they know what to expect and how to deal with
situations that arise. Training will generally increase the skills of an individual, the main
reason for using simulation.
5.3 Control
This mechanic details the level and types of control over the units under the players
command. Like Levelling, this is mainly a gameplay element but also has a base in
reality. From a squad leaders standpoint they would be able to give commands via voice
man to man or through a radio system. In the heat of combat these voice
communications could become lost or misunderstood for one reason or another. As
previously mentioned the Project Odin system used in conjunction with the battle of 73
Eastings would provide a high quality tactical control mechanism.
5.4 Equipment
This mechanic looks into the equipment and weaponry available to the player at any
given time and any way in which they may increase or replace it. In terms of realism,
this mechanic is central. Based on the examples of America‟s Army, Full Spectrum
Warrior and most modern warfare games, the use of real equipment is a necessity. For
the games set in an alternate universe, this is less important but there is still a need to fit
in with its own lore for example, it would make little sense for a Space Marine in the
Warhammer 40,000 universe to be carrying a weapon used in the Second World War.
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5.5 Terrain
This mechanic looks at the element of terrain. Terrain is highly important for
simulation as the more realistic the topography of a specific area, the better the training
grained from that simulation. With modern games, the terrain has shifted to being more
of a gameplay element, where extensive use of cover systems to enable players to avoid
damage by sitting behind a wall. Although this may work with small arms fire, small
brick walls would not survive hits from explosive weapons which would not only destroy
the wall, but most likely have a devastating effect against anyone covering behind it.
5.6 Feedback
This mechanic describes the information sent back to the player, whether this is via
the other members of a squad shouting back or through the heads up display – this is both
a realism and gameplay issue. Squad feedback needs to be realistic in order to give
further immersion to the game, while the heads up display usually takes away from this
as a set of boxes floating in front of the players view, each with information such as
ammunition levels and how the squad is doing. Some games remove the heads up
display on the harder difficulty levels making the player make more realistic estimates
about their current situation rather than relying on a status bar at the side of their screen.
5.7 Opposition
This mechanic details the types of enemies and their numbers. The realism here
will depend on the kind of game. A covert squad game will most likely be full of much
greater numbers of enemies but the player will have stealth on their side. The real and
turn based tactics games will generally be evenly matched, or have an advantage against
whatever forces they face.
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6 Games for Research
Based on the three genres to be included and the information from the literature review, a
selection of different games will be researched. As the game to be written for this report
will need to be a tactical shooter, more focus will be put onto the currently available
squad based first/third person shooter game. Twelve games will be researched based on
the time constraints of this project and that it will give a high level of coverage over
different systems in games and their relation to realism.
6.1 Real Time Tactical Games for Research
Three out of the twelve games will be real time tactical games. This will be to look at the
systems for full squad control from a top down view. This research will also be used to
gain insight into any sort of realistic levelling system.
6.1.1 UFO: Aftermath
UFO: Aftermath is effectively a remake of UFO Enemy Unknown although designed and
published by different companies. Aftermath focuses more on the combat and squad
development than the original while removing much of the base development and
strategic game.
6.1.2 MechCommander 2
MechCommander 2 takes on the BattleTech universe usually seen from the MechWarrior
side where the player controls a Mech directly but can make orders for the rest of their
squad. MechCommander gives a top down view of the same idea, except that the player
is in control of a mercenary company and must acquire additional equipment from the
market as well as salvaging from the field.
6.1.3 Fallout Tactics
Fallout Tactics is based after a nuclear war and focuses on the player leading a squad to
complete various missions for the Brotherhood of Steel. The detailed nature of the game
lends itself to the realism as characters have a huge variety of skills and Perks to
distinguish themselves.
6.2 Turn Based Tactical Games for Research
Unlike the real time tactical games, where fast decisions must be made in order to keep
the squad alive, turn based tactical games are all about making strategically sound moves.
Turn based tactical games are not as common as those of other genres and are usually
quite simplistic. The games chosen here represent a much more complex version of the
turn based game.
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6.2.1 Warhammer 40,000: Chaos Gate
Chaos Gate is set in the Warhammer 40,000 universe with its rich background. Chaos
Gate takes the player‟s Space Marines and sets them against almost equal forces of Chaos
Space Marines. With the similarities between the forces the player can make informed
decisions throughout.
6.2.2 UFO Enemy Unknown
Enemy Unknown represents one of the early games in this genre that stands the test of
time. It has had sequels and been remade many times proving the concept of the game.
Enemy Unknown features both a complex tactical game but also the strategic system that
makes the player balance the squads‟ resources with the research and development costs
of running multiple bases.
6.2.3 Warhammer 40,000: Squad Command
Squad Command is another game set in the Warhammer 40,000 universe and once again
deals with a battle between Space Marine and Chaos forces. Squad command is all about
using a standard set of units with few options to take on the opposing forces. Although
Squad Command lacks any sort of experience system, the control systems represent a
change from the standard square board approach.
6.3 Tactical Shooters for Research
The Tactical Shooters will be the main area of research into games in this project. Each
of the games have some sort of squad control mechanism, some similar to the top down
approach and some with much simpler systems. The majority of the game research will
be based on tactical shooters, mostly on the PC but also with the Xbox 360.
6.3.1 Space Hulk
Once again set in the Warhammer 40,000 universe but unlike the other two games, Space
Hulk takes the Space Marine‟s elite Terminators against a much faster and larger force,
the Genestealers. Space Hulk used a system where the player can take note of the whole
squad from one Terminator‟s view and also had a top down control system.
6.3.2 Star Wars: Republic Commando
Republic Commando is a fast paced game with a simplistic point and click mentality to
squad control. This is not to say that the system is flawed in anyway as simplistic
commands are much more realistic than pausing the game to give a huge waypoint map.
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6.3.3 Hidden & Dangerous
Hidden & Dangerous puts the player in control of SAS units after their initial creation.
The game focuses on realistic damage expectations forcing the player to take a stealthy
approach to the game rather than brute force.
6.3.4 Rainbow 6: Vegas
The Rainbow 6 series has long since been a high point of the tactical shooter genre. The
game has changed over time and is now more focused on tacking tactical decisions
during the mission rather than at the start of the mission. The version to be researched
will be the Xbox 360 version.
6.3.5 Raven Squad
Raven Squad is one of the few games that attempt to meld a pair of genres together. As it
has both a first person element and a top down view that can be switched between at any
point the game should make for good research in this project. This version to be
researched will be the Xbox 360 version.
6.3.6 Operation Flashpoint: Dragon Rising
Dragon Rising offers not only a detailed system of command from the first person and a
top down satellite view but also offers an extremely realistic representation of warfare.
From the simple method of removing the heads up display (in the harder difficulties) it
offers a full look into realism in games.
6.3.7 Note to Appendix
The game research is presented in the appendices of this document.
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7 Realism in UFO: Aftermath
The back story to UFO: Aftermath changes the face of the world with an alien technology
which alters the macro scale life on the planet that is not under cover over the initial
period before the sun is visible once more. The game still has a realistic current in the
way the game plays and the options available to the player.
7.1 Force and Composition
During the missions only seven soldiers can be selected to participate. This seems to be a
balance issue rather than a realistic number as even on the final mission when the squad
is sent to the moon only seven troops may go. The gritty nature of the game allows for
additional points of realism such as troops that get sufficiently injured must recuperate
for a period of time before they can be used for active combat again. Soldiers that are
killed are also removed completely from the game and cannot be reclaimed.
7.2 Levelling
The levelling system takes into account general combat experience rather than a specific
system. A soldier will get experience for killing an enemy with a weapon but the
experience does not relate to what the soldier has specifically done, just to a general
experience level which the player then selects what attributes should be increased. This
is a relatively unrealistic.
7.3 Control
A great deal of control is offered to the player in both in mission and out of mission
environments. In mission, where the research is focused, the control allows for a high
level of tactical movement options. Soldiers do not have any of their own A.I so will not
automatically shoot at enemy targets although they will point them out when they see
them. This is much more of a gameplay element than a realistic one, as following
through with the soldiers fending for themselves would leave the player little to do other
than give vague movement orders.
7.4 Equipment
The equipment in Aftermath provides the player with a highly realistic human set, with
well over fifty different actual weapons being useable with accurate statistics for each
one. The alien weapons give a slant on a different technology which is acceptable. The
hybrid weapons are an interesting point as they are based on alien design using human
technology. These weapons are generally better than the alien equivalents which would
make little sense due to the aliens‟ higher technological status.
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7.5 Terrain
The terrain featured in Aftermath depends on the environment. Areas of the world are
accurately depicted although no landmark areas are fought in. The scale and damage
caused by the aliens gives a sense of hopelessness as everything is in a bad state. The
realism is dropped when it comes to movement as each map is made up of squares,
although much smaller that older games the freedom of movement is somewhat confined.
7.6 Feedback
The statistical feedback is extensive, covering every element from multiple types of
weapon skills to observation and how well they know enemy targets and their
weaknesses. If the skills where to increase in the area that the unit was using it would
make more sense, from a realistic perspective, however the player can choose which
attributes are affected by levelling. One major issue is the pause time for feedback and
with the rest of the game. Although this is done so the player has a good overall picture
of what is going on, it is sometimes distracting to see the screen slowly circle a new
enemy on the map before the player can return to the game. Vocal feedback offers a full
range of warnings and other messages for the player to respond to.
7.7 Opposition
The main enemy comes in the form of the Reticulons, an advanced alien race come to
conquer Earth for their own needs. In terms of realism it does not make much sense that
an alien race, capable of interstellar travel for the purposes of war would find it so
difficult to kill a handful of humans in combat. The Transgenants are a much more likely
enemy given the spores from the initial attack on Earth and its manipulating technology.
7.8 Overall Realism
The level of control throughout the game give off a good level of realism from even
before the mission where the player can set up their squad in anyway they see fit based
on the available weaponry and ammunition. The ability to pause time distracts from this
as does the square based movement options, even if they are small enough not to be
noticed when it comes to terrain.
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8 Realism in MechCommander 2
MechCommander 2 is set in the BattleTech universe filled with huge Mechs fighting
against each other. As with other games in different universes it is difficult to relate to
realism.
8.1 Force and Composition
The units available to the player depend on many factors, firstly as a mercenary
commander the player must buy or salvage chassis as well as the equipment for each
Mech, to use on missions. Secondly the player is restricted to a drop weight per mission.
This forces the player to choose between firepower or numbers as the heavier Mechs can
provide much more damage than an equal tonnage of lighter Mechs, but lack
manoeuvrability and speed. Finally the player must choose pilots for each Mech, and
although there is a huge selection to choose from, experience is highly prized.
8.2 Levelling
Combat and kill experience is essential for the later missions where experienced pilots
have a substantial advantage based on their specialities. Although the pilots only have a
few statistics, the higher level gives them better skills all round as well as access to the
specialty tress where the player selects their skills. This provides a good standpoint from
the gameplay perspective as the player tailors their squad to what they want, however it
becomes unrealistic as a pilot who has only used Mechs without sensors can be upgraded
with the sensor specialist skill.
8.3 Control
The control options in MechCommander 2 offer a standard setup allowing for advanced
options such as jump jetting over walls if the specific equipment is available. The
movement options lack any sort of specific options but the player can setup positions as
they see fit. The firing options provide a good measure of realistic commands ordering
either specific engagement ranges for different types of weapons or allowing the pilot to
choose their own attack pattern.
8.4 Equipment
The equipment follows with the lore of the universe, with the three types of general
weapon selections, ballistic, missile and energy. The heat and size of the systems make a
realistic equation for the placement of weapons on Mechs but the square based placement
lacks a realistic feel as, for example, a single Long Tom cannon could be replaced with
ten missile launchers.
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The support options available give an interesting set of alternate ways to complete
missions, however salvaging and repairing Mechs is always the best way to go as options
like the fixed artillery do little damage and cannot move once placed.
8.5 Terrain
Terrain is effectively used in MechCommander 2, with things such as sight range
increasing if the Mech is at the top of a hill. Terrain is a major part of the game as enemy
bases are placed all over many maps and enemy turrets can be disabled or captured for
the players own use. As most of the terrain can be damaged in someway, other than the
ground, there is a decent level of realism as buildings will quickly be demolished if hit
with an array of missiles or laser fire.
8.6 Feedback
As each pilot only has two statistics to there name there is a lack of detail in the general
statistic section. Gunnery as a whole should be broken down for each type of weapon as
missile and energy weapons would be completely different systems to operate. The
specialty system does provide a level of realism in that experienced pilots do receive
bonuses for selected equipment, but as previously noted the player selects these
specialties rather than the combat experience dictating it. The vocal feedback from the
pilots does give a sense of realistic behaviour as they will shout out if they are being hit
or in a critical position.
8.7 Opposition
The main issue with opposition is that most enemies use the standard set up for their
Mechs, so each enemy Madcat will be equipped with the same equipment when ever they
are encountered throughout the game. The later stages of the game become relatively
unrealistic as the player is effectively forced to take four Assault Mechs and end up
taking on around 12 enemy Assault Mechs and are expected to win.
8.8 Overall Realism
The game fits in with the lore of the BattleTech universe but lacks much that could relate
to the real world. One of the best areas of realism in the game is the pre mission setting
up of the Mechs to the player‟s specifications. As the head of a mercenary unit this is an
option that makes sense although the pilots have no say over what Mechs they are
piloting even if all their specialties would be voided by the Mechs setup.
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9 Realism in Fallout Tactics
The Fallout universe is set in a post apocalyptic world where only a few rundown towns
exist in-between the wasteland. Fallout Tactics still manages to produce a level of
realism in the gameplay especially with the recreation of modern day weapons and
equipment.
9.1 Force and Composition
With the exception of the first mission, the player is free to choose members for their
squad (as long as it includes the player‟s character) More characters become available as
the player rises through the ranks after completing missions. Each character has their
own skill set which can be massively different to others in the squad if the player chooses
so. All but the players‟ character can die during missions and be lost for the rest of the
campaign which boosts the realism.
9.2 Levelling
The experience built up for each character on an individual scale promotes the use of
each one, as there is no experience gained for just participating in a mission. The
levelling does have a downfall in that the player may choose what is upgraded when a
unit levels up rather than it being dictated by the actual actions of the soldier.
9.3 Control
The control in Fallout Tactics can be controlled in either real time or turn based. For this
research the game was used in real time mode. The control over each soldier is
comprehensive with most things being possible. Status ailments will affect the responses
of units giving a high level of realism, I.E if a leg is crippled, then the unit may no longer
run. Soldiers can be set to automatically engage enemy targets based on the % chance of
hitting them, which can be changed at any point. This automation gives a sense of
realism, as if an enemy soldier is coming towards you, you would not wait for the
command to shoot him, when the commander gets round to seeing what you‟re doing.
9.4 Equipment
The equipment in Fallout Tactics is set in multiple groups. Firstly, most of the weapons
available are based on actual weapons such as assault rifles and sub machine guns which
are accurate to real life in ammunition types and statistics. Advanced weapons such as
laser and plasma weapons are also available but fit the setting of the game fit in quite
well.
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9.5 Terrain
Fallout Tactics‟ terrain differs in each area. Most towns are just collections of broken
houses and shattered walls, while fortresses consist of makeshift bunkers and improvised
barricades. The ability for soldiers to be positioned anywhere and not on a square grid
adds to the realistic nature of the game. The lines of sight are extremely well done, as
even the smallest movement will alter the soldiers‟ perception of the battlefield before
them.
9.6 Feedback
The level of statistical feedback in Fallout Tactics is immense. Every aspect is
represented in the standard personal attribute and then the skill levels for every possible
type of weapon or equipment piece. The system of traits and Perks allow the player to
customise every member of the squad to their own needs and tastes. Although this is
controlled by the player, rather than the actions of the squad, the system works well. The
lack of verbal feedback lowers the realism factor, although for an old game this is not
something that could have been done differently without increasing the size on disk
dramatically. The text responses give the player a good insight to what is going on
anyway.
9.7 Opposition
There are many different types of enemies in Fallout Tactics, from simple mutated
creatures to cyborgs throughout the course of the game. Much of the opposition come
from other humans who the player is fighting against for various reasons. The opposition
have the same statistic setup as the player would have, randomised for realism and with
various weaponry depending on the mission.
9.8 Overall Realism
Fallout Tactics follows the situation of the post apocalypse relatively well. Aspects such
as the need to save ammunition are well presented. Even the smaller features such as
characters becoming addicted to narcotics if they use them too much give the game an
additional realism. Some of the health restoring methods are a little unrealistic such as
the ability to instantly heal a crippled limb by using a doctors bag and a little know how.
The traits and Perk systems real give the feel of the player‟s characters being real as they
are not just the same basic template with a random set of statistics given to them.
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10 Realism in Warhammer 40,000 Chaos Gate
As Chaos Gate is set in the far future of the 41st millennium, there comes a slight issue
with realism in terms of comparison with the modern world.
10.1 Force and Composition
The units available to the player follow the lore of the game world quite closely, squads
of five marines with an array of characters in support with the occasional vehicle
depending on the mission in question. The player‟s ability to swap out marines and put
them in different squads allows for any losses to be covered and allows the player to put
together the best squads based on their statistics. The fact that if a marine is killed during
a mission, they are permanently dead facilitates further realism.
10.2 Levelling
The levelling system promotes getting units into combat as there is only very little
general mission experience. The more a unit uses its weaponry, the better they become.
This is a good gameplay system but it does not reflect a realistic case. Just because a
soldier is accurate with his weapon does not make him better at close combat or running.
10.3 Control
The control in Chaos Gate only offers a limited amount of options for movement and
equipment usage. This again is a gameplay feature so the player does not have to spend
much time in allocating orders. The turn based action point system is common and
although turn based is clearly unrealistic, the initiative statistics and action points for each
marine offset this in order for a fairer game.
10.4 Equipment
The equipment in Chaos Gate follows the lore of the game, most marines carrying
Bolters while one in each squad may carry a special or heavy weapon. The specialist
squads being much more customisable allows the player to have a tailored force with the
backing of the all round firepower of the standard marines in reserve.
10.5 Terrain
Chaos Gate is effectively set in a square based system which is extremely unrealistic. In
the attempt for faster and easier gameplay where the player can easily see all the
movement options available to them it makes sense.
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10.6 Feedback
The statistical feedback in Chaos Gate offers the player a view on how good each marine
is as well as their likelihood of them fulfilling orders given to them. The statistic system
may seem unrealistic but by giving a rating to each of the marines‟ skills, which are
different for each marine, gives a realistic overview. The voice feedback offers
explanation of failed commands, so if the marine has run out of ammo they will inform
the player rather than just reloading by themselves but that is part of the gameplay. The
chatter between marines and their enemies also offers a point of realism as, following the
lore of the game, Chaos are the sworn enemies of the Imperial Forces and they would not
fight without hurling abuse at one another.
10.7 Opposition
Chaos Gate puts the player‟s marines solely against the forces of Chaos who have many
similar units mainly, the Space Marines against Chaos Space Marines. These forces are
generally equally matched during missions as the number of squads the player can select
is always sufficient to take on the enemies in the missions. The larger special enemies
such as the Bloodthirster are exceptions to this, but are part of the challenge of the game.
10.8 Overall Realism
Chaos Gate follows the lore of the Warhammer 40,000 universe quite closely as well as
the rule set based at the time of the games release. To someone not initiated to the
universe, the game would most likely seem unrealistic due to the real lack of options in
movement and equipment for the majority of the forces. The terrain lets the game down
due to its square nature, although this makes it much easier to issue commands, it kills the
realism factor that terrain can provide.
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11 Realism in UFO: Enemy Unknown
Enemy Unknown takes place in 1999, five years after its release date. The basis of the
game is simply for the player to intercept aliens, reverse engineer their equipment and
eventually stop the threat. There are many points where realism is not even taken into
consideration but other sections where it is extremely deep.
11.1 Force and Composition
The player controls a large company backed by the nations of Earth and allowed to
customise their forces as they see fit as long as the funding is available. This flexability
allows the player a realistic setup of whom and what they take on missions rather than
being lumbered with the same standard unit. Each soldier has their own unique set of
statistics than makes the game much more realistic.
11.2 Levelling
The levelling system in Enemy Unknown is exceptionally well designed. Rather than
having specific levels that each unit can attain with experience, the system is developed
to take into account exactly what each soldier does in each combat mission. If the soldier
carries too much weight and is slowed down for extended periods of time, they will gain
points in endurance and strength allowing them to carry more weight without having the
disadvantage of being slowed down. Soldier who hit targets with weapons will gain
points to their accuracy and weapon skills. This is a much more realistic system than
general levelling where the player decides what to do with each member. Soldiers can
obtain ranks depending on their combat experience, which does little to the soldier but
give positive bonuses to soldiers around them in combat. If higher ranking soldiers are
killed in combat then there is a penalty felt throughout the rest of the soldiers in combat
for having lost such an influential character.
11.3 Control
The controls in Enemy Unknown are based around a system of action points during its
turn based nature. The movement controls are quite basic with units needing to turn
around in order to see in that direction rather than having a basic awareness around them.
The weapon controls offer a variety of shot types with most weapons to deal with
different types of situations which offers a sense of reality, as aimed shots take more
action points than snap shots.
11.4 Equipment
Equipment in Enemy Unknown is too generic to have any realism attached to it, having
weapons such as „rifle‟ and „pistol‟ offer no real options early in the game. Later stages
require the player to capture and develop the methods to produce the aliens‟ weapons
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rather than reverse engineering them from human components. Although the game is set
in 1999, the aircraft such as „Skyrangers‟ and „Interceptors‟ have no basis in reality.
11.5 Terrain
The terrain in Enemy Unknown is based upon an isometric square system common to
turn based games. The way the buildings and objects are displayed give different feels
depending on if the mission is during the day or the night. During the day, the terrain
seems dull yet during the night missions the shadows cast on everything give an
extremely immersive horror ambience.
11.6 Feedback
With regard to the feedback on the control options, there is not much. Messages flash up
when orders cannot be completed for various reasons but there is little otherwise. The
statistical feedback for each soldier is very detailed with twelve different aspects which
affect the soldier in different ways. Mixed with the levelling system the statistics give a
realistic show of actual experience rather than an overall experience number.
11.7 Opposition
The opposition in Enemy Unknown is a diverse set of biomechanical aliens from the
instantly recognisable Sectoids, (little grey men) to the mysterious and psychically
dominant Etherials. There is no real basis for most of the alien species, not to say that
they could not exist. A prominent note on the aliens is that they have specific ranks, such
as commanders and navigators, which when interrogated can give vital information about
the background of the alien attack to usable technology to be constructed.
11.8 Overall Realism
Enemy Unknown cannot be said to be a particularly realistic game with so much generic
equipment and a relative basic isometric square grid to move in. The statistics for each
soldier, on the other hand, are highly intricate especially when combined with the
levelling system which makes perfect sense and is quite realistic.
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12 Realism in Warhammer 40,000 Squad Command
As Squad Command is set in the Warhammer 40,000 universe, there comes a slight issue
with realism in terms of comparison with the modern world.
12.1 Force and Composition
The player controls a team of six members, specific for each mission. Although in some
missions this consists of five troops and a vehicle which would be a realistic force, many
missions simply consist of a mix of six troops – sometimes from different types, which
does not follow the lore of the universe well as squads a re made up of either five or ten
men which do not include differing troop types.
12.2 Levelling
There is no statistical levelling in Squad Command, the only type of system is the units
available for each mission, which cannot be altered. New equipment can be selected later
in the game for each type of unit. The lack of levelling is acceptable as marines and
especially Grey Knights are already at the peak of their abilities.
12.3 Control
The controls in Squad Command are relatively simplistic, and the action point system
works well with the turn based gameplay. The targeting system is a good extension of
realism as taking more time, and such action points, will result in more accurate shooting.
The over-watch system allows for the player and their opposition to set up ambushes so
units can be attacked in their own turn. This adds an element of realism to counter the
turn based system of the game.
12.4 Equipment
All the equipment available in Squad Command is from the Warhammer 40,000 universe
but the way it is used if far from the lore in the game. The two weapon system does not
occur within Warhammer 40,000 to the extent that Squad Command takes it. Taking the
standard Space Marine, for example, has a Bolter as his standard weapon which cannot
be changed is normal, but being able to equip all six members of a squad with plasma
guns as well as bolters is not. Special and heavy weapons would only normally appear
one for every five marines. The ammunition for the secondary weapons and not for the
primary weapons is realistic for the units with close combat weapons, but not for the
majority with Bolters.
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12.5 Terrain
The terrain used in Squad Command represents the standard architecture of the universe,
broken buildings and ruins. The terrain is realistic in the way that it can be used for cover
but will eventually give way and be destroyed if enough damage is caused to it. Lines of
sight are well presented as windows in walls can be seen through and do not block shots.
The games allowance for the player to move each member of their squad to any
reasonable location adds a level of realism and plays against the tradition of turn based
games having a square based movement system.
12.6 Feedback
The level of feedback in Squad Command is quite high and detailed. The use of the
second screen, on the DS version as a tactical map provides a very good system for
deciding on what to do next. The maps sound sensor in the enemies turn provides an
interesting way of presenting unseen action which could be construed as realistic. Vocal
feedback is a good touch to the game adding to the realistic chatter of units on the
battlefield.
12.7 Opposition
The opposition in Squad Command remains true to the Warhammer 40,000 universe and
is varied enough not to get monotonous. The enemy‟s strength is similar to the players‟
forces and at the later stages, much stronger. This forces the player to take a more
tactical approach than to just run headlong into enemy forces.
12.8 Overall Realism
Although aspects of Squad Command set it apart from other turn based games, the
inadvertence to the Warhammer 40,000 universe lore lowers the immersion of the game.
To those not inducted into the 40K universe this may not cause much of an issue however
this is who the game is aimed at. Other than the issues with equipment, the game consists
of many relatively realistic elements, especially when it comes to terrain.
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13 Realism in Space Hulk
As with the other Warhammer 40,000 games, there is an issue with directly relating the
realism of Space Hulk for a modern day standpoint.
13.1 Force and Composition
Although the only unit open to the play is the Terminator, this remains true to the games
lore as Deathwing is a veteran company consisting of only Terminators. In keeping with
the universe the player can controls five Terminators, or two squads of five Terminators.
Occasionally the player only has one.
13.2 Levelling
There is no levelling system, such as boosts in statistics in Space Hulk, however during
the course of the game the player will get a second squad of Terminators to deal with the
additional enemies that come in the later missions. In terms of realism and lore this is
perfectly reasonable as only the best marines are inducted into Deathwing.
13.3 Control
The control in Space Hulk offers the player a pair of views to work from, either from first
person or from an overhead depiction of the area. There is a lack of control options from
both views, only simple movements and fire commands however not many options would
be open to huge armoured marines when fighting in tight corridors. The tactical view
offers the player the ability to plan movement for the entire squad so that it moves at the
same time or times it for more advanced manoeuvres. The main issue with the control is
the freeze time system. Being able to pause a simulation while you decide what to do
next takes away from the realism of the game.
13.4 Equipment
The equipment in Space Hulk follows the lore of the game, the standard and iconic
weaponry of the Terminators being the Storm Bolter and Power Glove bringing together
a devastating long range weapon and a powerful close combat weapon. In the missions
where the selection of weapons is left to the player any sets may be chosen which allows
the player to either stick with the Storm Bolter and its unlimited ammunition or a more
powerful extremely limited ammunition weapon set. Although the Storm Bolter‟s
unlimited ammunition may seem unrealistic the gameplay does require it.
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13.5 Terrain
The tight corridors and small rooms in Space Hulk reflect the situation faced during the
campaign. The square based system does detract from the realism of the game as do the
repetitive usage of the same walls and mission patterns.
13.6 Feedback
The feedback in Space Hulk provide the player with an intense atmosphere with enemies
howling when they come into the level and the loud intrusive blip claxon playing
whenever an enemy draws close. The suit cameras allow the game to be played solely
through the first person view while keeping tabs on the other members of the squad.
13.7 Opposition
Unlike most other games the opposition in Space Hulk comes in a completely different
form from that of the players. Space Hulk plays out the battle between slow, long range
unit and fast, close combat units. Although Genestealers can be dispatched with a round
or two from a Storm Bolter, the amount of the aliens coming into the level from different
points make the player create a defensive formation covering the other members of the
squad while engaging in the mission objective.
13.8 Overall Realism
Space Hulk adheres to the lore of the universe quite well and the board game it was based
on. In terms of immersion and realism the multiple camera views provide so much
ambience and foreboding along with the sound effects even with the graphics at the time.
The effectiveness of the two types of combatant in the game increases the desperate
position of the player, constantly outnumbered and forced to keep moving to stay ahead
of the game and not get bogged down in one position or another.
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14 Realism in Star Wars Republic Commando
As Republic Commando is set in the Star Wars universe, there comes a slight issue with
realism in terms of comparison with the modern world.
14.1 Force and Composition
The player, at most points, is in control of a squad of four commandos which is a realistic
number in terms of the standard fire team setups. Although each member is described at
being a specialist in different fields, such as sniping or demolition, there is no actual
difference between the members. The incapacitation mechanic causes squad members to
go down if they‟ve taken too much damage. They can be revived by any member of the
remaining squad. The main point of realism here is that the player can also be
incapacitated rather than just killed outright like many other games.
14.2 Levelling
There is little levelling in the Republic Commando, although the scripted collection of
each weapon upgrade offers a learning curve if nothing else. The realism of only finding
these key weapon systems down mine shafts or in cut of areas is called into question as if
the team are really a commando unit, shouldn‟t they have this equipment already?
14.3 Control
The movement in Republic Commando offers a full realistic range of options only
missing out a prone position. The team commands offer a full range of options especially
the context sensitive orders, such as setting up specific weapon positions on relevant
terrain pieces. This allows the player to choose how to complete each section offering a
good level of realism. When using general commands such as „defend this position‟ all
the team members not currently on terrain pieces will follow the command – there is no
way to order individual squad members.
14.4 Equipment
Although there is a real lack of actual equipment in terms of different weapons as the
player‟s main blaster simply has extensions to change its fire type, standard, sniper or
explosive. This is a good gameplay feature as when the weapon switches the player can
actually see the extension being fitted. This fits in well with the technological
background of the game and the universe it is set in.
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14.5 Terrain
The terrain used in Republic Commando is of high quality and can be considered realistic
for each environment it represents. The linearity of some areas is a slight issue as when
in a huge star ship there would probably be more than one route to each section. The
support cover terrain pieces provide excellent gameplay options as well as giving a good
realistic system where, in some sections, the player must move their team up from
position to position covering each other as they go. The only downside to the support
cover is that each position is set to be a specific type of weapon placement which, for
example, if is an anti-armour placement tells the player that they will be coming up
against heavy troops or enemy armour.
14.6 Feedback
The feedback in Republic Commando consists of the heads up display and verbal
messages from the squad or from the operational commander. The heads up display
provides a realistically simple display with basic symbols to indicate the current situation
such as the status of each team member and their current orders. The context command
options appear as an overlay when they are near to the players crosshairs which allows
the player to focus on a combat and deal with things in their own time without having a
huge arrow pointing at various options.
14.7 Opposition
The opposition in Republic Commando accurately depicts the trade federation and their
allies as seen in the Star Wars films. The A.I of the enemies faced is not particularly
realistic, most will find a position to stand and fire at the player until they are destroyed,
others will simply run as fast as possible towards the player‟s squad and attack with
melee weapons.
14.8 Overall Realism
Republic Commando follows much of the lore of the Star Wars universe quite
convincingly which adds to the immersion of the game. Simple systems such as the
situations where a player can be incapacitated and still give basic orders to their squad
adds a realistic measure as they can order the squad to either continue the fight ignoring
their fallen commander, or to rush to the players position to attempt to revive them as
quickly as possible. There are no large elements that detract from the realistic aspects of
the game other than its linearity.
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15 Realism in Hidden & Dangerous
Hidden & Dangerous takes place during World War II, the player taking control of an
SAS squad during multiple campaigns. Even on the easier difficulties, the game gives a
high level of realism when it comes to weapon damage, as soldiers from either side
cannot survive many shots at all.
15.1 Force and Composition
Using the standard fire team set up of four soldiers, and having another set of troops in
reserve for each campaign gives Hidden & Dangerous a good start to its level of realism.
If soldiers are killed in missions then they are lost for the entirety of the remaining game.
These members can be replaced with the reserve troops, but after they are gone, it is
entirely possible to have less than four soldiers in missions.
15.2 Levelling
There is no levelling system within Hidden & Dangerous which, although the soldiers are
part of the SAS, the game is set up at the start of the SAS‟s service where most of the
soldiers where in fact volunteers for potentially suicidal missions. The lack of it does not
detract from the game as losing a soldier is already a large setback.
15.3 Control
Hidden & Dangerous offers a two control options, which can be switched between at any
point. While the player is in direct control mode they can select any soldier to control,
and control them from first or third person. The ability to switch between first and third
person causes a break from immersion in the game which is amplified by the fact that the
player can switch in between soldiers during the mission, so the player does not
effectively have a player character. The tactical view offers a paused time environment
to plan advanced manoeuvres without having to worry about being shot at. This
gameplay element makes for good gameplay, but lowers the level of realism while
playing.
15.4 Equipment
The equipment in Hidden & Dangerous is all recreations of the weapons and kit available
from when the game is set. One of the most realistic parts of the game comes with the
equipment as during each campaign, the player will most likely run out of ammunition
for the weapons that they have brought with them and must switch to using Axis weapons
scavenged from dead enemies. The weapon damage in Hidden & Dangerous proves to
be highly realistic if not slightly harsh; the player cannot simply rush their squad into the
enemy as they will be gunned down every time. This forces the player to take a more
realistic approach to the game.
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15.5 Terrain
The terrain in Hidden & Dangerous is relatively sparse in some missions and cluttered in
others. Overall the detail of the terrain is uninspiring even in the re-mastered deluxe
version. With no trajectory calculations on weapons fire, having the high ground gives
no benefit as it would do in reality, however crossfire situations can be set up to give the
player a huge advantage against massed enemy units.
15.6 Feedback
The statistics for each soldier have various effects on the game but mainly when the A.I
takes control of squad members. Accuracy is shown in the players character (if in first
person) with the weapons sights being slightly off centre from the central crosshairs
which makes little sense as a weapon will fire down its sights no matter how accurate the
soldier is. Systems such as the ancillary sights lower the realism of the game, even if
they are the only way to aim when not in first person, as a giant yellow line appears from
the weapon to wherever it is pointing.
15.7 Opposition
There are not many different types of enemies present in Hidden & Dangerous; however
this does reflect the state of the time when the game is based. The standard Axis soldier
is slightly worse than each member of the players‟ squad which allows for the player to
beat the odds if they use tactically superior techniques. The enemies A.I is not
particularly intelligent as they will respond to every attack in the same way, simply
getting all the soldiers in the area to move into range of the player‟s soldiers and fire at
them with no regard for themselves.
15.8 Overall Realism
Although some parts of the game such as the terrain and opposition lower the realism of
the game, other elements such as the squad and their equipment compensate for the over
all realism of the game. One issue that could be raised is the soldiers the player can take
for reserves. In the second campaign the players‟ aircraft is shot down and the squad
must make it out of a patrolled forest. In this mission the player only has the four
soldiers selected for the mission without explanation of where the other soldiers have
gone during the mission. Although the reserves are a good system so the player can
replace dead squad members, there is a lack of realism in where they are during the
campaign.
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16 Realism in Rainbow 6: Vegas
Rainbow 6: Vegas brings together many well presented gameplay elements as well as
realistic elements. The game offers both covert and aggressive options for either play
style.
16.1 Force and Composition
Having a three man team, when not operating alone, gives a valid realistic squad size due
to the covert nature of the team. One of the issues with the team comes from when an A.I
member becomes incapacitated. The issue is that the squad members can be revived
while if the player becomes incapacitated then they die and must restart from the last
checkpoint.
16.2 Levelling
There is no levelling in Rainbow 6 Vegas al all, this is understandable as all the
operatives would not be in a special forces unit if they where not already at the peak of
their combat skills.
16.3 Control
Vegas offers a full range of movement controls as well as context sensitive commands
depending on the situation in question. By allowing the player to choose how to
approach each section gives a greater immersion than simply telling them how to do
every area. The squad commands also allow the player to proceed how they see fit.
Taking doors for example, the player has an array of different options on how to breach
them, from using explosives to throwing different types of grenades each giving a
different effect. The only downside to the squad control is that each individual member
may not be given orders; any orders are carried out by both the other members of the
squad.
16.4 Equipment
The equipment in Vegas is based on modern weapons available allowing a variety of
different setups to be taken and tailored by the player. The player may also select which,
if any, extensions they want for each weapon although these are mainly different types of
scopes. Allowing the player to select their weapons without restriction for each mission
furthers the immersion aspect as the player is meant to be a specialist and so should be
able to select whatever weapons they deem viable for each situation.
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16.5 Terrain
The terrain in Vegas is mostly the indoor aspects of casinos, such as row upon row of
gambling machines, and the hotels that usually correspond to them. The terrain is
generally realistic as if a slot machine is shot at it will usually break. One of the major
issues with realism is caused by terrain; the cover mechanic. When the player uses cover,
the camera will show a third person view of the player which can be used to see around
corners that would, in first person, be out of sight.
16.6 Feedback
The verbal feedback from the squad provides a realistic experience as they will inform
the player of enemies and if they take them out as well as give tactical suggestions on the
current situations. The tactical map allows the player to quickly asses the local area and
the placement of objectives as well as the whereabouts of any spotted enemies. This
system provides good gameplay and aspects of realism as it would be likely that the
structure of the current surroundings would be accessible.
16.7 Opposition
The enemies in Vegas are all of the same strain; terrorists. In the early stages of the
game, they are not particularly difficult to deal with but throughout the game become
much better equipped as well as getting better A.I patterns. Enemies will either find their
own cover and fire from that point or rush towards the player and his team. When both
types of A.I come into play, the player must make sound tactical judgements of how and
where to take on larger forces of terrorists.
16.8 Overall Realism
Rainbow 6 Vegas offers many realistic aspects in its gameplay especially with the
weapon options open to the player. Issues such as the cover system lower the generally
realistic game. Although the squad and context sensitive provide a wealth of realistic
options the fact that the other members of the squad can not be split up cuts down actual
tactical options and realism. For every realistic element of the game, there is an
unrealistic part that counters the level of immersion.
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17 Realism in Raven Squad
Although set in the present day, Raven Squad lacks realism in almost every aspect. The
tried to split genres between first person and real time tactics and although elements from
both exist, both are poor.
17.1 Force and Composition
Each of the two squads the player has control over consists of three members, this would
be acceptable if each member functioned as an independent unit however the three man
teams must stay together at all times, destroying any aspect of realism in this regard.
17.2 Levelling
Raven Squad lacks any sort of levelling system, the game simply gets harder from start to
finish.
17.3 Control
The control system that is attempted is a good idea in principle but not in the way it has
been implemented. Using a satellite map with the actual people present rather than just
blips gives a good system however the switching between the tactical view and the first
person view causes issues. This is one of the few first person games in the modern ear
where the player can switch control to any of the six soldiers on the battlefield which
lowers the games immersion factor as the player does not effectively play as one of the
characters.
17.4 Equipment
The approach to weapons in Raven Squad shows a real lack in terms of realism, Although
the two weapon system is viable, the fact that each soldier has his own weapons and
cannot change them with anything else and the worrying state that the characters main
weapons have unlimited ammunition destroys all aspects of realism. Some of the weapon
choices also cause questions to be raised. Why would a sniper‟s main weapon be a
machine pistol, when the only member with smoke grenades has an M16 with a rifle
scope as his primary weapon? The only compensation is that the secondary weapons
have limited ammunition but when the primary weapons don‟t, it makes little sense.
17.5 Terrain
Raven Squad‟s terrain is little more than for show. Each mission is on a linear path that
the player cannot separate from at any point. The only sense of difference comes from
which area of cover to move each squad to.
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17.6 Feedback
As with the other elements in Raven Squad, the feedback lacks any sort of realistic
effects. The heads up display is a huge icon at the bottom of the screen and the vocal
responses are extremely repetitive. When ever a move order is given in the tactical view
the squad leader will always say the same thing.
17.7 Opposition
The opposition in Raven Squad offer a small amount of realism, as they are generally
found in patrols of three guarding areas of importance, but the comparison between the
health of the players units and the enemies is quite large. The player can literally send in
both squads into a camp of enemy soldiers and come out on top.
17.8 Overall Realism
Raven Squad shows a real lack of realism and gameplay at the same time. The breaking
factors of unlimited ammunition and squads that must stay together gives the player little
to do other than launch frontal assaults against every enemy position or simply hold some
cover and wait for the enemy to come to them. If aspects such as these where fixed, the
way in which the tactical camera is used may work much better.
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18 Realism in Operation Flashpoint: Dragon Rising
Dragon Rising sets a benchmark for realism in games. The games realism is controlled
by the difficulty settings, while as the easiest provides much information such as the
heads up display, the hardest difficulty gives the player nothing at all. Although the
research war carried out on the normal difficulty it is important to note this feature.
18.1 Force and Composition
The player‟s team is set to four members, a standard military fire team. The player‟s
support, if they have any comes in the form of other fire teams, sometimes whole
companies of them however the structure remains real to military standards. The only
point of realism failing is where if a member of the player‟s fire team is killed a
replacement appears after a short amount of time. This only occurs on the easier
difficulties where the realism is toned down anyway.
18.2 Levelling
There is no levelling in Dragon Rising in terms of the player‟s fire team(s) becoming any
better through the course of the campaign. This could be seen as slightly unrealistic due
to the fact that combat experience generally increases the skills of those fighting however
if you take into account that the troops are already trained and have most likely seen
combat before it follows that they are not going to learn much during a campaign.
18.3 Control
The level of control in Dragon Rising is extensive to say the least. The controls for the
player‟s character offer everything but jumping, which is not exactly a common function
when you‟re carrying a full pack of equipment anyway. The squad controls offers an
extensive list of options and tactical possibilities from the first person view all following
a correct military pattern. Finally the satellite map allows the player to give exact
commands on positions out of sight. Although the satellite imagery only shows blips
rather than an actual images it can be supposed that it is tracking signals rather than
images such as noted in the research into Project Odin in the literature review.
18.4 Equipment
The equipment in Dragon Rising follows a strict realistic pattern. Not only are the
weapons real world weapons with real extensions, but even the firing and reloading is
realistic. The player must factor in weapon ranges and wind speed for all of their
weapons. The only issue with equipment come with the fact that the player may not
select the weapons they wish to take onto missions even though they are a fire team
commander. This stops the player from being unprepared as if they are going to be
coming up against enemy armour; they are usually given some sort of anti tank
weaponry. The fire team also follows a realistic pattern as each member is usually a
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specialist in some way, always including a medic who is able to treat more serious
wounds.
18.5 Terrain
Dragon Rising uses extremely realistic terrain which needs to be used to the players
advantage as springing ambushes from tree lines and using high ground to fire from gives
much better odds of the player winning the combat. Terrain pieces can be blown up or
damaged with heavier weapons which allows for advanced tactics to be used throughout
the game.
18.6 Feedback
The feedback in Dragon Rising differs depending on the difficulty setting of the game.
All aspects of the HUD dare removed on the hardest difficulty (including the crosshairs)
while the easier settings provide detailed information on everything from enemy
positions to ammunition levels.
The vocal feedback from members of the fire team also proves realistic with short
concise pieces of information such as relative locations of enemy forces and damage
reports. The player‟s characters commands also give correct military procedure even if
the movement orders are long winded as the six figure co-ordinates are given which takes
quite some time.
18.7 Opposition
The player faces Chinese forces with equally realistic weapons and health to the players
own. The tactics of the enemy react to the player in a limited scale – some of the enemy
movements are programmed and can be prepared against if the player fails the first time
round.
18.8 Overall Realism
Dragon Rising, especially on the hardest difficulty, is one of the most realistic combat
simulations publicly available. As the hardest difficulty provides the player with nothing
but a weapon in front of them, it gives an extremely realistic feel to the game. Even on
the lower difficulties, the gameplay provides a highly realistic experience.
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19 Conclusions of Game Research
The research on every game gave detailed information on how the game was created and
the systems within. Rather than taking each mechanic in turn and assessing the viability
for using them in a game based on both their implications to realism and gameplay, this
project will look into the most realistic parts of the games and then form a game from
them taking the each system inside the mechanics. See Appendices for full research.
19.1 Existing Tactical Control Systems
As the main goal of this project is to see if control elements of real and tern based tactics
games can be used in first person shooter games, it is important to look at the games
which already have some sort of system to do this with. While some of these have
comprehensive systems there are issues with each one.
19.1.1 Space Hulk
Space Hulk system of switching between first person and top down was innovative for its
time as was its system of multiple cameras so that the play could see what was happening
for each member of the squad. Although this provides a huge amount of tactical
information, the ability to change into freeze time and effectively pause the game in order
to give multiple commands for different Terminators using the top down view detracts
from the fast paced nature of the game and any realism.
19.1.2 Hidden & Dangerous
Hidden & Dangerous has a similar quick switch system between first/third person view
and top down as Space Hulk. The main difference is the much greater level of control in
the top down view. In realistic terms the simple switching between first and third person
view as well as the ability, like Space Hulk, to change between characters does not work.
19.1.3 Raven Squad
Raven Squad‟s attempts at merging the two genres culminated in a poor example of both.
The game lacks any attempt at a realistic solution crossing the two game types. The
controls only allow for the actual movement of the two squads as units rather than each
member unlike other games. The lack of any real combat simulation in either game type
shows that the amalgamation between genres can be made, but must have enough
realistic elements to give good gameplay.
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19.1.4 Operation Flashpoint: Dragon Rising
Dragon Rising is, by far, the best game researched in terms of both realism and
gameplay. The first person controls and the extension to the top down view give a
comprehensive level of operations. The only issues with the control mechanism is the
instant switching between the top down and first person views with no equipment to do
this with. Other than that, the top down control is scaleable but only shows a graphical
representation of the units on the battlefield rather than actual models.
19.2 Using Project Odin
Based on the research from the literature review, the Project Odin system described in
Theatres of War gives a real life example of a squad control system. This relies on
having both forces on the ground as well as overhead; either aircraft or satellites. The
more units with cameras the more accurate the information sent back to the control
centre. From this the commanders can give accurate information about any section of the
battlefield including enemy numbers and positions. A very basic model of this can be
seen in Spacehulk, where every member of the squad is always giving information to the
player via their camera which translates onto the top down view in terms of sighting
enemy units and terrain in maps where the scanners cannot penetrate. For the
requirement of realism in this project, the player will be playing as a single character
rather than being able to switch between units. As such there is a matter of cluttering the
actual display with too much information. Spacehulk was able to have its multiple
camera system due to the very limited graphical requirements of the game, a game such
as Operation Flashpoint: Dragon Rising has a much higher demand for the graphic engine
and only rendering one view at a time. Using Dragon Rising again, having three other
cameras on the main view would obscure too much of the screen for the player to have a
full view that a soldier would need.
As the information gathered is being sent back to a control centre of some kind, it would
make more sense that a squad leader could access this via some sort of mobile interface
when they need to rather than having a constant overview obscuring their view, in a
similar way to when the map overlay is called in Rainbow 6: Vegas.
19.3 Quick Squad Command System
Based on the information gathered from the game research it is clear that it is important
to have a set of commands that can be given from the first person view so that the player
may make quick commands without having to resort to a tactical map. The quick simple
set from Republic Commando may be too simplistic for a realistic game, while the
command radial from Dragon Rising can take too long if the command is not in the
context area on the first circle. There is also a matter of user control, as if the game is
developed for a console as well as PC then the number of controls available to the player,
in terms to buttons, is significantly decreased.
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20 Mechanics for Game Design
Based on the information gathered from both the literature review and the game research
there is enough data to create a game that includes the realistic and gameplay elements
found and to have a squad command system that encapsulates the principle behind
Project Odin as well as providing good gameplay.
This section will provide a brief overview of the mechanics and where the original idea
came from and how it will be manipulated to fit in with this new game. The full details
of the game will be shown in the Games Design Document that will accompany this
project.
20.1 Basis for Game
In order to take full advantage of the information gathered there are a few requirements
for the game to be designed. In regards to the project the game must be a Tactical
Shooter. In order to get the best focus on realism, the game must be set in the present or
near future. This will allow the use of current weapons seen throughout other games
which will provide the player with general knowledge about the effectiveness of the
weaponry. By setting the game in the near future it gives the opportunity to create an
event to base the game around and allows for some new technology to be available to the
player. With the need for squad command, the player must also have at least one squad
to command. Using the Project Odin system it should be possible to give the player
control of one character but also have the command of multiple squads.
20.2 Force and Composition
From a realistic standpoint, the game requires the player to be in control of a small squad
such as the fire teams found in Dragon Rising or the covert team from Rainbow 6: Vegas.
By making the game into a more military than covert game will allow the use of military
tactics and strategy guides to assist with the exact manoeuvres to be found within the
game.
One of the main issues with the squad is to have some kind of system that allows for the
healing of units but not as quickly as a simple health kit like Raven Squad, or a recovery
injection like Rainbow 6: Vegas. These systems lack any realism as if a soldier has just
been gunned down, no amount of injections would be able to heal so many bullet
wounds. The system of having a field medic in the squad would make more sense, as is
seen in Dragon Rising. The other issue about the squad is them being killed. To make
the game as realistic as possible it must be possible for every member of the squad to be
killed which would result in them being removed from the mission and the rest of the
game, as seen in games such as both UFO‟s and Fallout Tactics.
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20.3 Levelling
None of the tactical shooters researched had any sort of squad development in terms of
levelling although games such as Hidden and Dangerous do have some statistics that can
influence the gameplay. Keeping with the military standpoint it is reasonable to assume
that someone who is a field medic has superior knowledge of treating wounds than a
combat engineer, who will most likely know more about explosives than others. With
regards to this a system similar to UFO: Enemy Unknown‟s will be implemented. This
gives the opportunity for squad members to be moulded into specialist soldiers by the
actions they take. For example a soldier who keeps using anti-tank weaponry will
develop more skill with that weapon than a soldier who has never fired one before. A set
of skills will be designed to take account of multiple different weapon types and general
statistics that can be increased by specific experience. This will also focus the player on
trying not to get their squad killed. Statistics will be moved to this section for the games
design document.
20.4 Control
The standard set of controls needs to be implemented so the player can move and look
around in a realistic way. This can be taken from almost any of the tactical shooters
researched. There needs to a system of squad commands available from the first person
view which need to be relatively simple so that they can be issues in the heat of combat.
As previously discussed the commands don‟t need to be overly simplistic.
The main part of the control mechanic is the main part of the research, the top down
tactical view to allow long range commands to take place, as discussed it will be similar
to the principles behind Project Odin. Rather than having the player take control from the
information centre, the player will be able to access the information on a mobile device
which will then correlate information to the rest of the team or other teams if they are
added to the game.
20.5 Equipment
In order to maintain a realistic experience, the weapons used will be based on actual
weaponry used by armed forces today. Borrowing from the standard game system of
being able to carry two weapons will allow the player to have specialist equipment as
well as standard weapons so a soldier with an anti-tank weapon can also have an assault
rifle to deal with normal foot troops. By having a system where the player can control
the load-out of their squad will let the player tailor their team to take on a mission in the
way the player prefers. Using a system similar to UFO: Aftermath mixed with Rainbow
6: Vegas‟ would let the player quickly set up a squad or multiple squads.
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20.6 Terrain
The terrain should be as topographically correct as possible if it is taken from real world
locations. The terrain also needs to be in a free flowing environment, not covered with
squares like some of the real and turn based tactical games. The use of cover is a
contentious issue, as taking cover is an important part of defence, but having a system
like Rainbow 6: Vegas where the players view is taken from first to third person ruins the
immersion and realism of the game. Having terrain features such as Republic
Commando‟s support cover where a unit can provide fire support would give more
tactical freedom to the player as the option is always available if they wish to use it.
20.7 Feedback
Feedback splits into three sections, firstly the statistics that will be used which is linked
with the levelling system which has already been described and will be moved to the
levelling section. The second part of the feedback section is the vocal chatter from the
players‟ squad and the other voice notification for other sources. Clear concise messages
need to be given without being overly repetitive like the single responses from Raven
Squad. Rainbow 6: Vegas does this very well and although Dragon Rising also has its
good sides, the way in which co-ordinates are read out after some of the commands takes
far too long. The third section is the heads up display and the display on the top down
view. For complete realism, such as Dragon Rising‟s hardest difficulty nothing is shown
on the HUD. Republic Commando gets around the issue of having an ammo count on the
HUD by displaying one on the weapon. If there is an actual piece of technology that does
this then it shall be used. For other display it would be possible to mount a small display
on a helmet similar to an autocue that could be accessed. As for the switching for the top
down view, a mobile device would be most likely such as a large PDA like system which
is strapped to the characters arm.
20.8 Opposition
Opposition is the most game dependent mechanic as games from the Warhammer 40,000
universe will most likely have Chaos Marines to fight against while enemies in the
Battletech universe will consist of enemy Mech‟s and their support. As this game will be
based on the present or near future environment, it makes sense to have some realistic
keeping. Who ever the enemy is, they will be relatively similar to the player‟s forces
although they will most likely start off easier to defeat in the early stages and much
harder in the closing stages of the game. Their equipment will be of a similar nature to
the player‟s which will allow the player to switch weapons with downed enemies if they
decide to for any reason.
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21 Further Work
As the main goal of this project was to see if control elements of real and turn based
tactics games could be used in first person shooters has been completed as has a large
amount of research into the realism elements of games and their effect on gameplay it can
be said that this project is successful as the adjoining games design document will show.
Further work in the areas of additional games for research or the further breakdown of
mechanics could enhance the amount of information gathered by this project.
21.1 Additional Games
As only twelve games where researched there will most likely be many more games with
different ways of fulfilling the mechanics set down in this project. With additional games
it would be possible to see if their where any trends that have been taken from a much
older game and then transferred to many later games. If this was the case it should be
possible to track that game back and see why the mechanic solution was so popular.
21.2 Breakdown of Mechanics
As mentioned at the start of the project, there are probably many different ways in which
to break a game down, the seven mechanics discussed within this document are just one
way of doing it. There was also an issue with the crossover between levelling and
feedback covering the statistics of units. This could have been implemented into another
section but due to the general lack of levelling in the tactical shooters would have been of
little use for that section. A further breakdown of the mechanics into even smaller
elements, in a way that a mechanic could be defined as a group of sub mechanics could
potentially reveal more information especially with the aforementioned trends between
games.
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22 References
22.1 General References
Adams D. (2006): The state of the RTS – Dan Adams 2006 hosted on IGN
http://uk.pc.ign.com/articles/700/700747p1.html
Bjork S. & Holopainen J. (2005): Patterns in Game Design
Published by Charles River Media 2005 ISBN: 1-5845-0354-8
Department of Defence Dictionary (2009): Department of Defence Dictionary of Military
and Associated Terms – Joint Publication 1-02 April 2001 – Amended October 2009
Strategy: Page 529
(B) Tactics: Page 544
http://www.dtic.mil/doctrine/new_pubs/jp1_02.pdf
Emrich A. (2010): Course Analogy: Strategy vs. Tactics
http://www.alanemrich.com/PGD/PGD_Strategy.htm
Torus Games (2010): Torus Games - Digital Concepts 2010
http://www.torusgames.com/digitalConcepts.php
Walker M. (2002): Strategy Gaming: Part V - Real-Time vs. Turn-Based hosted on
Gamespy
http://archive.gamespy.com/articles/february02/strategygames05/
22.2 Literature Review Material
Lenoir J. and Lowood H. (2003): Theatres of War: The Military-Entertainment
Complex 2003 - Stanford University
Hollings K. (2010): From Gameboy to Armageddon - BBC Radio 3 – February 21st 2010
22.3 Research Material – Not Directly Referenced
Dr. Bull S. (2004): World War II Infantry Tactics: Company and Battalion
Published by Osprey Publishing 2004 ISBN: 1-8417-6663-8
Dr. Bull S. (2004): World War II Infantry Tactics: Squad and Platoon
Published by Osprey Publishing 2004 ISBN: 1-8417-6662-3
Larsen. C (2005): Light Infantry Tactics for Small Teams
Published by Author House 2005 ISBN: 1-4184-7207-7
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22.4 Games/Game Systems Referenced
America’s Army (2002): Developed and published by the U.S. Army
Fallout Tactics (2001): Developed by Micro Forte
Published by 14 Degrees East
Firefight (1976): Designed by Irad B. Hardy and Jim Dunnigan
Published by Nike and Cooper Espanola, Simulations Publications Inc and Tactical
Studies Rules.
Full Spectrum Warrior (2004): Developed by Pandemic Studios
Published by THQ
Hidden & Dangerous (1999): Developed by Illusion Softworks
Published by Take-Two Interactive.
MechCommander 2 (2001): Developed by FASA Interactive
Published by Microsoft
Operation Flashpoint Dragon Rising (2009): Developed and Published by Codemasters
Spacehulk (1993): Developed and Published by Electronic Arts
Star Wars Republic Commando (2005): Developed by LucasArts
Published by LucasArts and Activision
Tom Clancy’s Rainbow 6 Vegas (2006): Developed and Published by Ubisoft
UFO Aftermath (2003): Developed by ALTAR Interactive
Published by Cenega / Tri Synergy Inc
Unreal Tournament (1999): Developed by Epic Games and Digital Extremes
Published by GT Interactive
Warhammer: (1983 Onwards): Owned by Games Workshop
Warhammer 40,000 (1987 Onwards): Owned by Games Workshop
Warhammer 40,000 Chaos Gate (1998): Developed by Random Games Inc
Published by Strategic Simulations Inc
Warhammer 40,000 Squad Command (2007): Developed by RedLynx
Published by THQ
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22.5 Weapon Research
Popenker, Maxim R. (2010): World Guns: Modern Firearms & Ammunition,
Encyclopedia of firearms and ammunition of the XX and XXI centuries.
http://world.guns.ru/
Genitron.com (2010): The Handgun Information Source
http://www.genitron.com/
22.6 Additional Images
Images of Soldiers – In Game Design Document
Istockphoto
http://www.istockphoto.com/index.php
IGN – Images of Game Titles / Box Art
http://uk.ign.com
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Appendices
Appendix
Game Page
Appendix A
Research on UFO Aftermath 51
Appendix B
Research on MechCommander 2 60
Appendix C
Research on Fallout Tactics 71
Appendix D
Research on Warhammer 40,000: Chaos Gate 82
Appendix E
Research on UFO Enemy Unknown 92
Appendix F
Research on Warhammer 40,000: Squad Command 103
Appendix G
Research on Spacehulk 113
Appendix H
Research on Star Wars: Republic Commando 120
Appendix I
Research on Hidden & Dangerous 128
Appendix J
Research on Rainbow 6: Vegas 136
Appendix K
Research on Raven Squad 146
Appendix L
Research on Operation Flashpoint: Dragon Rising 153
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A. Research on UFO: Aftermath
A.1 UFO Aftermath: Information
UFO Aftermath was released in 2003 by Cengena and was developed by ALTAR
Interactive.
A.2 Background on UFO Aftermath
UFO Aftermath is set in the year 2004. On May 24th
an alien craft appeared in Earths
orbit and released huge clouds of spores over the world which obscured the sun. Soon
the clouds started to rain down and buried almost everything, killing off most of the
higher life forms on the planet. Some people survived in bunkers and the Council of
Earth where created putting the player in command of the best remaining soldiers as part
of Phoenix Company. The Players objective is to find out what has happened and seek
revenge.
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A.3 Mechanic Research
A.3.1 Force and Composition
The player has control of a company of troops that starts with only two soldiers but builds
up as the game progresses; the player will receive more troops than can be taken on
missions in case soldiers are killed in missions.
In each mission the player may have up to seven operatives, however in rescue missions
the player may only take up to six operatives as the rescued personnel takes up one slot
when they are collected from their drop point.
A.3.2 Levelling
Each soldier gains experience based on what they do in missions:
- Spotting an enemy
- Wounding an enemy
- Killing an enemy
- Completing mission objectives
o Finding rescue target
o Destroying enemy supplies
o Recovering wounded enemies
- Being seriously injured
Each time a soldier gains enough experience to get to the next level the player chooses
which attribute to increase, which in turn increases certain skills.
There are six attributes, three physical and three mental:
Strength – Influencing mainly capacity and heavy weapon skills.
Agility – Influencing mainly speed and rifle skills.
Dexterity – Influencing mainly dodging and handgun skills.
Willpower – Influencing mainly psi power and marksmanship skills.
Intelligence – Influencing mainly aliens and medical skills.
Perception – Influencing mainly observation and stealth skills.
Each of the six attributes and skills can be at one of the following stages:
Awful, Poor, Average, Good, Very Good, Excellent, Heroic, and Super Heroic
Skills will be discussed in the feedback mechanic section.
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A.3.3 Control
The player controls up to seven operatives during missions from a birds eye view that can
be rotated and moved from almost top down to around thirty degrees from the ground.
The player can command any number of troops at any time depending on if they are
selected and do not have any effects that stops them from completing orders such as
temporary paralysis.
Order can be given in real time and executed immediately or in pause time, where they
will be executed as soon as the player un-pauses the game. Many orders may be stacked
so a soldier can be ordered to move to a location, pull a grenade from their belt, throw the
grenade and then move off for example.
Movement control
- Move: The standard right click control orders the selected operatives to move to
the mouse‟s location, or as close as possible to it.
- Wait: The soldier will wait in their current state for more orders rather than
interrupting with a pause event. (see feedback)
- Run / Walk: Switches the way in which the soldier moves, running is faster but
makes more noise and lowers the perception of the operative.
- Crouch / Stand: Switches between a crouch and normal stance. A crouching
soldier can hide behind low level terrain as it cuts line of sight however if ordered
to move, the operative will stand up again.
Weapon Control
- Fire: The standard control when the cursor moves over an enemy. If it is possible
for at least one of the selected soldiers to fire at the target the cursor goes green.
- Direct Fire: This orders the selected soldiers to fire at a specific point on the
ground rather than an enemy target. This command is better for using heavy
weapons such as RPG‟s and grenades.
- Reload: This orders the operative to switch out their current ammunition for a
new magazine even if the current magazine still has ammunition left in it.
- Throw: This orders the soldier to throw the object selected which can be used for
grenades, or to throw a weapon or equipment to a point on the ground.
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Additional Control
There are additional of operations which can be performed that have not already
been covered by movement or weapon control.
- Manipulate: The manipulate command allows the player to open doors; however
this can also be done by right clicking on a door.
- Access inventory: This automatically pauses the game, as the entire screen
switches over to the personnel section where all the skills and attributes of each
soldier in the current squad can be seen as well as their equipment load out. This
screen is used to move equipment from different sections of the soldier. For
example, moving a sniper rifle from the characters hands and putting it in his
backpack and moving a pistol from their belt to their hands for an internal mission
section.
A.3.4 Equipment
Each soldier has a total of thirty four equipment slots, twenty five in the backpack and
nine on the belt as well as a pair of hands. Soldiers also have a weight limit that can be
exceeded but will slow the operative down. Each piece of equipment has a size relative
to the equipment slots, for example a standard grenade takes up one slot and weighs
0.7kg while a plasma rifle takes up ten slots (5x2) and weighs 5.0Kg as well as each clip
taking two slots and weighing 2.0Kg. The hands can either carry two small objects or
weapons, such as a pistol and a medikit or one larger weapon, from a submachine gun to
a rocket launcher.
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Standard Equipment
There are a huge variety of real world weapons as well as the alien weapons and
eventually hybrid weapons systems developed by the player later on in the game. A
simple overview will be provided with examples.
- Handguns: Handguns are generally lightweight and short ranged however some
can provide an exceptional amount of damage. Examples range from the FN
Five-seveN Tactical, a relatively low damage weapon to the HK PDW/MP7 a sub
machine gun capable of a high rate of fire and a decent damage ratio.
- Rifles: Rifles is the largest weapon section and contains weapons from shotguns,
such as the Neostead which can unleash more damage than some of the heavy
weapons, but has a very limited range. Rifles also include assault rifles, the best
mix of range and firepower, and sniper rifles.
- Heavy: The heavy section contains high damage and long ranged weapons with a
low rate of fire ranging from the RPG7 to the hybrid Rocket Spitter.
- Other: One of the smallest sections, this generally contains all the different types
of grenades, fragmentation, incendiary, smoke and acid. This also contains the
less general equipment, Medikits and flares.
- Armour: The last section contains the different types of armour that have been
found, recovered, developed or backward engineered. Each type of armour has a
different effectiveness against different types of damage, for example, Heavy
Armour has high resistances to most types of damage – especially human
weapons (hard and soft rounds) while the alien Sky Armour has a higher
resistance to alien weapons such as Laser and Plasma damage.
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A.3.5 Terrain
UFO Aftermath is based on Earth and as such tries to reflect the environment of whatever
climate and area the mission is in, for example a mission get in the arctic will be a snow
map with very little in the way of terrain features other than hills and valleys. As well as
external missions there are also missions that take place in buildings or alien ships, these
are much more cramped and dangerous. In terms of terrain features such as abandoned
cars and fences, most things are destructible although it requires an explosive attack to
damage or demolish them.
The terrain falls into 4 categories:
- Empty: The area contains nothing that affects movement or line of sight and can
be walked over normally.
- Small Feature: The area contains some form of object that stops movement but
can be destroyed with a grenade or other explosive.
- Large Feature: The area contains a high concrete wall or is a car or bus. These
objects will block movement and line of sight but again can be removed with
enough explosives. Doors also fall into this section as they can be opened
manually, they can also be blown up.
- Non destructible: Generally interior walls and some exterior walls or objects
cannot be damaged, moved over or seen through. This includes full houses and
outer walls of bunkers.
A.3.6 Feedback
The feedback in UFO Aftermath comes in several forms from statistics, audio, video and
text.
Statistics
The Attributes, noted earlier, each affect a set of skills which can also be trained
up one point with a specific training system within the strategic game rather than
the tactical one. There are four sets of skills: Combat, Defence, Detection and
Other.
- Marksmanship: Dictates the chances of hitting with a sniper rifle.
- Rifles: Dictates the chances of hitting with an assault rifle and shotgun.
- Handguns: Dictates the chances of hitting with pistols and submachine guns.
- Launchers: Dictates the chances of hitting with rocket/missile launchers.
- Throwing: Influences the accuracy and range of throwing items and grenades
including grenade launchers.
- Psi Power: Dictates the chances of withstanding psionic attacks.
- Hit points: The amount of health each soldier has is dependant on this skill.
- Speed: How fast the soldier walks and runs.
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- Dodging: This is the soldier‟s ability to avoid being hit.
- Observation: This shows the soldier‟s ability to notice enemies.
- Stealth: This is the soldier‟s ability to avoid detection by enemies.
- Aliens: This skill influences the abilities of the soldier to critically hit enemies.
- Medical: This is the soldier‟s abilities to use medikits in combat.
- Capacity: This dictates the weight the soldier can carry without being slowed
down.
Audio Notification
During missions, operatives will often give responses to events and orders. There
are many phrases used although only a few are noted for each scenario.
- “Good to go”/ “awaiting orders”: The soldier has been selected or has finished
his current orders.
- “Not possible sir” / “No can do”: The order given last cannot be completed for
some reason, invalid move or enemy not in line of sight.
- “I see one” / “look over there”: The soldier has spotted an enemy for the first
time. If the enemy disappears from sight and then reappears, no response is
given.
- “I‟m hit” / “I‟m in trouble”: The soldier has just been hit and has lost some
health.
- “Enemy down” / “He went down”: The soldier has managed to incapacitate the
enemy rather than kill them outright.
- “I got him” / “He‟s dead”: The soldier has managed to kill an enemy.
- “He‟s gone” / “Can‟t see him now”: The soldier can no longer see an enemy they
where previously shooting at.
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Video Notification
During missions there are two types of Video notification, screen events and
display elements.
- Screen move and pause: Whenever a soldier makes a voice notification, the
camera will move to their location and pause the game, unless an enemy has been
spotted.
- Enemy spin and pause: If an enemy is spotted and it is the first enemy of its type,
for example the first Danglefly seen in the mission, then the screen will move to
its location, zoom down to the 30 degree angle and spin around it before
returning to the birds eye view. The game will also pause.
- Enemy move and pause: If an enemy that‟s type has already been seen, for
example the second Danglefly in a mission, the camera will simply move to show
where the enemy has been seen.
- Screen Markers: The screen shows small arrows pointing to the locations of each
operative in the squad (colour coded) and white hollow arrows pointing towards
any living enemy, even if they are incapacitated.
Text Notification
At the top of the screen is a text area which informs the player of every event that
has occurred and shows the last message unless the dropdown is show to see all
recorded messages. The more important text notification occurs when attempting
to attack an enemy. When the cursor moves over an enemy or a direct attack
order is issued a small % marker appears with the likelihood of each soldier order
to attack or hitting the target (colour coded).
A.3.7 Opposition
Opposition in UFO Aftermath come in two general groups, the Transgenants and the
Reticulons.
The Transgenants are effectively mutated humans that randomly roam around the Earth
trying to kill any normal humans they come across. Transgenants come in four stages,
basic, large, armed and biomass.
Basic Transgenants are generally humanoid in constitution but have some major
mutation, such as a second life form living inside of them. Most basic Transgenants can
carry small arms and some can carry rifles.
Large Transgenants are creatures larger than humans that have been mutated such as Car
crabs, huge hermit crabs that use cars as their shells.
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Armed Transgenants are the basic Transgenants but have been armed by the Reticulons
and as such can carry anything from laser pistols to Rocket Spitters.
Biomass Transgenants are creatures made from the biomass that starts to cover the Earth
in the later stages of the game. They are much more resilient than normal Transgenants
and most have special abilities such as paralysing beams.
Reticulons are the alien species trying to invade Earth. Reticulons only appear when the
player manages to shoot down a UFO or takes a mission involving UFO‟s or alien bases.
Reticulons get progressively harder as they get better armour and weaponry as the game
progresses.
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B. Research on MechCommander 2
B.1 MechCommander 2: Information
MechCommnder 2 was released in 2001 by Microsoft and was developed by FASA
interactive.
B.2 Background on MechCommander 2
MechCommander 2 is based on the BattleTech universe where battlefields are dominated
by bipedal war machines known as BattleMechs, or Mechs for short. MechCommander 2
takes place on and nearby the Planet Carver V, where due to the war in the Chaos March
skirmishes between the local factions have started to escalate into a full war. The players
Mecenary company have been called in by house Steiner in order to assist them to defeat
the Davion and Liao forces.
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B.3 Mechanic Research
B.3.1 Force and Composition
The player is in control of a mercenary company consisting of Pilots and Mechs and has
an array of support options at their disposal. During any given mission the player is
given a drop weight, which relates to the total Mech weight the player can deploy at the
start of a mission. For example is the drop weight is 160 Tons, then the player may take
Mechs up to that weight, although they may deploy under weight, so a pair of 80 ton
Mechs could be taken or a 100 ton and a 60 ton Mech.
The player is limited to a total of 8 Mechs for deployment but this may be increased
during the mission with use of Support points. Support points allow the player to use
abilities such as call in aerial bombardments, repair trucks, salvage craft and others
during the course of a mission. Each support option costs a different amount of points, so
a scout helicopter costs less than salvaging a defeated enemy Mech.
B.3.2 Levelling
Each pilot gains experience for participating in a mission and then more for their actions:
- Defeating an enemy Mech
- Defeating an enemy vehicle
- Completing various mission objectives
- Being seriously injured but not ejecting.
Each time a pilot gains enough experience, they are awarded in rank which then allows
the player to give them a special ability. These generally consist in proficiency with
weapon types, but can also have other various effects. There are three levels a pilot can
ascend to. There are three sets of skills that can be assigned depending on the level
reached however lower level skills can be applied instead of higher level skills depending
on what specialties the player wants each pilot to have.
Skills will be discussed in the feedback mechanic section.
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B.3.3 Control
The player controls all the friendly units on the battlefield, this includes the Mechs from
the initial drop, (up to eight) and then any mobile support assets that are called for
including salvaged enemy Mechs.
Most orders can be given to individual Mechs or vehicles, or given to multiple selected
units. Some commands can only be executed by Mechs with specific equipment
onboard.
Movement control
- Move: The standard right click control orders the pilot/s to move directly to the
selected location at a walking speed.
- Run: Running will make the Mech move at a much faster rate; however this
causes more sound to be made and reduces the pilot‟s awareness.
- Jump Jets: Only Mechs equipped with Jump Jets may perform a jump. The jump
takes the Mech into the air and toward the specified location. Jumps may be
performed in unison with a capture command. (See additional control)
- Guard: The Mech will move close to the selected guard target and attack any
enemies that come within range.
- Stop: The Mech will stop moving and disengage any orders and attacks.
Weapon Control
- Standard Attack: This orders the pilot to attack the selected target using their own
engagement preferences.
- Attack from Position: This orders the pilot to hold position and fire with the
relevant ranged weapons depending on the enemy‟s position.
- Long Range Attack: This orders the pilot to stay at long range and only use long
range weapons to engage the target.
- Medium Range Attack: This orders the pilot to engage at middle distance using
only weapons to that effect.
- Short Range Attack: This orders the pilot to close in and engage at short range
with smaller firearms.
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Additional Control
There are additional of operations which can be performed that have not already
been covered by movement or weapon control.
- Repair: Certain battlefields and areas have field bases which are designed to refit
and repair damage to Mechs. These will not replace destroyed components such
as arms or torso weapons.
- Capture: Many structures can be captured rather than destroyed. Only Mechs can
capture buildings. Buildings that can be captured in this way include turret
control towers, which switch all the corresponding turrets to attack the players
opposition rather than the player. Rader stations can also be controlled, giving a
radar image of the area. Resource bunkers and trucks can be captured which give
the player additional support points to call in reinforcements. Other things
include HQ and mobile HQ, gate controls and field bases.
Support Options
There are a variety of support options open to the player during missions as long
as they have the required support points to use them.
- Scout Helicopter: This drops a small helicopter which has a high sight range and
a good radar range. It has little armour or firepower and can be destroyed easily.
- Sensor Beacon: This drops a radar pod on any selected area. The radar will show
any enemies in the area but quickly dissipates.
- Minelayer: This drops a truck that can be ordered to set numerous mine fields up
that will cause damage to enemies and specifically enemy Mechs legs. Once all
mines have been deployed the truck is disabled.
- Repair Truck: This drops a truck that works in the same way as a field base. The
truck can only fix a limited amount of damage before it is disabled.
- Arial Bombardment: The player can call in a wing of bombers that can decimate
an area. They are especially useful for setting off chain reactions or taking out
enemy turret controls.
- Fixed Artillery: This drops an artillery platform at a chosen location. The
platform is armed with a single, long range cannon with high damage potential.
The platform cannot move and can only fire on targets which either it can see or
that can be seen by any unit the player controls.
- Salvage Craft: This drops a helicopter containing the next available Mech pilot
from the player‟s roster. The helicopter will fix an enemy Mech that has been
defeated but not destroyed. The Mech will only be repaired a small amount but
like all repairs, missing parts will not be replaced.
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B.3.4 Equipment
Each Mech has a can carry a variety of weapons and equipment; however they are limited
with three systems. Each Mech has a number of hard points, where weapons or
equipment can be mounted. Each hard point is a single square, however most Mechs
have multiple hard points next to each other to create larger sections. Each piece of
equipment has a size; a Machine gun array takes up one space while a Long Tom
Artillery Cannon takes up ten (2x5).
Mechs are also limited by heat capacity. Each weapon has a heat level that, when all
components are added together must be less than or equal to the Mechs heat capacity.
Different weapon types have different heat outputs, for example laser weapons have a
higher heat output than ballistic weapons. Heat sinks may be added to increase the heat
capacity of a Mech but they take up one hard point.
Finally, Mechs have an armour limit. This is the maximum level of armour that can be
equipped onto a Mech. All Mechs already have at least half their armour capacity taken
up by the internal structure than cannot be modified but the remaining allowance can be
used with additional armour which takes up a single hard point.
Equipment can be gathered in two different ways. Either the player manages to salvage
the pieces at the end of a mission or buys them from the Mech lab. Money is gained for
fulfilling objectives during the course of the game or by selling salvaged Mechs and
equipment.
Standard Equipment
The equipment in MechCommander 2 is separated into four different aspects.
- Ballistic Weapons: This section contains all of the slug based projectile weapons
that can be equipped. These range from the Machine gun array, a last resort
weapon with very low damage potential, to the Long Tom Artillery Cannon, a
mobile artillery piece capable of high damage and does not require line of sight.
The most common weapons in this section are Autocannons, burst firing high
explosive cannons, which come in a variety of configurations from ultra light to
heavy.
- Energy Weapons: This section contains all the weapons that do not require
ammunition. The three main types of weapons in the category are Lasers - a
direct beam weapon, Pulse Lasers – Lasers that fire for a short period of time
rather than in single shots and finally PPC‟s or Particle Projection Cannons a
weapon that fires ions at extreme velocities.
- Missile Weapons: This section contains the three types of missile based weapons
in MechCommander 2. LRM‟s or Long Range Missiles have a pair of
configurations, standard and swarm, swarm missiles consist of multiple warhead
shots that separate and explode in an area rather than concentrating on the target
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directly. Streak SRMs fire a stream of missiles at there target from short range
have better fire rates than LRMs. The Thunderbolt missile is the last missile in
this section. A single missile capable of inflicting massive damage against
armoured targets.
- Components: This section contains the non offensive equipment including Jump
Jets, which can only be equipped by certain Mechs, Armour and Heat Sinks
B.3.5 Terrain
MechCommander 2 is mostly set on the planet Carver V, which resembles Earth in many
ways. Each section of the campaign moves from different landscapes, from small islands
with jungle terrain to open desert.
The terrain falls into 5 categories:
- Empty: The area contains nothing that affects movement or line of sight and can
be walked over normally.
- Small Scenery: Objects such as fences and very small buildings which do not
block line of sight. These objects can be destroyed with weapons fire or by
simply walking over them.
- Large Scenery: Larger objects such as trees, reinforced walls and large buildings
than block line of sight that can be destroyed by weapons fire.
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- Defensive buildings: Defensive buildings consist of a single turret mounted
weapon that will attack any enemy unit that comes within range of it. Defensive
buildings are controlled by turret control buildings and also require a turret
generator to function. Destroying any of these will deactivate the turret.
- Capture-able buildings: Buildings such as turret controls and radar stations can be
captured giving the player the functionality of the building as long as it stays
intact and in the players control.
B.3.6 Feedback
The feedback in MechCommander 2 comes in several forms from statistics, audio, video
and Radar.
Statistics
Although the Mechs themselves do not gain experience, the Pilots do. Pilots have
two general statistics and then up to four rank abilities each of which is gained
after the pilot has gained a level.
The general statistics are:
- Gunnery Skill: The pilot‟s skills with the weapons systems in any given Mech.
- Piloting Skill: The pilot‟s skill with the movement and control of any given
Mech.
The rank abilities are gained after a pilot has gained enough experience to go up a
level. When a Pilot gains a rank the player may choose a specialty from the rank
they have obtained or one from a previous rank.
Regular Specialties:
- Light Mech: General Abilities increase when using a Light Mech.
- Light Autocannon: Accuracy with Light Autocannons increases.
- Medium Autocannon: Accuracy with Medium Autocannons increases.
- SRM: Accuracy with SRM‟s increases.
- Small Arms: Accuracy with Machine Guns and Flamers increases.
- Sensor: More detailed sensor data is gathered.
- Toughness: Pilots can survive more damage so will eject rather than get killed.
Veteran Specialties:
- Medium Mech: General Abilities increase when using a Medium Mech.
- Pulse Lasers: Accuracy with Pulse Lasers increases.
- ER Lasers: Accuracy with Extended Range Lasers increases.
- LRM: Accuracy with LRM‟s increases.
- Scouting: Increases the pilot‟s line of sight.
- Jump Jets: Gives the pilot longer jump distances.
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Elite Specialties:
- Heavy Mech: General Abilities increase when using a Heavy Mech.
- PPC: Accuracy with PPC‟s increases.
- Heavy Autocannon: Accuracy with Heavy Autocannons increases.
- Short Range: Short range weapons accuracy increases.
- Medium Range: Medium range weapons accuracy increases.
- Long Range: Long range weapons accuracy increases.
Ace Specialties:
- Assault Mech: General Abilities increase when using an Assault Mech.
- Gauss: Accuracy with Gauss weapons increases.
- Sharpshooter: Pilots have higher chances of getting headshots on enemy Mechs.
Audio Notification
At the beginning of each mission a transmission from the support officer will
outline the mission objectives and sometimes additional information about the
area. After that certain triggers will cause an audio message from different people
regarding the situation as it changes.
As well as the briefings from people, the pilots will update there status when
something happens. Each order received will also result in a beep noise even if
the pilot does not give a verbal response. Often a pilot will identify themselves by
there call sign before responding.
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- “Target acknowledged”/ “Copy that target”: The pilot confirms their attack
orders.
- “That‟s a negative” / “Unable to comply”: The order given last cannot be
completed for some reason, usually an attack on a unit that has just been
destroyed.
- “I, I. I‟m on guard” / “Guard order confirmed”: The pilot confirms a Guard unit
order.
- “Stopping” / “Rodger that”: the Pilot confirms a Stop command.
- “Target eliminated” / “Guess he didn‟t make it”: The pilot has managed to
destroy or cripple an enemy Mech or destroy a vehicle.
- “I‟m in trouble” / “Under attack”: The Pilots Mech is taking damage.
- “I‟m hurt” / “I‟m bleeding pretty bad”: The Pilot has been injured from incoming
fire.
Video Notification
During missions there are two types of Video notification, battlefield display and
radar display.
Battlefield Display
- Health Bars and unit Types: Above every unit that can bee seen a health bar is
displayed above it. If the player moves the mouse over a unit its name will
appear underneath it.
- The players HUD shows the player controlled units in action with a detailed
damage display for each. The HUD also displays mission objectives and support
options available.
- Radar overlay: The radar targets that have been detected appear on the battlefield
screen if they cannot be seen but are within sensor range. All enemy units appear
as a 3d diamond unless the player has a pilot with the Sensor or Scouting
specialties in which case the targets appear as cubes for Mechs or cylinders for
vehicles.
- Colour overlay: When the player moves their mouse over a destroyable object,
including a friendly Mech, a colour is displayed over the object in either green, to
indicate friendly, white to indicate neutral or red to indicate enemy.
Radar Notification
The radar consists of a mini-map showing the operational area including the
following additional items.
- Green blips: These represent the player‟s controllable forces.
- Blue blips: These represent friendly, but uncontrollable units.
- Red blips: These represent enemies within sensor range.
- Green radar: A green circle eminates from any of the players units with radars.
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- Red radar: Similar radar displays show the enemies radar range.
- Primary objectives: The mini-map shows the locations of all the primary
objectives that have locations. (some objectives consist of destroying all enemy
forces)
- Secondary objectives: The mini-map also shows the locations of all the
secondary objects that have locations.
B.3.7 Opposition
Opposition in MechCommander 2 come in three types:
Enemy Mechs are the main opposition, they are identical to the Mechs that the player
uses but most have a standard load-out suited to the Mech rather than specific roles.
Special characters and their bodyguards have highly modified weapon load-outs rather
than the standard outfit. There are generally more enemy Mechs I missions than the
player can deploy at the start however they tend to be of much lower weight and therefore
damage potential.
Vehicles form the secondary opposition, although there are usually a lot more enemy
vehicles than Mechs most have very little damage potential to health. Vehicles range
from Armoured Cars, which carry a single Machine gun array, which makes it little more
than an irritation to even the lightest of Mechs to the heavy Storm tank which weighs as
much as a medium Mech and is armed with a pair of powerful PPC‟s.
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The last form of opposition is the numerous base defence weapon systems and arrays.
These can either be destroyed as previously described or can be captured and used against
enemy targets.
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C. Research on Fallout Tactics
C.1 Fallout Tactics: Information
Fallout Tactics was released in 2001 by 14 Degrees East and was developed by Micro
Forte.
C.2 Background on Fallout Tactics
Fallout Tactics is based in a post apocalyptic world in the Fallout universe. The player
takes charge of a team from the Brotherhood of Steal, an organisation set on restoring the
population of earth by securing as many people as possible using the advanced weapons
available to them. Fallout Tactics, unlike the previous two games in the series, is based
on combat tactics during set missions rather than the exploration of the environment in a
free roaming story.
Note:
Fallout Tactics can be played as a Real Time Tactical game or as a Turn Based Tactical
Game. For this research it will be considered as a Real Time Tactical Game.
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C.3 Mechanic Research
C.3.1 Force and Composition
The player is in control of a squad from the Brotherhood of steal. This squad can consist
of between 1 and 6 members each with a highly developed skill set which is modified via
the levelling system.
The squads‟ leader is created by the player at the start of the game and is the only
character that must survive and that cannot be swapped out for other characters for each
mission.
In order to increase, decrease or change members of the squad, the player must be at a
bunker, I.E. not during a mission, and talk with the master of recruits who will offer an
array of new recruits. The further through the game, the better candidates can be used in
the squad. The downfall to this is that each new recruit ideally need to be equipped with
weaponry and ammunition which must be bought at a high cost, or found during
missions.
Vehicles may also be used during missions; they do not take up a squad member slot.
C.3.2 Levelling
Each soldier gains experience for completing specific mission objectives or for
eliminating enemies.
As each character gathers enough experience, they will gain a level which gives them
points to spend on their Skills, Attributes and Perks.
Due to the large array of skills that can be upgraded, the squad will benefit from each
member specialising in different areas of expertise.
Skills, Attributes and Perks will be discussed in the feedback section.
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C.3.3 Control
The player has control of their squad: between one and six people. The player can give
commands to each individual soldier or to multiple soldiers when selected together.
Movement control
- Move: Left clicking will order the soldier to move to the location, if there is
something present at the specific location, a separate cursor will appear with a
message telling the player what is there. E.g. Chest.
- Run: It is possible to make a soldier run to a new location in the same manor as
walking, but faster. While running the soldier can perform no other actions and is
more likely to be noticed.
- Stand/Crouch/Prone: The player may decide the stance of each soldier
individually, by selecting the corresponding option. Crouching lowers the profile
of the soldier making them a smaller target and possibly hiding them behind
cover. Going prone makes the soldier much less likely to be noticed but also
drastically slows the soldier down.
Weapon Control
- Standard Attack: By right clicking on an enemy or on an open space, the soldier
will fire their currently selected weapon at the target selected.
- Switch Weapon: Each soldier can have two weapons for immediate use.
Selecting the other weapon will make the soldier switch to this weapon.
- Reload: If the weapon is not at full capacity for its ammunition it may be
reloaded from the ammo reserves in the soldiers‟ capacity.
- Weapon Mode: If the current weapon has the option of different fire modes, for
example Single fire or Burst fire. Then the type may be changed.
- Target Mode: If the current weapon is of the appropriate type and weapon mode,
then the soldier may be told to aim for a specific point on enemy targets. These
options appear in a pop up screen and are: Head, Right/Left Arms, Right/Left
Legs, Groin, Torso or Eyes. Hits in specific places can result in specific damage,
hitting in the eyes will sometimes cause the target to go blind for example.
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Additional Control
There are additional of operations which can be performed that have not already
been covered by movement or weapon control.
- Sentry Mode – Off/Defensive/Aggressive: Sentry mode allows soldier to act on
their own accord if an enemy is spotted. When in defensive, the soldier will
inform the player that an enemy has been spotted and will only fire if they are
shot at. With aggressive selected, the soldier will automatically fire at an enemy
if one is spotted.
- Sentry %: The Sentry Mode may be modified so that soldiers will not fire at
enemies unless they have a specific % chance of hitting them, this may be set to 1,
33, 66 or 95%. This stops soldiers wasting ammunition on far off targets.
- Open Skills Menu: This opens the skills window to allow the soldier to attempt a
specialised operation. This will be discussed in Skill Control below.
- Open Inventory: This will open the soldiers‟ inventory and allow changes to what
the player is carrying. It also allows changes such as changing the ammunition
types on weapons, E.G. from standard bullets to hollow points. The inventory
menu is a click and drag system, so there are no actually commands within it,
other than to close it.
- Open Character window: Opening the character window shows the full status of
the soldier, including all their statistics, skills, and perks. This screen is used to
level up skills and abilities after a level has been gained.
- Open Pip-boy: The Pip-boy is used to view briefings, dialogue, archives and the
map of the current mission/area. No commands can be given with the Pip-boy.
Skill Control
During missions, soldiers may attempt to perform specific operations. These have
a percentage next to them showing how likely the operation will be to succeed.
- Sneak: If a sneak is successful, the soldier becomes effectively invisible and can
move normally without being spotted. If the soldier moves too close to an enemy
or takes any drastic action, such as firing then the sneaking stops and the soldier
behaves normally again.
- Lockpick: Opening locked objects such as doors or storage devices requires a
lockpick skill. The more difficult the lock, the higher the skill needs to be.
Certain impliments increase the chances of opening locked objects.
- Steal: This skill allows the soldier to attempt to steal items from enemies or
NPC‟s. This skill can also be used to give them an item without them knowing.
- Traps: This skill allows soldiers to attempt to disarm traps. If failed the trap will
be set off.
- First Aid: This skill allows a soldier to attempt to heal basic wounds. This
requires the soldier to have medical equipment in there hands. If failed, the
soldier may do further damage to the recipient.
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- Doctor: This skill allows soldier to perform much more complex procedures such
as healing major wounds or crippled limbs. As with first aid specific equipment
must be in the characters hand and if failed the soldier may do further damage to
the recipient.
- Science: This skill allows for the interaction between the soldier and any sort of
computer or scientific object.
- Repair: This skill allows a soldier to attempt to repair a broken item or vehicle.
C.3.4 Equipment
Each soldier can carry as many items as the player wants, however this is limited by the
strength of each soldier. As soon as their weight limit has been reached the player can
still add items to their inventory, but they will be significantly slowed.
Each soldier may have two items to hand at any one time. This may be, for example, a
sniper rifle and a sub machine gun so the player can quickly switch weapons without
having to open their inventory – which does not pause the game.
Equipment can be gathered in two ways. Firstly the player can buy a limited number of
items, weapons and supplies in any of the bunkers before or after a mission. The second
way to obtain equipment is to either find it in storage on a mission or to kill an enemy
then take his equipment.
Equipment can be gathered in two different ways. Either the player manages to salvage
the pieces at the end of a mission or buys them from the Mech lab. Money is gained for
fulfilling objectives during the course of the game or by selling salvaged Mechs and
equipment.
Standard Equipment
The equipment in Fallout Tactics is separated into two wide categories: Combat and
Non-combat.
Combat equipment is separated into seven groups.
- Armour: Equipping armour increases the resistance of the soldier.
- Small Guns: Small Guns is the largest category within combat equipment. It
consists of pistols, sub machine guns, shotguns, rifles and small grenade
launchers.
- Big Guns: Heavy projectile weapons are found in this section, mainly consisting
of machine guns, mini-guns and rocket launchers.
- Energy Weapons: This section contains all the energy based weapons, - laser and
plasma.
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- Melee Weapons: Knifes and large blunt objects fill this section. Their close
range nature makes them almost useless in later stages of the game.
- Throwing Weapons: This section mainly consists of grenades and other
improvised explosives but also contains items such as throwing stars.
- Unarmed Weapons: These weapons are worn rather than held. Knuckle dusters
and weapon enhanced gloves fill this section.
Non Combat equipment is separated into ten groups.
- Ammunition: Weapons take specific size ammunition, for example the AK47
requires 9mm rounds, and however there are three types of 9mm rounds, Ball
(standard), Armour Piercing, and Hollow Point. Rather than magazines,
ammunition is collected together in individual bullets.
- Books: Books are one of the only pre war information sources to be found. Each
book will increase a skill in its relevant subject.
- Chemicals: This section contains drugs. Mainly narcotics with good short term
effects, but some soon make the soldier addicted to the substance.
- Drinks: Like Chemicals, most drinks have a short term positive effect; however
alcohol will dull soldiers‟ abilities if they drink too much.
- Food: Eating most types of food will restore a small amount of health or have
other positive effects. There are, however some foods that will have negative
effects.
- Keys: Keys are used to open locked doors without having to resort to breaking
them down or picking the lock.
- Medical Supplies: There are a variety of different Medical supplies, each with
their own usage. First aid kits can cure light wounds while Stim packs give a
burst of health but later will reduce health drastically.
- Tools: Tools generally consist of types of lock picks; however tool bags can be
used for multiple purposes.
- Traps: Traps can be set up at key locations and will go off if an enemy triggers
them. Traps range from simple bull horn traps – making a loud sound when
triggered, to high explosives.
- Utility: These items are mostly mission specific allowing for the completion of
the scenario.
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C.3.5 Terrain
Fallout Tactics is mostly set on Earth after the aftermath from World War III. This
mostly consists of ravaged wastelands with scattered villages across its surface. Some
larger towns remain that have been converted into makeshift fortresses. Under the
surface stands a number of Vaults – bunkers built before the war, most of which where
not finished in time. Most missions take place in villages or towns, but random
encounters take place in arid desert wasteland.
The terrain falls into 5 categories:
- Empty: The area contains nothing that affects movement or line of sight and can
be walked over normally.
- Small Scenery: Objects such as fences and very small buildings which do not
block line of sight but will give a negative modifier for firing accuracy.
- Large Scenery: Larger objects such as trees, signposts and other similar
structures. These again do not block line of sight but do give a much higher
negative modifier for firing.
- Low Walls: Most missions are set up in towns or villages and use low walls to
block access to other areas of the map. They do not block line of sight as long as
the soldier is relatively close to the wall and is not crouching or prone.
- High Walls/Buildings: High Walls usually represent buildings. Some buildings
have sections of broken walls that allow soldiers to pass through and enter the
building. High walls block line of sight completely.
- Doors: Doors are placed on Low or High Walls. Some are unlocked which allow
soldiers to simply open them and move through. Others are locked and require
lock-picking. Mission critical locks always have a key that can be found,
however picking the lock is always a safer option.
- Crates/Containers: Consisting of a wide variety of object types, these objects
usually contain equipment of some type generally depending on its type. For
example, fridges usually contain food or drink, and lockers generally contain
some sort of weapon or ammunition.
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C.3.6 Feedback
The feedback in Fallout Tactics comes in several forms from statistics, text notifications
and mini-map.
Statistics
Each soldier gains experience as they complete missions, kill enemies and
successfully use skills. All experience except skill experience is shared with all
members of the squad. When they get enough experience, they level up gaining
additional skill points. There are three main statistic branches, Character
Statistics, Derived Statistics and skills. There are also two additional sections –
Traits and Perks.
Character Statistics
These statistics are predefined for soldiers except for the players‟ main
character whose points can be placed where ever the player decides. Once
this is set, only status changes can change these figures.
- Strength: Strength shows the soldiers physical ability in carrying equipment,
using larger weapons and close combat ability.
- Perception: This is the soldier‟s ability to notice the environment surrounding
them. Weapon range is increased with higher perception.
- Endurance: The soldiers‟ ability to withstand damage and physical exertion. This
affects hit points and resistances.
- Charisma: This skill is vital for leadership. Higher charisma gives boosts to other
soldiers‟ abilities and also the soldiers‟ ability to barter.
- Agility: This defines the soldiers speed and dexterity. More agile soldiers are
faster at performing actions.
- Luck: Luck affects everything. Having high Luck can make the difference in any
situation.
Derived Statistics
These statistics are based on the Character Statistics. These statistics can
not be modified directly, but can be altered with changes to Character
Statistics (during character creation) or with equipment carried.
- Hit Points: How much damage a soldier can take before they die. Hit points are
gained when a soldier levels up and is based on their Endurance and Strength.
- Armour Class: This is how likely the character is to get hit and is based on
Agility and the armour being worn.
- Melee Damage: Based on Strength, this is how much damage a character deals in
hand to hand combat.
- Bonus Damage: This is the percentage of additional damage dealt in all forms of
combat based on race, traits and Perks.
- Damage Resistance: This is the physical damage which is ignored based on the
type of armour worn.
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- Poison Resistance: Based on Endurance, this shows the percentage of poison
damage that is negated.
- Radiation Resistance: This is the same as poison resistance, but for radiation.
This can be modified by armour and anti-radiation chemicals.
- Action Points: This defines the time between actions. (Note: In turn based
gameplay, this is particularly critical as it defines how much each soldier can do
during their turn.
- Carry Weight: This defines the maximum weight of equipment that can be
carried by the soldier.
- Heal Rate: This is how fast the soldiers‟ health recovers. This also gives bonuses
when the soldier is healed using equipment.
- Critical Chance: This gives the percentage chance that a characters hit will be
critical – dealing extra damage.
- Skill Rate: This shows how many skill points are gained for gaining a level.
- Perk Rate: This shows how many levels are needed before additional Perk may
be gained.
Skills
These statistics are based on the Character Statistics. But can be modified
when the soldier gains a level, the number of additional skill points gained
is defined by the Skill Rate statistic.
- Small Guns: How proficient the soldier is with the use of Small Guns.
- Big Guns: How proficient the soldier is with the use of Big Guns.
- Energy Weapons: How proficient the soldier is with the use of Energy Weapons.
- Unarmed: How proficient the soldier is using unarmed weapons.
- Melee Weapons: How proficient the soldier is with the use of Melee Weapons.
- Throwing Weapons: The accuracy of the soldiers throwing.
- First Aid: How proficient the soldier is with the use of First Aid Kits.
- Doctor: How proficient the soldier is with the use of Doctor‟s Bag‟s.
- Sneak: The soldiers‟ ability to sneak.
- Lockpick: The soldiers‟ ability to pick locks.
- Steal: The soldiers‟ ability to steal or covertly place objects.
- Traps: The soldiers‟ ability to notice, disarm and setup explosives and traps.
- Science: The soldiers‟ knowledge of scientific equipment such as chemicals and
computers.
- Repair: The soldiers‟ competence with the repairing of broken items and
vehicles.
- Piloting: The soldiers‟ ability with the operation of vehicles. The higher the skill
the faster vehicles will move during combat.
- Barter: The soldiers‟ competence is bartering items for money, and money for
items.
- Gambling: The soldiers. Skill at playing any sort of gambling games.
- Outdoorsman: The soldiers‟ affinity with outdoor environments – such as plants
and animals.
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Traits
Traits are selected when the player creates their main character. Traits are
unique abilities that have both a positive effect as well as a negative effect.
The Traits available depend on the race of the character. There are twenty
six different traits which have different effects to skills.
An example trait is Finesse which lowers the general damage caused by the
soldiers‟ weapons but increases the chance of critical hits.
Perks
Perks are like traits but have less of an effect but have no negative effects.
Unlike Traits, Perks are gained when characters level up, but depending
on the Perk Rate, only after the soldier has levelled up a number of times.
Perks can be selected depending on the race of the character as well as
certain statistics.
An example Perk is „Bonus Rate of Fire‟ which makes firing weapons faster and
still remain accurate. The requirements are a Perception of 6, Intelligence of 6,
Agility of 7 and the character to be at level 15.
Text Notification
As there is no audio for speech, text messages convey all notifications as well as
enemy speech.
When an action such as opening a door is performed but it is locked, a text
notification will appear above the door that says „Locked‟. If the door is then
successfully picked or unsuccessfully picked, a message will appear to that effect.
If the lock is too complex for the soldier then a message appears stating that it
„Looks Difficult‟.
This type of notification is seen for all skills when they are used but carry their
own messages relating to what action is trying to be performed.
Other text notification comes in the form of hit percentages. When the player
moves the cursor over an enemy text appears above their head informing the
player of what the target is and the % of hitting the target. If multiple soldiers are
selected then the % shows the worst figure.
Enemies will also talk to each other or throw insults at the player‟s squad. These
are extremely varied.
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Mini-map Notification
The mini-map is a small basic representation of the environment. The map covers
a larger area than is shown on the playing screen.
- Black Areas: This represents open terrain.
- White Blips: These represent the players squad, weather they are selected or not.
- Green Blips: These represent friendly, but uncontrollable units.
- Red Blips: These represent enemies.
- Blue Box: This shows the playing screen in respect to the size of the mini-map.
- Green Lines: This shows walls large scenery that can block line of sight or
movement.
C.3.7 Opposition
Opposition in Fallout Tactics are similar to the squad members that the player can have,
there are a few exceptions such as animals.
Enemy raiders are the most common type of enemy, especially in the early stages of the
game. These are basically identical to the players soldiers, although have lesser statistics.
There are however a lot more of them.
Other enemy types found during missions are Humans, Mutants, Super Mutants, Ghouls,
Death Claws, Dogs and Robots. Each is similar to the players‟ squad but all come with a
different set of skills and abilities as well as health and equipment.
Enemies can generally carry the same equipment as the player‟s squad which allows the
player to take the equipment from dead enemies and use it.
During random encounters the most likely opposition are mutated creatures who make
their home in the desert wastelands.
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D. Research on Warhammer 40,000: Chaos Gate
D.1 Chaos Gate: Information
Chaos Gate was released in 1998 by SSI inc and developed by Random Games inc.
D.2 Background on Chaos Gate
Chaos Gate is set in the Warhammer 40,000 universe and depicts a struggle between a
contingent of Space Marines from the Ultramarine chapter against Chaos Space Marines
of the Word Bearers chapter, sworn enemies from millennia ago. The player is given
multiple squads that can be configured to face any challenge. During the course of the
game, the player first recovers an artefact that leads to the location of the Chaos Gate, a
warp gate allowing quick deployment of Chaos forces. The game follows the marines‟
progress and eventually ends in a clash between them and the current captain of the Word
Bearers chapter.
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D.3 Mechanic Research
D.3.1 Force and Composition
Chaos gate‟s missions allow the player to take between one and three, five man squads as
well as up to five characters (from different classes) Access to multiple squads and each
character is based on the progression through the story line. For example, in the first
mission only one squad and no characters may be selected and the squad must be a
tactical squad.
The five man squads available are as follows. Individual members may be exchanged
between squads
Tactical Squad: The mainstay of Space Marine force, there are seven squads of
which to choose from. Their equipment is standard issue allowing for one special or
heavy weapon.
Devastator Squad: Identical to the Tactical Squad, except the squad may be
equipped with an additional heavy weapon and no special weapons. There is only
one Devastator Squad.
Assault Squad: Assault Squads are set up for hand to hand combat. Each member
of the squad is equipped with a pistol and a close combat weapon as well as a jump
pack. There is only one Assault Squad.
Terminator Squad: Terminators are equipped with Tactical Dreadnought armour
which increases protection massively; they are slower and cannot pickup items in
mission. There is only one Terminator Squad and all members of the squad need the
Crux Terminatus in order to be swapped in.
There are also five classes of characters to add once they are unlocked.
Librarian: Librarians can channel psychic powers onto the battlefield with a
multitude of different effects, from speeding up his companions to throwing lightning
bolts at the enemy. There are five Librarians to choose from.
Techmarine: Techmarines are the artificers and machine manipulators in the Space
Marine force. There are two Techmarines to choose from.
Apothecary: Apothecaries are highly trained medics capable of healing major
injuries during the course of a battle. There are two Apothacaries to choose from.
Chaplain: Chaplains are the embodiment of the spirit of the chapter and as such
have a massive boost on the moral of nearby troops. There are two Chaplains to
choose from.
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Captain: Captain Kruger is the commander of the Ultramarines 2nd
company in
Chaos Gate. His influence on the battlefield is boosts moral of nearby troops. There
is only one Captain.
As well as Marines, certain levels have the option of taking a vehicle.
Rhino: The Rhino is a troop transport vehicle; able to move a squad of marines in
the safety of its armoured hull otherwise it is lightly armed.
Predator: The Predator is based on the Rhino chassis however its transport capacity
has been replaced by a turret and a pair of anti infantry sponsors.
Dreadnought: The Dreadnought is a large humanoid war machine with the
firepower of a tank and the manoeuvrability of a troop.
Land Speeder: The Land Speeder is a high speed weapons platform capable of
moving vast distances while providing fire support.
D.3.2 Levelling
Levelling in Chaos Gate is based on an experience point scale. Points are added for
every successful action taken, for example if a marine fire twice but hits only once, only
the hit will be added to their experience.
Experience is calculated at the end of a mission.
Experience is given for the following.
- Participating in a mission
- Hitting an enemy, with both ranged and close combat weapons
- Killing an enemy – the amount increases based on the class of an enemy, for
example killing a Chaos Cultist is not worth as many points as killing a Greater
Demon.
- Successfully casting a psychic power/manipulating machinery/healing marines;
for Librarian, Techmarine and Apothecary only, respectively.
- Completing mission objective.
There are five levels that each marine can be
- Marine: The basic level of marine with between 0 and 999 experience points.
- Veteran: The first upgraded level for marines with 1000 to 2299 experience.
- Hero: The second upgraded level for marines with 2300 to 3599 experience.
- Mighty Hero: The final level for marines with 3600 and over experience.
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Every time a marine reaches a new level they gain a statistics increase to their current
levels described in (10.3.6)
Marines can also be awarded Honour Badges for completing specific criteria.
- Marksman‟s Honour: To have hit ten targets during a single mission.
- Imperial Laurel: To have completed a mission objective.
- Purity Seal: To have completed five missions without being broken.
- Crux Terminatus: To kill five enemies during a mission.
The Crux Terminatus is the only honour badge that affects the gameplay in any way;
Marines with the Crux can be swapped into the Terminator Squad.
D.3.3 Control
The player may control up to three, five man squads as well as five characters and one
vehicle. During the players turn every unit may perform as many commands as they have
action points for. The more action points, the more commands. Action points are
increased as the marine gains a level.
Movement control
During the players turn the player may perform the following movement based
commands.
- Walk: Basic move command makes the unit move to the designated point but
will stop if he sees a new enemy unit.
- Run: Takes only halve the action point of walking but will not stop when a new
enemy is located.
- Rotate: The unit may rotate to change their field of view and fire, there are eight
directions.
- Crouch/Stand: The unit drops into a crouched position; this gains a slight amount
of accuracy but can also hide the unit behind small objects.
Note that Terminators and Vehicles may not Run or Crouch.
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Weapon Control
During the players turn the player may perform the following weapon based commands.
- Fire: The unit will attack the targeted enemy with their currently selected
weapon. This includes hand to hand weapons.
- Direct Fire: The unit will fire attack the target area or object, such as a door, with
their currently selected weapon.
- Aim Mode (on/off): The unit switches to Aim mode it greatly increase their
chances of hitting a target with a ranged weapon, this costs double the action
points of a normal shot.
Inventory Options
During the players turn the player may perform the following inventory based
commands.
- Open Inventory: The unit opens their inventory screen and allows for
manipulation of equipment.
- Reload (Ammo Selected): The unit reloads their ranged weapon with the selected
ammunition.
- Unblock: The unit unblocks their ranged weapon after a malfunction.
- Use Med-kit (Med-kit Selected): The unit heals a portion of their health, using up
a Med-kit.
- Use Scanner (Scanner Selected): The unit uses a scanner to located unseen
nearby enemies.
- Throw Grenade (Grenade Selected): The unit throws the currently selected
grenade at the designated target.
- Use Melta bomb (Melta bomb Selected): The unit then attaches the Melta bomb
to the selected target after setting a turn timer for its detonation.
- Pickup (Next to Inventory holding unit/crate): If possible the unit picks up the
selected item from its current location, if it is a weapon then the marines
corresponding weapon is replaced by the new one.
- Drop: The unit drops the selected item on the ground.
Note that Vehicles do not Inventories and Terminators may only Unblock their weapons.
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Additional Commands
As well as movement, weapon and inventory commands, there are some commands
which do not fall into these categories.
Librarian only
- Psychic Powers: Allows the Librarian to attempt to cast one of their powers.
Once the power is selected then the unit may cast it on a targeted square.
Apothecary Only
- Heal: The apothecary heals a portion of health from the selected friendly marine,
as long as they are next to each other.
Miscellaneous
- Overwatch: The Overwatch command allow a unit to use any spare action points
in the enemies turn after their first action. This allows the set up of ambushes, as
units will fire at enemies if they suddenly appear and are in range.
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D.3.4 Equipment
Each unit may only hold two weapons, one ranged and one close combat. They can carry
twelve Items/Grenades/Clips and store one additional clip in their ranged weapon. All
weapons have corresponding ammunition clips.
Standard Equipment
Weapons
- Bolter: The standard weapon of space marines, it provides good range and
damage.
- Combat Knife: A large blade that serves as a close combat weapon for Marines.
- Bolt Pistol: The standard weapon for assault marines and characters, a smaller
version of the Bolter.
- Chainsward: The standard close combat weapon for assault marines and
characters.
- Storm Bolter: A double barrelled Bolter used only by Terminators
- Powerfist: A power field assisted fist is the standard close combat weapon for
Terminators.
Items
- Scanner: A device that detects unseen enemies within proximity.
- Med-Kit: An item capable of healing a portion of the user‟s health.
Additional Equipment
As well as the previously mentioned weapons and items there are a variety of
grenades with a multitude of effects, special weapons with short to medium range
tactical effects and heavy weapons capable of either laying down a hail of fire or
launching single extremely powerful attacks.
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D.3.5 Terrain
The Terrain in Chaos Gate bears a resemblance to the current world or ship the player is
fighting on for example, on a swamp planet there are lakes and vast amounts of low level
terrain such as plants and small trees, whilst on an industrial world, areas are filled with
large machinery and pipe works as well as a large amount of high level walkways.
The terrain falls into 6 categories:
- Empty: The terrain square has nothing but flat or a gradient of ground which may
be moved over freely. There are no other effects.
- Low Level: The terrain can not be walked over and causes a slight negative
modifier to targeting enemies behind it. It can be destroyed.
- High Level: The terrain can not be walked over and blocks line of sight
completely. It can be destroyed.
- Wall Section: This terrain element is a solid wall that cannot be damaged or seen
through.
- Door: This feature can be opened or closed by its corresponding switch or
permanently opened by causing enough damage to it.
- Impassable: This feature, usually a lake or Lava cannot be moved through at all.
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D.3.6 Feedback
The feedback in Chaos Gate comes in two main categories: Statistics and Voice
Response.
Statistics
There are ten statistics that deal with the battlefield performance of marines, these
are all randomly generated at the start of the game and can only be modified by
gaining levels (10.3.2)
- Action Points: Shows how many remaining Action Points are left to use this turn.
- Health: Shows the current health level of the marine, if this reaches zero they die.
- Armour: Shows the current status of the marines‟ armour, the higher the value
the more likely attacks will deal less damage to health.
- Ballistic Skill: Shows the overall percentage chance for ranged attacks to hit
enemies, this number is then modified by any obstacles in the way.
- Weapon Skill: Shows the percentage chance of hitting with a melee weapon.
This can be modified with certain weapons.
- Strength: This determines the distance grenades can be thrown and for
calculating melee damage
- Toughness: This determines the marines‟ ability to resist damage along with his
Armour.
- Initiative: This determines the order of melee combat and who fires first in
Overwatch.
- Attacks: This shows the number of attacks a marine makes in every round of
melee combat.
- Leadership: This determines if a marine will „break‟ from combat if he or other
marines are hit or wounded. The higher the leadership the less likely he is to
break.
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Voice Response
During the course of a mission, many events are given attention by a verbal alert
by the marine in question. Only a few of the phrases have been noted, though
there are more for each occurrence.
- “Enemy located/sighted”: A new enemy has been seen by the marine.
- “I do not understand the order” / “I cannot comply”): The marine does not have
enough remaining action points to proceed with the current operation.
- “Out of ammunition” / “My weapon is empty”: The marine‟s current weapon
needs to be reloaded.
- “Weapon malfunction” / “My weapon is jammed”: The marine‟s current weapon
is now jammed and must be unblocked.
- “I am wounded” / “Call and Apothecary”: the marine has just taken damage to his
health rather than his armour.
- “Stand fast brothers” / “Marine down”: the marine has died.
As well as responses from the marines there is often a taunting of the enemy just
before an attack is made, for example, “You die by the Emperors hand” or “For
the Chapter”
Chaos marines, the main opposition often shout phrases during their own turn but
also as a response to being fired upon. These are things such as “Your aim is
weak” or “Your skills are poor” they also respond when they themselves are
killed.
D.3.7 Opposition
The opposition in Chaos Gate are Chaos forces of the Word Bearer Chapter. These
include everything from cultists, un-armoured and lightly armed heretics to extremely
powerful Greater Demons. In general terms the chaos and imperial forces are equally
matched, Marines against Chaos Marines, Terminators against Chaos Terminators. The
main differences are with the demons that chaos use, as they have no direct opposite.
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E. Research on UFO: Enemy Unknown
E.1 UFO: Enemy Unknown: Information
UFO: Enemy Unknown or X-Com: UFO Defence was released in 1994 on the Amiga and
DOS then in the Playstation in 1995 by Microprose and developed by Mythos Games.
E.2 Background on UFO: Enemy Unknown
UFO: Enemy Unknown is set on earth in the year 1999 where reports of attacks,
experiments and abductions has caused a global panic to the threat of this alien menace.
Individual countries such as Japan have attempted to counter the threat by creating their
own anti alien force. After 5 months of operations they had yet to take out a single UFO.
Based on the fact that an individual country could not face of the Aliens by themselves,
the worlds economic powers gathered and decided to create and fund a world wide
organisation to combat the aliens. This organisation was called the Extraterrestrial
Combat Unit or X-Com for short. The player has been given total command of X-Com
from spending the funding offered to tactical control in each mission.
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Note
UFO: Enemy Unknown is split into two systems, the strategic and the tactical. This
research will focus on the tactical element, which consists of a squad of soldiers
assaulting/defending against the aliens on any given mission. It is important to note that
the strategic game has a huge influence on the tactical gameplay as this is where new
soldiers are bought and technology advanced as well as an intricate funding mechanic
which limits the player by placing them under a budget which is altered depending on the
successfulness of their tactical games. For example if the player succeeds in a crashing a
UFO in Japan, and then successfully goes on to eliminate the aliens who survived via a
tactical mission the player will receive additional funding from Japan. This system works
both ways, so if the player ignores UFO‟s over a country, their funding will dramatically
decrease.
The strategic game also includes the usage of scientists for the research of captured alien
equipment and the development of new technologies, which the player must fund from
buying enough scientists, funding the research and to have enough living space and
science labs in the relevant base. This process is replicated with the production of new
equipment with engineers and factories.
Due to the massive extent of the game and all of the strategic parts, the tactical game is
still a prime example of the mechanics that this report is looking for so the game will still
be researched although sections of the strategic gameplay will be noted if and when they
are required for the understanding of limitations within the tactical game.
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E.3 Mechanic Research
E.3.1 Force and Composition
Enemy Unknown‟s missions allow the player to take a number of soldiers into each battle
depending on the type of transport craft that is available. The basic Skyranger can hold
14 spaces while the Avenger, only available later in the game can hold 26. Each space
can be filled with a soldier; alternatively a 2x2 square may be filled with a HWP (Heavy
Weapons Platform) During a base defence mission, all the soldiers and HWP‟s in the
base during the attack will be present on the mission even if there is not enough
equipment to arm them.
Each soldier, by themselves and especially at the beginning of the game, is not a
particularly effective unit however a squad of multiple soldiers dramatically increases
their flexibility and survivability.
HWP‟s on the other hand are effectively small tanks capable of taking and giving large
amounts of damage from the start of the game. HWP‟s have a bad side that they do not
gain experience in anyway. This makes them a gamble as having a heavy support unit
that can be used to move into unknown space and, depending on the weapon, cause high
damage as well as be expendable – you can simply buy another one and only lose out on
the cost – the downside is that the players soldiers will miss out on valuable experience in
incapacitating or killing aliens.
E.3.2 Levelling
There are two systems of levelling in Enemy Unknown. The first is mission experience
where rather than having all of the soldier statistics increase, only those that have been
used in the mission increase. For example if a soldier carrying a heavy weapon such as a
rocket launcher and is effectively overburdened but still moves as far as possible on each
of his turns but does not fire then as long as he survives the mission his mission
experience will give him an increase in his strength statistic but not in accuracy.
Individual mission experience is not shown after a mission but total mission experience
can be seen by viewing the solders statistics when they return to base.
Unit statistics will be covered in the Feedback section later in this report.
The second levelling system is ranks. Ranks are based on the total number of soldiers the
player has worldwide and the general experience of the soldiers in question. Only
soldiers that have just completed a tactical mission can be promoted. Ranks can only be
gained one at a time, so just because there are 30 soldiers, a Rookie cannot be directly
promoted to Commander.
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- Rookie: The soldier is new and has not participated in a tactical mission or has
gained no or very little mission experience.
- Squaddie: The soldier has participated in at least one tactical mission and has
gained some mission experience.
- Sergeant: There can be one Sergeant for every 5 soldiers; the best available
Squaddie is promoted if there is a position available.
- Captain: There can be one Captain for every 11 soldiers; the best available
Sergeant is promoted if there is a position available.
- Colonel: There can be one Colonel for every 23 soldiers; the best available
Captain is promoted if there is a position available.
- Commander: There can only be one Commander and in order to get one, there
must by at least 30 soldiers. The best Colonel is promoted if there is no
Commander.
The higher the rank, the higher the overall morale will be during a tactical mission for all
soldiers and not just the highest ranking. This makes the soldiers more resistant to
panicking however, if the ranked soldier in question is killed then the other soldiers will
suffer a higher moral loss than if a Rookie died.
E.3.3 Control
The player controls the forces in each mission in the same way. All soldiers and HWP‟s
start within the transport vehicle, HWP‟s are always closest to the door as they tend to
have more time units than solders. All actions from firing to turning to face a direction
require a certain number of time units. Different weapons require different amounts of
points depending on what they are. In base defence missions, all personnel start in
random places around a representation of the base built in the strategic section of the
game and aliens attack though the hangers. In base assault missions, the squad start
inside one or more elevators.
Movement control
During the players turn the player may perform the following movement based
commands.
- Move: The move command will make the selected soldier/HWP attempt to move
to the designated point. If the unit runs out of time units or sees/gets shot at by
an enemy they will stop where they are.
- Turn: The unit will turn to face the direction of where the command was given.
There are 8 directions on the isometric grid in tactical missions.
- Stand/Kneel: Soldiers can either be standing or crouching. Lines of sight are
based on the height of a unit so crouching can sometimes give lines though
windows etc. Kneeling also has the advantage of making the soldier a smaller
target.
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- Ascend/Descend: If the unit is in an elevator or grav-lift, they may move up and
down as long as there nothing blocking them on the floor above or below,
depending on the direction they wish to travel. Soldiers wearing flying suits may
use these commands to float and fly around the map above ground level.
Weapon Control
During the players turn the player may perform the following weapon based commands.
The weapon must be in the soldier‟s hands and must be loaded.
- Aimed Shot: The unit will fire its selected weapon as accurately as possible. This
takes up a large amount of time units.
- Snap Shot: The unit will fire its selected weapon without aiming. This is only
useful for close range or heavy weapons. This however, does not require as
many time units as an aimed shot.
- Auto Shot: The unit will fire its selected weapon in burst mode. Three shots are
fired in rapid succession but are not aimed. Some weapons do not have an Auto
Shot function including many heavy weapons.
- Prime Grenade: If the soldier has a grenade in their hands they may prime it to
explode for between 0 and 23 turns. A grenade will start its count down after it
has been thrown.
- Throw: Soldiers use this command to throw a primed grenade or other item such
as Electro Flares. This command can also be used to throw equipment such as
weapons but has no effect against enemies.
- Hit: If a soldier is next to an alien they may use their weapon to physically attack
them. Some weapons are only usable in this way, such as stunsticks.
Inventory Options
During the players turn the player may perform the following inventory based
commands.
- Open Inventory: The soldier opens their inventory in order to pick up, drop,
reload or move items around. There are no specific commands as the display is a
simple click and move interface. Weapons are reloaded by moving a new clip on
to the weapon in question. Soldiers can pick up objects from the floor if they are
standing on top of them. This includes aliens and their weapons, however if the
weapon has not been researched it cannot be fired.
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Additional Commands
Certain pieces of equipment such as med kits and motion sensors have unique control
systems but are activated in the same ways weapons are, by clicking then choosing an
option from the list available. Other than these pieces of equipment there is one final
mechanism for control which should be inspected.
Each soldier/HWP will always have one of the selected options selected.
- No Limitation: The unit will use all of their time units in order to fulfil the last
command given without any other consideration.
- Reserve, Snap Shot: The unit will attempt to fulfil the last command given but
will save enough time units to fire a snap shot should an enemy appear in the
aliens turn.
- Reserve, Auto Shot: The unit will attempt to fulfil the last command given but
will save enough time units to fire an auto Shot should an enemy appear in the
aliens turn.
- Reserve, Aimed Shot: The unit will attempt to fulfil the last command given but
will save enough time units to fire an aimed shot should an enemy appear in the
aliens‟ turn.
E.3.4 Equipment
Each soldier has 23 slots for inventory plus a pair of hands, each of which can take an
object of any size. The inventory slots are placed in the following configuration: One
3x3 backpack, four sets of 1x2 holders for the shoulders and legs and the remaining 6
slots in a position that would be a 2x4 grid but without the lower central two slots. This
makes weapon placements difficult as even pistols are 2x1 in size so could only be placed
in the hands, the backpack or on the sides of a belt. Soldiers may also be equipped with
armour.
Standard Equipment
There is a huge array of weapons and equipment available in UFO: Enemy
Unknown, but most of it can be confined to be of a weapon type and technology type for
example there are many different types of pistol, including standard, laser and plasma.
General Weapons
- Pistol: Small and relatively inaccurate, the pistol is weakest offensive weapon of
any class.
- Rifle: Rifles are the standard armament type, providing higher accuracy and
damage compared with the pistol equivalent.
- Heavy/Cannon: The heavier versions of the arms type give a much greater
damage ratio, but take more time units to use.
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Weapon Types
- Standard: The standard earth made guns are still effective against un-armoured
aliens, while the heavy weapons available also have multiple ammunition types
from high explosive to incendiary.
- Laser: Laser weapons are the earth‟s first progression in weapons technology,
having only needed to refine the weapon rather than make it from scratch. Lasers
are generally more powerful than standard weapons but not by much. The main
benefit for Laser weapons is that they do not require ammunition.
- Plasma: Plasma weapons are the first type of weapons to be gathered by XCOM
forces and are the aliens‟ standard issue. Plasma weapons deal much greater
damage than laser weapons but cost additional materials to have them produced.
- Fusion: Fusion weapons only come in one form. The Blaster is a heavy weapon
that fires an intelligent round capable of hitting multiple units in different places
around the map with a single shot. These weapons are extremely powerful and
even in power armour soldiers are lucky to survive.
Additional Weapons
As well as the standard set of weapons there, are also a variety of other offensive
gear.
- Grenades: Grenades come in a few forms. Standard grenades and Alien grenades
both work on a explosive system, while Proximity grenades only detonate when
something gets too close. High explosives also work like grenades, but are much
bigger and more powerful.
- Psi Amp: The Psi Amp is a psionic device that lets soldiers attack with their
minds. The Psi Amp can be used in two ways. Firstly the weapon may be used
to cause a panic reaction in an enemy, making them either freeze, drop their
weaponry and run or go berserk and shoot randomly. The Amp may also be used
to attempt mind control of an alien, although unlikely to work, the alien
temporarily takes order from the player.
- Stun Weapons: The Stun Stick and Stun Bomb incapacitate the enemy instead of
actually harming them. In this way the player may capture a live alien rather
than just its corpse.
Items
There are also a certain amount of non offensive items that can be used.
- Medi-Kit: An item capable of healing a wound, using stimulant to awaken an
unconscious solider or pain killers to increase their moral.
- Motion Scanner: The motion scanner can be used to show a small screen which
shows any nearby movement from the previous Alien turn.
- Electro Flare: The Electro Flare is thrown on the ground to illuminate a large
region.
- Mind Probe: A Mind Probe can be used to detect an alien‟s statistics and rank.
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Armour
Soldiers may be equipped with different types as armour as long as they have
been researched and manufactured.
- None: The default for each soldier. The XCOM uniform provides almost no
defence against income fire.
- Personal Armour: A modest upgrade from the minimal protection of the uniform.
Personal Armour gives a solid defence but will not stop heavier weapons.
- Power Suit: Power Armour provides much more protection than Personal
Armour.
- Flying Armour: Flying Armour provides only a token increase in protection from
the Power Suit but allows the soldier to float and fly in missions.
E.3.5 Terrain
The Terrain in Enemy consists of an isometric battlefield where ever the XCOM unit is
deployed. The actual terrain is dependant on the area of the world the mission takes
place. For example urban locations will be full of buildings, while desert regions will
have sparse terrain features but will have more hills.
The terrain falls into 6 categories:
- Empty: The terrain square has nothing but flat or a gradient of ground which may
be moved over freely. There are no other effects.
- Ground Cover: The terrain square has an environmental feature such as long
grass or farming crops, this drops the energy of a solider walking through them
faster than empty squares.
- Small Destructible: The terrain consists of a small object that can bee seen past
but will decrease chances of hitting a target behind it.
- Large Destructible: The terrain consists of a large object that blocks line of site
but can be destroyed. Most walls fall into this category. Some have explosive
reactions, such as petrol pumps detonating if they are shot at.
- Large Indestructible: the terrain consists of a large object that blocks line of sight
which cannot be destroyed although may have a damaged appearance when
attacked. Walls in alien craft and bases are in this category.
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- Door: Doors come in two varieties, destructible and indestructible. Doors block
line of sight and can only be opened by moving through them or on to the square
where they are. Doors on alien craft are, like the walls indestructible, however
all other doors can be destroyed.
- Impassable: The terrain square is filled with water or some other impassable
obstacle which stops units moving through.
- Airspace: Later in the game, the player can develop Flying Suits, which enable
soldiers to float and fly. There is a maximum height to which these units may
ascend to.
E.3.6 Feedback
The feedback in Chaos Gate comes in two main categories: Statistics and Text
Notification.
Statistics
There are twelve personal statistics and five armour statistics for every soldier.
HWP‟s have the same however some are ignored such as morale.
- Time Units: Each command takes a number of time units. Having more time
units enables the soldier to perform more actions.
- Energy: This has an effect on every action. Energy is decreased by the soldier
performing draining action like walking through Ground Cover, or being over
encumbered.
- Health: This is the soldier‟s health. It decreases if the soldier is hit by weapons
fire. It if reaches zero, the soldier dies.
- Fatal Wounds: This shows if the soldier has sustained a wound that will affect
him for the rest of the mission. Wounds will drain health every turn if not treated
with a medi-kit.
- Bravery: This gives the likelihood of morale decreasing during the tactical
mission. The higher the number the less likely the soldier is to loose moral, and
the less morale they will lose.
- Morale: This shows the current state of the soldier in terms of composure. This
figure will decrease if the soldier is shot at or another soldier is shot at. If a
soldier near to them the figure will drop more. This is still dependent on the
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bravery score. If morale drops lower than 50% of its original value then there is
a chance the soldier will panic.
- Reactions: The reactions score defines who will fire first in the aliens turn if time
units have been reserved for aimed, snap or auto shots.
- Firing Accuracy: This shows how good the soldier/HWP is good at firing. The
weapon being used also contributes to the actual shot.
- Throwing Accuracy: This shows the accuracy that the soldier has in throwing
objects. When an item is thrown a square is selected then the soldier attempts to
throw the object to that square but will sometimes miss.
- Strength: This shows how strong the soldier is. This affects actions such as
throwing objects and the ability to carry more equipment and not being weighed
down by it.
- Psi Strength: This shows the soldiers ability to negate psionic attacks from
aliens.
- Psi Skill: This shows the ability the soldier has for the purposes of using the mind
probe and the Psi Amp. The higher the skill the more likely an attack will
succeed.
Armour Statistics
The five statistics for armour act in the same way. If the armour is hit, the
number will reduce and therefore be less effective. The armour is split between
the following: Front, Left, Right, Rear and underside.
Text Notification
As there is no voice acting within the game most of the notification, such as if a
shot hits are purely on screen and must be watched. However when there is an
issue with a unit not being able to do something, there is a text response at the
bottom of the screen. Below are a few examples which cover most events.
- Not Enough Time Units! : The unit does not have enough time units left to
perform the selected action.
- Time Units Reserved for (x) Shot! (Where x is aimed, snap or auto): The unit
does not have enough time units left to perform the selected action as well as
have their reserve for a shot in the aliens turn.
- No Line of Fire! : The unit cannot see the designated target and therefore cannot
fire at it.
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E.3.7 Opposition
The opposition in Enemy Unknown consists of a multitude of types of aliens all of which
have been genetically created and modified to fulfil different tasks. Most breeds have
ranks but unlike the XCOM ranks, the differences are directly shown in the statistics and
the higher ranks such as navigator and commander are needed to be captured to progress
research later in the game.
Sectoids: The „little gray men‟ are usually the first aliens to be encountered; they tend to
work on their own even though they are not particularly powerful individually.
Snakemen: More resilient than the small Sectoids, the Snakemen are also faster making
them much more dangerous.
Floaters: Floaters are essentially humanoid but have antigravity devices replacing their
legs, allowing them to move freely over terrain although this gives them a disadvantage
when it comes to cover.
Chrysalids: The fastest alien species which can only attack with its powerful claws.
Each victim it kills is infested with life sustaining eggs which turn the host to a zombie
state before finally eating them from the inside to become yet another Chrysalid.
Reapers: Reapers are little more than massive carnivorous creatures trained to cause
terror. They are extremely hardy, though relatively slow.
Mutons: The Mutons are humanoid with extensive cybernetic enhancements they are all
round soldiers stronger and faster than their human counterparts.
Etherials: The leaders of the invasion of Earth, Etherials are extremely rare and
powerful. Rather relying on physical weapons they have great psychic capabilities.
Celatids: Celatids are odd looking floating creatures that launch globs of venom at their
enemies if they get too close.
Silacoids: Silacoids are silicon based life forms that look somewhat like rocks. They are
strangely fast for their appearance but still have considerable strength.
Cyberdisks: Cyberdisks are large floating disks which are mentally controlled. They
consist of a Plasma cannon and very resistant armour.
Sectopods: Sectopods are robotic machines that act as support weapons for the Alien
assaults and are often found in base defence missions as the front line units.
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F. Research on Warhammer 40,000: Squad Command
F.1 Squad Command: Information
Warhammer 40,000: Squad Command was released in 2007 on the PSP and DS by THQ
and developed by RedLynx
F.2 Background on Squad Command
Squad Command is set In the Warhammer 40,000 universe. The player controls squads
of Space Marines from the Ultramarines and Grey Knight chapters fighting against the
Chaos forces of the Word Bearer legion. The game takes place on a planet under siege
from within. The corruption of Chaos is spreading through the planet and it is up to the
Ultramarines and Grey Knights to stop the great enemy.
Missions escalate from clearing a facility of Cultists to attempting to destroy a Chaos
Alter. The Chaos forces leave their best troops for the final few battles, but so do the
joint forces of the Imperium.
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F.3 Mechanic Research
F.3.1 Force and Composition
Each mission in Squad command consists of the player controlling six units. This may
consist of any of the following: Scout, Space Marine, Terminator, Grey Knight
Terminator, Land Speeder, Dreadnought, Predator, Whirlwind and Land Raider.
Each unit type has different statistics and weapon options however the player can not
select which units to take on a mission, only their weapon options.
The Land Speeder, Dreadnought, Predator, Whirlwind and the Land Raider are all
vehicles and, if they are present within a mission, there will only ever be one. As with
the other units their weapon options are configurable.
F.3.2 Levelling
There is only a very basic levelling system in Squad Command. As the game progresses,
both the players forces become better – consisting of Grey Knight Terminators rather
than Scouts, and the opposition becomes harder to beat by the additional enemies on
missions and the better the enemy types – from Cultists to Obliterators.
F.3.3 Control
The player controls the forces in each mission in the same way. All the units under the
players‟ command start in predetermined positions on the battle field. Each unit has a
different amount of Action Points, which are used every time the unit performs an action
on the battlefield. Each type of unit has a different amount of Action Points which can be
altered slightly by changing their weapon options.
Movement control
During the players turn the player may perform the following movement based
commands.
- Move: The move cursor on screen shows how many Action Points it will take to
move to the area in question with a set of green arrows showing the path he will
take to get there. The unit will always attempt to keep enough Action Points to
fire a shot after they move, but they can go over this – the last few arrows turn
red to show that, if the unit makes this move, they will not have enough Action
Points left to fire.
- Turn: Turning does not take any Action Points to complete and is activated by
switching to aim mode.
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- Stand/Kneel: Units can either be standing or crouching. Terminators, and Grey
Knight Terminators cannot crouch due to their armour and vehicles can not
crouch either.
Weapon Control
During the players‟ turn units can perform the following weapon based options.
- Target Mode: This changes the movement cursor to the target spot. This can be
used to turn the unit for Overwatch firing (discussed later) or can be used to
attack targets. Units may shoot at enemies or terrain. The Target spot is shown
on screen as a small black circle with a line drawn from the unit selected. A red
dot is shown on where the shot is likely to hit, which will be somewhere on the
line between the black dot and the unit.
o Aiming: When a shot is lined up and accepted a display appears with a
number in the middle, this number represents the amount of Action Points
that will be assigned to the shot. The more points, the more likely the
shot is to hit. Different weapons require a different minimum level of
action points to fire. For example, a bolter requires a minimum of four
AP‟s to fire, while a Psy Cannon needs eight.
- Area Weapons: Some weapons affect a short area infront of the unit, rather than
having a single ranged shot, such as shotguns and flamers. The range of these
weapons is equal to the Overwatch Fire Field.
- Ordinance Weapons: The Dreadnought and Whirlwind‟s missile launcher fire in
a different way than normal. As they are indirect fire weapons, they do not have
a target spot. Instead they have a circle display which shows where the missile
barrage will land. The further away from the unit firing, the larger the circle gets
– this can be offset by using more action points for the attack.
- Overwatch and Fire Fields: Using the Target Mode, a unit can be made to turn,
this will also show the units Fire Field, which is represented by a green cone
from the front of the unit. If, during the enemies turn, an enemy moves into this
field (and the friendly unit has enough Action Points) they will be automatically
shot at by the friendly unit, using all their Action Points remaining with the
accuracy bonus.
o Enemy Overwatch: The enemy also has an Overwatch mode which is
represented by red cones from each of their units. This works in exactly
the same way as the player‟s Overwatch.
Note that both players‟ Overwatch has a limited range, which is
not the maximum range of the units‟ weapon.
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F.3.4 Equipment
Each unit is equipped with a Primary Weapon which cannot be changed, but has infinite
ammunition. Each unit may also be given a Secondary Weapon although they don‟t have
to have one.
Adding a secondary weapon will reduce the amount of Action Points the unit has each
turn. Adding additional ammunition for the Secondary Weapon will also reduce the
number of action points the unit has per turn.
Unit Weapons
- Scout Weapons: The Scouts Primary weapon is the Bolter, a semi automatic light
rocket launcher that fires mass reactive shells. Good against light to medium
enemy infantry.
o Secondary Weapons
Sniper Rifle: The Sniper Rifle is capable of causing high damage
against light and medium infantry and has a better accuracy base
than most other weapons.
Shotgun: The shotgun is an area effect blast weapon capable of
taking down medium infantry at point blank range.
Missile Launcher: The Missile launcher fires an anti tank round
which is equally deadly to enemy infantry and terrain.
- Space Marine: Marines also use the Bolter as their Primary Weapon.
o Secondary Weapons
Plasma Gun: The Plasma Gun fires a round of superheated gas
which explodes on impact causing high damage even to vehicles.
Lascannon: The Lascannon is a shoulder fired laser weapon
capable of causing massive damage to vehicles and infantry alike.
Chainsword: The Chainsword is a close combat weapon which
can kill an enemy marine in a single hit. Unusually, the
Chainsword does not require ammunition and does not take up
any Action Points to equip.
Missile Launcher: This is identical to the Scout Weapon.
- Terminator: Terminators where huge armour tough enough to withstand a large
amount of damage. Their Primary Weapon is the Powerfist, a servo assisted
gauntlet with a powerfield that can take apart enemy vehicles and infantry apart
in close combat.
o Secondary Weapons
Storm Bolter: The Storm Bolter is a larger version of the standard
Bolter with a faster rate of fire and higher damage potential.
Heavy Flamer: An area affect weapon able to remove enemies
even from behind cover.
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o Grey Knight Terminator: Grey Knights are the foremost experts in
destroying the demonic threat. All of their weapons do additional damage
to deamons. Grey Knight Terminators are equipped with Nemisis Force
Weapons, a close combat weapon that can kill most enemy infantry in a
single hit.
o Secondary Weapons
Psycannon: The Psycannon is a high velocity cannon which fires a
blessed round which deals heavy damage to its target.
Incinerator: The Incinerator is an enhanced version of the Heavy
Flamer with the same general statistics, except it does more
damage to deamons.
Storm Bolter: This is identical to the Terminators Storm Bolter.
- Dreadnought: The Dreadnought is huge mechanical walker with tough armour
and heavy weapons. The Dreadnought is primarily armed with a Powerfist.
o Secondary Weapons
Twinlinked Lascannon: The Twinlinked Lascannon is similar to
the Marine weapon except that there are a pair of Lascannon firing
instead of just a single one.
Assault Cannon: The Assault Cannnon is a high power chain gun
capable of cutting down enemy infantry quickly.
Missile Launcher: The Missile Launcher for the Dreadnought is
unlike the Scout weapon. The larger multi launch system fires in
an indirect manner, raining missiles down on the enemy.
- Predator: Predators are the main battle tank of the Space Marine forces. Its
Primary Weapon is the Autocannon, a large cannon with large blast range and
damage.
o Secondary Weapons:
o Sponson Heavy Bolters: A pair of Heavy Bolters, one either side of the
tank. Heavy Bolters are much bigger and more powerful than the
standard Bolter.
o Sponson Lascannons: A pair of Lascannon mounted on the side of the
Predator. They are the same as the Marine weapon.
- Land Speeder: The Land Speeder is a two man skimmer, floating above the
battlefield with high speed and manoeuvrability making up for its lack of armour.
Land Speeders are armed with a single Heavy Bolter.
o Secondary Weapons
Assault Cannon: The Assault Cannnon is identical to the
Dreadnought weapon.
Heavy Flamer: The Heavy Flamer is identical to the Terminator
weapon.
- Land Raider: The Land Raider is a massive tank used for only the most
dangerous missions. It is armed with a pair of Twinlinked Lascannon.
o Secondary Weapon
Twinlinked Heavy Bolter: This is identical to the Predators
weapon.
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- Whirlwind: The Whirlwind is a fire support tank equipped with a Missile
Launcher similar to the Dreadnought weapon, but on a bigger scale.
o Secondary Weapon
Storm Bolter: This is identical to the Terminator weapon.
F.3.5 Terrain
All the missions in Squad Command are all based on an industrial world and as such are
all heavily featured with industrial equipment, and as the world is under attack from the
forces of Chaos, many of the structures are in a ruined state.
The terrain falls into 6 categories:
- Empty: The area has nothing but flat ground which may be moved over freely.
There are no other effects.
- Small Destructible: The terrain consists of a small object that can bee seen past
but will decrease chances of hitting a target behind it. If damaged enough it will
explode.
- Large Destructible: Some walls and other large objects can be used for cover but
can be destroyed with enough firepower.
- Large Indestructible: Larger walls and structures fall into this category. There
are often holes, or windows that a line of sight can be traced, so they are not
totally indefensible.
- Impassable: The terrain square is filled with debris or there is not enough room to
pass though a pair of obstacles. Note that vehicles require more room to move
than infantry. So a Scout may be able to move through a gap a Land Raider
could not.
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F.3.6 Feedback
The feedback in Squad Command comes in five main categories: Statistics, HUD, Radar,
Text Notification and Voice Response.
Statistics
Every unit has a pair of statistics as well as a multitude for their secondary
weapons. All troops of the same type will have the same statistics, for example
all Scouts are identical to each other, and all Grey Knight Terminators are the
same.
- Unit Statistics
o Health: This is how much health the unit has, if it reaches zero, the unit
dies/is destroyed.
o AP: This is how many Action Points the unit has each turn. The better
the unit, the more AP they have.
- Secondary Weapon Statistics: Primary weapons do not display their statistics.
o Damage: How much damage a direct hit from the weapon will cause.
o Attack Type: Shows what type of weapon it is, this could be Melee,
Projectile, Ballistic or Explosive.
o Use Cost: This shows the minimum number of action points required to
fire the weapon, if no additional points are spent on accuracy.
o AP Weight: This shows how many Action Points the unit will have
removed each turn for having the weapon opposed to not having it.
o Ammunition: Shows how many rounds the weapon has. This is usually
how many individual shots the weapon can fire, but some weapons fire
more than one shot when firing. Each set of ammunition „Weighs‟ one
more Action Point.
HUD
The HUD is the tactical overlay on the screen with pieces of information at
various points.
- Squad Indicator: Each member of the squad is shown on the right hand side of
the screen as a small image. Under their picture is a pair of bars, one showing the
remaining health and the other showing remaining Action Points.
- Unit Detail: When a unit is selected, a display on the bottom of the screen shows
a selection of information.
o Unit image: This shows a more defined picture of the unit.
o Weapon Select: This shows the units weapons and remaining ammunition
for their Secondary Weapon if one was taken. The selected weapon
appears with a yellow background. The unselected weapon has a black
background.
o Action Points: This shows the remaining action points in numbers the unit
has.
o Health: This shows how much health the unit has in numbers.
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o Stance: The stance button shows if the unit is currently standing or
crouching.
o Move/Target Mode: The button to toggle movement and target mode
shows what is currently selected.
- Unit Selection: The unit selected on the battlefield is show by a green circle and a
Fire Field indicator.
Radar
The radar display is shown on the top screen (on the DS version) and shows, in
real time any changes.
- Battle Map: The radar shows the entirety of the tactical area that can be moved
around.
- Terrain: White lines show the areas of impassable terrain such as walls or large
indestructible objects.
- Screen Area: The area that can be seen on the play screen is shown as a white
rectangle on the Battle Map.
- Sight Range: Each unit can see a certain distance; this is shown by a circle that if
an enemy is within, they are revealed. The whole squads‟ sight range is shown as
a large conglomeration.
- Green Blips: Green Blips represent the players units on the Battle Map. The
currently selected unit also shows its Fire Field.
- Green Squares: Green Squares represent the players Vehicle if they have one.
- Red Blips: Red Blips represent enemy units within Sight Range of any of the
players‟ units.
- Red Squares: Red Squares represent enemy vehicles.
- Objective Markers: If the mission has a specific objective then a large target
marker is visible on the Battle Map even if there
- Sound Sensor: At the top of the screen is a sound sensor which shows a wave
pattern when ever a sound is made, such as weapons fire or movement. During
the enemy turn, if an enemy moves or fires a large red circle appears from where
ever the sound is being generated from even if it is outside the squads sight
range.
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Text Notification
There are multiple sections where information is displayed as a text message.
- Action Point Expenditure: When ever the player is about to make an action that
takes up Action Points a display shows how much.
o Movement AP‟s: When moving is selected a number appears next too the
cursor showing how many AP‟s will be spent by moving the distance.
o Accuracy AP‟s: When deciding how many AP‟s to spend on firing
accuracy, the number is displayed.
- Damage: When ever any damage is dealt, through weapons fire or otherwise, the
amount of damage is shown at each point where it is received. For example a
missile launcher will hit an area rather than a specific point so will show multiple
damage scores.
- Kill Notification: When a unit is killed/destroyed, a text message appears at the
top of the screen saying what has been killed and by whom or what.
Voice Response
Each unit has a set of voice responses that are played when ever anything happens
to the unit. This is not an exhaustive list.
- “As you command” / “Moving Out”: When ever the player gives a movement
command.
- “I am wounded” / “”Emperor, give me strength” When ever a unit is hit and not
killed.
- Enemy forces will also speak when ever they are hit.
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F.3.7 Opposition
The opposition in Squad Command is comprised of the forces of Chaos from the Word
Bearer legion. For many parts, the Chaos forces have direct equivalents to the players‟
forces.
Unlike the Space Marine forces, Chaos forces consist of more than six units and can
consist of multiple vehicles instead of just one.
Cultists: These are un-armoured humans drawn to Chaos. They are weaker than Scouts
and are equipped with Bolters.
Chaos Marines: Chaos Marines are identical to Space Marines in that they carry Bolters
and a Secondary Weapon from the same list.
Chaos Terminator: Chaos terminators are identical to Terminators, carrying Powerfists
and a Secondary weapon from the same list.
Obliterators: Obliterators are amalgamations of man, machine and corrupting energies.
They are extremely tough and carry Lascannons.
Chaos Dreadnought: Chaos Dreadnoughts are the same as Dreadnoughts except that they
are armed with a Powerfist and Twinlinked Heavy Bolters.
Chaos Predator: Chaos Predators are identical to Predators, carrying an Autocannon and
Secondary weapon from the same list.
Chaos Land Raider: Chaos Land Raiders are identical to Land Raiders, armed with a pair
of Twin linked Lascannon and optional Heavy Bolters.
Defiler: A huge possessed, spider like, mechanical walker. Defilers have a large amount
of health and are armed with a Battle Cannon, a short range artillery gun, and Heavy
Flamers.
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G. Research on Space Hulk
G.1 Space Hulk: Information
Space Hulk was released in 1993 by Electronic Arts and was developed by Nick Wilson
and Electronic Arts.
G.2 Background on Space Hulk
Space Hulk is set in the Warhammer 40,000 universe, where humanity is spread
throughout the galaxy but is besieged on all sides by aliens and heretics. Space Hulk is
based on the Death Wing Terminators of the Dark Angle Chapter. A distress signal from
a long lost captain of the chapter appears in a distant system near to where he originally
disappeared after fighting off the Genestealers delivered by a vast hulk, an amalgamation
of broken ships melded together in the chaos of the Warp. Terminators are now sent to
investigate the signal in order to find out there lost brother.
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G.3 Mechanic Research
G.3.1 Force and Composition
Space Hulk always determines the number of Terminators the player controls in any
given mission. Squads of Terminators consist of either a single Terminator or five
Terminators.
The player will either get a single Terminator, five Terminators or ten Terminators
In most missions the squad‟s weaponry is already chosen for the player and may not be
altered.
G.3.2 Levelling
There is no levelling during the course of the campaign in terms of the increase in skills
of the Terminators. The only change is that the later missions all have ten Terminators to
control rather than just five, with the exception of the last mission which has only one
Terminator.
G.3.3 Control
The player is in command of the Terminators in the mission however they all have a
certain level of self control. The player effectively controls one Terminator directly but
has cameras on every Terminator in the squad which certain commands can be given
through. As well as the first person element, the player may go into the strategic view
and give real time commands or go into „Freeze Time‟ mode for further planning.
Movement control
First Person View
When viewing from a Terminator the player may control that Terminator in the
following ways.
- Move: The Terminator moves one space, forward or backwards depending on the
command.
- Turn: The Terminator rotates on the spot to either the left or to the right
depending on the command.
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Strategic View
When in strategic view the player may set movement orders to each Terminator
individually. Orders will be carried out individually when the „Go‟ button is
pressed. All orders for all Terminators will be carried out if the player returns to
the First Person View.
The advantage of using the Strategic View is that the player can stack orders
together for every terminator and not just give a single command to one
Terminator at a time.
- Move: A Terminator may be commanded to move to any space on the hulk, this is
indicated by a series of red arrows.
- Turn: Identical to the command in First Person View.
Weapon Control
First Person View
When viewing from a Terminator the player may control that Terminator and the
other Terminators in his squad in the following way. When there are five
Terminators in a squad the player can see from a camera on each one. The player
may use weapon commands on any of the Terminators using their camera
window. Close combat weapons can only be used if in contact with a door. Close
combat weapons are automatically used if the Terminator is engaged by a
Genestealer, the outcome being decided by the computer.
- Primary Weapon: The Terminator whose camera is clicked on fires/attacks with
their Primary weapon.
- Secondary Weapon: The Terminator whose camera is clicked on fires/attacks
with their Secondary weapon.
- Special Effect: The Terminator whose camera is clicked on used the special
effect of their weapon if it has one. For example the Assault Cannon fires one
round at a time normally but can fire all its remaining ammunition with the use of
the Special Effect.
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Strategic View
When viewing from the Strategic View the play can order the following weapon
based commands to each Terminator.
- Primary Weapon: The selected Terminator will fire/use their Primary weapon
at/on the selected target.
- Secondary Weapon: The selected Terminator will fire/use their Secondary
weapon at/on the selected target.
- Field of Fire (on/off): This shows the total possible coverage of the Terminators
weapons. It does not have any additionally use.
- Shots to Fire (1-5): When a fire command is given the player may also select the
number of rounds to be fired, between one and five.
Additional Control
There are additional of operations which can be performed that have not already
been covered by movement or weapon control.
First Person View
- Pick Up: The Terminator picks up an item directly in front of them if one is
present. The item will be dropped if the Terminator is engaged in close combat
with a Genestealer.
- Open Door: Moving in the direction of a door will open it when next to one.
- Switch Squads: This switches the view between the two squads of Terminators if
a second one is present. Terminators 1-5 are in one squad and 6-10 are in the
second.
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Strategic View
- Open Door: This orders the Terminator to open a selected door.
- Close Door: This orders the Terminator to close a door, if it is possible to close
them.
- Cancel Commands: This removes the last stacked order from the list for the
selected Terminator.
- Switch Squads: This switches the view between the two squads of Terminators if
a second one is present. Terminators 1-5 are in one squad and 6-10 are in the
second.
G.3.4 Equipment
Each Terminator may have two weapons; however Lightning Claws and the Thunder
Hammer and Storm Shield both take up both weapon slots. With the other weapons, a
Terminator must have a ranged weapon and a close combat weapon. In most missions,
all equipment has been already selected and cannot be changed.
Standard Equipment
Weapons
- Storm Bolter: A rapid firing gun that is standard issue to Terminators, it has
unlimited ammunition.
- Assault Cannon: A heavy, six barrelled Gatling cannon that provides fire support,
it only has ten shots. The Assault Cannon has the special effect of being able to
fire all the remaining ammunition in one burst.
- Heavy Flamer: A short ranged flamethrower that covers a 3x3 area directly in
front of the user in deadly flame that lingers for a short period. The Heavy
Flamer can be used to fire downwards killing the user and anything immediately
around him.
- Power Glove: A huge hydraulic assisted fist capable of crushing almost anything.
It is the standard close combat weapon for Terminators.
- Power Sword: The power Sword is a massive blade with a power field
surrounding it. It is much faster than the Power Glove.
- Chain Fist: A Power Glove with a huge chainsaw attached below it. The Chain
Fist makes short work of re-enforced bulkheads that could not be cleared in any
other way.
- Lightning Claws: A pair of multi bladed claws each surrounded with power
fields, the Lightning Claws are the fastest close combat weapons available. They
come at the cost of loosing any sort of ranged attack.
- Thunder Hammer and Storm Shield: A war hammer with an inbuilt generator that
causes a power surge on contact capable of making solid objects explode. The
Storm Shield provides an even higher level of protection than Terminator
armour. The Thunder Hammer may be used to self destruct causing the
Terminator and anything immediately surrounding him to vaporise.
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G.3.5 Terrain
Space Hulk is set in three different environments, Caverns, Broken Hulks and New
Hulks. Each is technically the same, just with a different artistic style. Space Hulk is
separated into squares that are used for movement rather than general space.
The terrain falls into 6 categories:
- Empty: The Square contains nothing and can be walked on.
- Wall: The wall stops anything moving through it.
- Ambush: Giving the appearance of a normal wall, the Ambush point will spawn a
Genestealer as soon as a Terminator gets near or goes past it.
- Spawn Point: The spawn point generates new Genestealers depending on the
mission. Spawn points are always at the end of corridors.
- Door: Doors block movement for Genestealers but can be opened and closed by
Terminators or can be shot open permanently.
- Bulkhead: Bulkheads are re0enforced doors that cannot be opened by normal
methods. A Terminator armed with a Chain Fist can cut through one.
G.3.6 Feedback
The feedback in Space Hulk comes from blips of the strategic view, suit cameras and
voice/sound notifications.
Blips
Blips are markers on the map where scanners indicate the position of
Genestealers. Blips that come into sight range change into Genestealer icons.
When a blip is present in the Terminators small map section a warning tone
sounds on and off until the Generstealer is killed or moves away.
Suit Cameras
The first person view shows not only the current Terminators view but also that of
the other four members of his squad, if they are present. This allows the player to
keep track of each Terminator whilst in first person view.
Voice/sound Notification
During missions there are a few Voice and sound notification of events that are
taking place.
- The Howl: During missions it is common for Genestealers to enter the mission
from predefined Spawn points. When they do this a Genestealer Howl is heard
notifying the player.
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- Death: Both Genestealers and Terminators make a death sound when they are
killed. A dead Terminators camera is replaced with rolling static.
- “Incoming on X”: When two squads are involved in the mission a notification is
given when a Genestealer is approaching a Terminator in the currently unselected
squad. For example if the player was currently with squad one, and a
Genestealer was moving towards Terminator seven the voice would say
“Incoming on Seven”
- “Ambush”: If an ambush is set off then a Terminator shouts an ambush warning.
G.3.7 Opposition
The main opposition in Space Hulk come in the form of Genestealers, savage humanoids
with four clawed arms and a tough carapace. They are the perfect blend of speed, stealth
and brute force; in numbers they are more than a match for a Terminator. Genestealers
main weakness is their lack of ranged capabilities however they are at good odds at
taking down a Terminator in close combat.
As well as Genestealers, there is also another pair of enemies, the Magus and the
Patriarch. The Magus is corrupted psychic with vast powers; they only appear on a few
certain missions. The Magus has a ranged psychic attack. The Patriarch is the original
Genestealer in the cult. Much larger and deadlier than a normal Genestealer it is
significantly harder to kill.
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H. Research on Star Wars: Republic Commando
H.1 Star Wars: Republic Commando: Information
Republic Commando was released in 2005 by LucasArts and Activision and was
developed by LucasArts.
H.2 Background on Star Wars: Republic Commando
Republic Commando is set in the Star Wars universe and takes place during the clone
wars. The player takes the role as a clone commando in charge of an elite squad of
highly trained clone warriors. The campaign takes the player through many different
parts of the universe including battles on an abandoned imperial ship to supporting a
Wookiee colony that had been overrun by Trandoshan slavers.
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H.3 Mechanic Research
H.3.1 Force and Composition
Republic Commando allows the player to play as a single commando, the leader of Delta
Squad. In most levels of the game the player also has the other members of Delta Squad
supporting them. This consists of three other commandos with the same capabilities as
the player other than they cannot give orders to the squad.
Early on and in some later stages of the game the player fights alone or with a reduced
number of commandos.
H.3.2 Levelling
There is very little levelling in terms of equipment or any skill based system in Republic
Commando, during the course of the first few missions, the player accumulated the
attachments for their main weapon. The difficulty of the game also increases
dramatically from start to finish.
H.3.3 Control
The player is in command of Delta Squad when they are working as a unit rather than
individually. The player has direct control (plays as) the squads leader.
The games control system is solely in fist person view from the squad leader.
Movement control
- The player has all standard movement controls of modern games.
o Directional orientation
o Eight way directional movement
o Crouch
o Jump
o Walk/Run
Weapon Control
- The player has the following weapon based commands.
o Fire current weapon
o Weapon select
o Weapon Zoom
o Throw detonator
o Detonator select
o Reload
o Melee attack
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Additional Control
- The player has the following additional commands including squad commands.
o Use/Activate/Pickup – This allows the player to interact with the
environment. The actions range from opening doors, hacking consoles
and detonating placed explosives.
o Cycle Visor – This allows the player to change the view from the standard
view to the heat sensor view which provides a lower detail, black and
white image however it shows enemies further away and allows the player
to navigate through dark sections of the game.
o Revive squad member – This allows the player to revive a squad mate
who has been incapacitated by enemy action.
- Player down commands – If the player loses all their health, they fall to the floor
but do not die if there are any other squad members present who are not
incapacitated.
o Continue orders – The other members of the squad will continue whatever
orders they where given before the player was incapacitated.
o Revive – This orders a member of the squad to revive the player rather
than continuing with their objectives.
- Team Commands – The player has the ability to give orders to the members of
Delta Squad if they are present in the mission area.
o Engage target – The other members of the squad will attack a target
selected by the player until it is destroyed.
o Provide cover from location – Certain areas have an icon on them that
means the player can order one of the members of Delta Squad to use the
cover provided and the specific weapon that it lends itself to, the sniper
attachment, the anti-armour attachment or a turret.
o Place Explosives – This orders a single member of the squad to place an
explosive on a specific object. Explosives can only be placed on certain
objects. The player may do this themselves without using the squad.
o Breach Door – The squad will stack up and plant an explosive on a door.
The squad will then blow the door and throw a detonator and then move
through the door and attack enemies. The player may do this themselves
without using the squad.
o Hack Door – One member of the squad will open the door by overriding
its controls. Hacking doors makes less noise than breaching them so does
not alert enemies to the squad‟s presence. The player may do this
themselves without using the squad.
o Search and Destroy – The player orders the squad to move though the
current area and attack any enemies found. The squad will not move too
far ahead of the player.
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o Form Up – The player can order the team to return to formation in which
they will follow the player and engage any enemies encountered.
o Secure Area – The player can order the squad to guard a particular
location on the ground. The squad will move near to the location and
attack any enemies that come.
o Cancel Manoeuvre – The player may cancel any operation either
individually or for the whole squad. This makes them available for more
orders
H.3.4 Equipment
Each member of the squad is equipped with the same weaponry, the player may pickup a
secondary weapon dropped by an enemy. The other members of the team will only use
the blaster unless ordered to provide covering fire.
Standard Equipment
Weapons
- Pistol: This side arm is the last resort to the player. It has an unlimited amount of
ammo but can only be fired at a slow rate as it must recharge if it fired too
quickly.
- Blaster: This standard weapon is an automatic laser rifle which can deal with
most enemies. The blaster can be modified with an attachment to change its
attack.
o Sniper attachment: The sniper attachment allows the player to use the
blaster as a sniper rifle with zoom capabilities. The sniper rifle can kill
most standard enemies with a single shot. The sniper attachment has
separate ammunition to the Blaster.
o Anti-Armour attachment: The anti-armour attachment gives the player a
high explosive grenade launcher that is extremely effective against all
enemies and especially larger mechanical opponents.
- Secondary weapons range from shotguns to rocket launchers. The more powerful
the weapon, the less ammunition it comes with.
Detonators
- Detonators are grenades which come in a variety of functions.
o Thermal: A standard explosive that detonates on impact.
o EC: An electro static charge that disrupts machines and shields.
o Sonic: A detonator that can stick to surfaces which explodes on contact
with enemies or after a short time if it is not triggered.
o Flashbug: A detonator that releases an extremely bright light that
disorientates enemies.
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H.3.5 Terrain
Republic Commando takes places in many different types of environments, from forest
planets to the interior of space ships.
The terrain falls into the following categories:
- Empty: The area contains nothing and can be moved over normally.
- Blocking Terrain: The levels in Republic Commando are generally linear and as
such have wall or terrain sections which block the player from moving out of the
confines of the mission.
- General Terrain: High and low level terrain which gives the player cover from
incoming fire. Low level terrain will only protect the player if they crouch.
- Support Cover: Certain terrain pieces allow the player to order a team member to
provide support fire from, in either a sniper or anti-armour capacity.
- Automatic Door: Automatic doors will open as soon as the player or a member of
the squad moves near to them. Search and Destroy orders will make the squad
move though the door and secure the next room.
- Locked Door: Locked doors do not open when the player or a squad member
moves near to them. Locked doors usually have two ways of opening.
Breaching the door blows the locking mechanism apart but alerts enemies in the
room. Hacking the door via a console turns the door into an Automatic door and
does not attract enemy attention when opened.
- Consoles: Consoles are mission specific and operates a nearby system, weather it
be a door, as previously mentioned or some other objective that requires its use.
- Turrets: Similar to Support Cover a player or team member may use a turret to
provide fire support from the turrets location.
H.3.6 Feedback
The feedback in Republic Commando comes in a few forms, firstly HUD notifications
and then Voice Notifications.
HUD
The Heads Up Display gives the player general information about what is going
on around him and also his current status.
- Shield and health: The player‟s current shield and health status are located on the
HUD, shields regenerate over time, but health needs to be refilled at specific
„Bacta‟ points located at different areas in each mission.
- Team health and order: Above the players shield indicator, each of the other three
members of the squad have a small icon which shows what their current order is,
e.g. a sniper symbol appears if they have been told to provide sniper support from
a terrain piece. The icon is also a specific colour depending on the health of the
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team member, green, yellow, orange or red. Green being at full or near to full
health and red being in the last ten percent of health.
- Command Notification: If the player looks near to a terrain piece that a team
member can provide cover from, a hackable console or a door then a marker
appears over the location, a ghost image of where the team or team member
would stand as well as a text message at the top of the screen telling the player
what the action to be performed would be.
- Ammunition: Although not technically on the HUD, the remaining ammunition is
displayed on the current weapon I a way that it is clearly visible. The amount of
ammunition remaining in the current clip is also visible.
- Detonator display: The detonator display shows the remaining amount of
detonators of each type that the player has and the currently selected type.
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Voice Notification
During missions there are voice responses as well as notification.
The players‟ character issues orders by speaking them as well as making a visual
sign with his hands. For example:
- “Concentrate fire, team”, “Attack my target”: The order for engaging a selected
target.
- “Set up there Commando”, “Provide support”: The order for providing cover
from a Cover Support area.
The other orders that can be given are voiced in a similar way, - by stating them
along with a hand movement with the same meaning.
The team members sometimes respond to orders but not always. They will also
give certain notice of events.
- “Providing cover”, “Reviving delta”, “Returning to formation”: When an order is
acknowledged by a team member. – The exact phrase is conditional on the
specific order.
- “Cover me”, “Reloading”: The team member informs the player when they are
out of ammunition and need to reload.
The members of the squad will often talk to each other about the mission or other
elements within a level. This sometimes includes tactical suggestions and options
for the player to consider.
H.3.7 Opposition
The opposition in republic Commando depends on where the mission is based; however
there are a few common enemies.
Droid Opposition:
The most common enemy is the standard Droid, a basic enemy with very little self
preservation AI. They generally stand still and fire at the squad as soon as they are in
range.
Super Battle Droids are also a common opponent, although not as common as normal
Droids. Super Battle Droids are much tougher than the standard Droids and take a lot
more firepower to bring down.
Droidekas are a rare unit that usually work in pairs. They cannot be destroyed with
conventional weapons due to their powerful shields. Explosives, special secondary
weapons and melee weapons are the only way to destroy them.
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Geonosian Opposition:
Geonosians come in two forms, the basic soldier and the „Elite‟. The soldiers have wings
and will fly towards the squad, landing from time to time and to attack with a close
combat weapon but can and will operate turrets if they find them. They are not
particularly tough but there are generally a lot of them. Elite Geonosians carry a focused
beam weapon that sends a stream of energy at its target. The beam weapon can take out
the shields of a commando as well as the majority of their health if they do not find cover
quickly.
Trandoshan Opposition:
Trandoshans appear in three guises; slavers, mercenaries and hunters. Slavers are fast
moving humanoids with either a shotgun or a small repeater but always have a pair of
knifes as backup or if the player or team get too close. Mercenaries are better armed and
armoured carrying automatic weapons or sonic weapons capable of high damage. Heavy
Mercenaries are huge creatures equipped with a huge Gatling cannon and have a vast
amount of health.
Additional Opposition:
There are many other enemies in Republic Commando; however most only appear once
or twice such as Spider Drones or Magna Guard. These enemies are difficult to defeat
and require special tactics for each encounter.
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I. Research on Hidden & Dangerous
I.1 Hidden & Dangerous Information
Hidden & Dangerous was released in 1999 by Take-Two Interactive and developed by
Illusion Softworks. Versions for the Dreamcast and Playstation where also created with
additional developers and producers.
I.2 Background on Hidden & Dangerous
Hidden & Dangerous is set during World War II where the player controls four man SAS
teams in a number of missions. The game focuses on team manoeuvring and stealth and
works on a harsh level of realism in terms of weapon damage. The multiple campaigns
take the player all over Europe.
The version being researched is Hidden and Dangerous Deluxe, an updated version
featuring enhancements to the engine, the AI, tactical planning and graphics.
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I.3 Mechanic Research
I.3.1 Force and Composition
During Hidden & Dangerous the player generally has control of a four man SAS team.
The player can either take direct control of a single soldier or can use the tactical map to
give the soldiers orders in paused time which they attempt to carry out. In this way the
player sees as they would by controlling a soldier but with the soldier responding to the
orders given in the tactical screen. The player can switch between and control any of the
soldiers at any point of the mission.
During each campaign the player may select up to eight soldiers, four of which can be
used at anytime in a single mission. If a soldier dies in a mission the player must
continue with the reduced number of soldiers for the rest of the campaign.
I.3.2 Levelling
There is no levelling in terms of incrementing skills or abilities for the soldiers in Hidden
& Dangerous however the difficulty of the game increases from start to end.
I.3.3 Control
There are two modes of control in Hidden & Dangerous, Direct Command and via the
Tactical Map. When in Direct Command whatever soldier is being controlled can give
simple local orders.
Multiple orders in the Tactical Map may be given, in order to give a soldier a route to
travel, or to hold at a certain location and await a signal before assaulting a position.
Movement control
Direct Command
- The player has all standard movement controls of modern games.
o Directional orientation
o Eight way directional movement
o Stand/Crouch/Go Prone
o Jump
o Walk/Run
o Silent Movement
o Rotate Upper Body
o Centre Body
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Tactical Map Controls
- With the Tactical Map the player can order the following:
o Move
o Stand/Crouch/Go Prone
Weapon Control
Direct Command
- The player has the following weapon based commands.
o Fire current weapon/throw grenade
o Low Grenade Throw
o Weapon Zoom, if applicable
o Reload
Tactical Map Controls
- With the tactical map the player can only order a basic attack command.
o Attack – The selected soldier will attack with whatever weapon they
currently have equipped.
Additional Control
Direct Command
- The player has the following additional commands.
o Use/Activate/Pickup – This allows the player to interact with the
environment. The actions range from climbing ladders to getting
inventory items from dead soldiers.
o Inventory – This allows the selected soldier to cycle through their
inventory which can consist of weapons and equipment.
o Drop current item – This allows the soldier to drop whatever they are
currently carrying in their hands.
- Local Commands – The player may issue local commands that any friendly unit
will follow if they are within a certain distance.
o Follow Me – Other soldier will follow the player‟s soldier. They will also
assume the same stance as the player‟s soldier.
o Stop – The other soldiers will hold position.
o Move On – The other soldiers will move a short distance ahead of the
players.
o Hey – This makes any soldier move out of the way of the player‟s soldier.
It can also be used as a signal for a wait command (given in the tactical
map)
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o Hold Fire – This makes the other soldiers disengage the enemy and orders
them not to shoot on sight. If the player fires, then the other soldiers will
also start firing again.
o Remove order – This removes the last order given to the current soldier.
(This is only applicable if the player has issued the soldier with an order in
the tactical map and is watching them carry it out.)
Tactical Map Controls
- With the tactical map, the player can order their solders to do the following:
o Use – This commands the soldier to use a specific object, this may be
anything from a ladder to a fixed weapon.
o Use Inventory – This allows the player to order a soldier to use an item
from their inventory such as planting a mine or time bomb.
- Tactical Commands – The player may issue tactical commands that will be
followed wherever the other soldiers are.
o Follow – The selected soldier will follow another soldier.
o Guard – The selected soldier will guard the selected location. If he is
manning a fixed weapon he will use it as soon as the enemy come within
range.
o Wait - The soldier will wait at the specified location. The soldier will
continue with the rest of their orders as soon as a signal is given, such as
the Hey command, a signal flare or a fired shot from the player.
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I.3.4 Equipment
Equipment is selected before each campaign. The player must use this equipment or
anything they pick up during the missions of that particular campaign. It is possible to be
unable to finish a mission due to not having required equipment such as explosives. The
player may get the game to select the equipment for a campaign and for each mission
which will ensure that there is enough special equipment for the campaign. A Maximum
of 320kg can be taken into each campaign.
Each soldier can carry as many items as needed and is only limited by weight. The
amount each soldier can carry is dependent on their strength statistic. If a soldier has
strength 100% then they may carry 50kg of equipment.
As well as using equipment, the soldiers can mount and operate multiple vehicles, from
motorbikes to tanks.
Standard Equipment
There are a multitude of different weapons in Hidden & Dangerous. All equipment
filters into three categories: Weapons, explosives and miscellaneous.
Weapons
- Pistols: Back up weapons with little stopping power. Pistols are short range and
must be fired with accuracy to deal any damage.
- Submachine Guns: Submachine Guns are lightweight and capable of rapid fire,
although best used in short bursts or single shots. The submachine gun is the
most common weapon in Hidden & Dangerous.
- Machine Guns: Extremely dangerous anti infantry weapons, machine guns have a
high range and damage. The downside is that they weigh a significant amount
and can only be fired while prone.
- Bazookas: Missile and rocket launchers are available to deal with enemy armour.
Opposed to Machine Guns, Bazookas cannot be fired while prone.
Explosives
- Grenades: Grenades are small explosives that are useful for dealing with enemies
in confined locations. There are two types, Timed – which detonate after a few
seconds, and Contact – which explode as soon as they hit something.
- Mines: Mines are explosives triggered when they are moved over. Mines come
in two forms, anti-infantry and anti-tank.
- Time Bomb: Time bombs are simple but large explosives with a timing device
attached. The player can set a countdown timer to explode from after the device
is set in place.
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Miscellaneous
- Knife: Knifes are silent weapons that do not require ammunition, although
getting close enough without alerting the victim is difficult.
- Binoculars: Binoculars allow the player to see greater distances with better
clarity.
- Transmitters: Transmitters send a signal that is picked up by off map support
such as artillery and navel forces. After the transmitter is activated a short time is
given to get away from it before the support starts to attack the source of the
signal.
- Disguises: It is possible to pick up clothing from certain places. (not dead
enemies) These can be put on to form a disguise which allows the player to
move unnoticed through enemy lines. Disguises will not hold up to close
scrutiny and will be blown if the player is holding a weapon, or the wrong type of
weapon.
I.3.5 Terrain
Hidden & Dangerous does not use a vast amount of different terrain types unlike other
games. For the most part missions are based around open areas as the objective is to
attempt to move undetected through the mission.
The terrain falls into the following categories:
- Empty: The area contains nothing and can be moved over normally.
- Blocking Terrain: High level walls for buildings are often found within Hidden &
Dangerous
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- General Terrain: High and low level terrain which gives the player cover from
incoming fire. Low level terrain will only protect the player if they crouch or go
prone.
- Interactive elements: There are some interactive elements within levels such as
ladders that can be climbed to doors which can be opened or shut.
I.3.6 Feedback
The feedback in Republic Commando comes in two forms: Statistics and HUD
notifications. Other than the voice orders given when giving an order, there is no other
voice notifications.
Statistics
Each soldier has five statistics which determine how good they are at different
actions. All the skills are measured in a percentage value: 100% being perfect or
maximum.
- Shooting: This shows how accurate the soldier is with all weapons. Based on the
percentage system, a soldier with 70% accuracy will hit 7 out of ever 10 shots he
takes. This is reflected when the player is controlling the character and uses the
sights on their weapon – the sights do not line up with the crosshair on screen.
- Reaction: The better the value, the faster the soldier will react to enemies. While
controlling the soldier this statistic is ignored.
- Stealth: This figure shows how good the soldier is at remaining undiscovered. It
also reflects how much noise they make while moving.
- Strength: This statistic shows how much the soldier can carry during missions.
100% is equal to 50kg.
- Endurance: This figure represents the health of the soldier. The higher the
number, the more health they have.
HUD
The Heads Up Display gives the player a very limited amount of information.
- Ancillary Site: The Ancillary Site is a line that points from the weapon to the
crosshairs location. It is only visible while the player is viewing the soldier from
a 3rd
person view.
- Compass: There is a small compass at the top right of the screen, this informs the
player which way they are facing, but serves no other purpose.
- Ammo count: Below the compass is an ammo count system, showing the number
of full magazines left as well as the number of bullets left in the current
magazine.
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- Team Health: At the bottom of the screen is a portrait of the members of the
team, one is highlighted, showing who the player is controlling. This has a small
health bar next to each face. If a soldier dies the portrait is replaced with a skull.
- Team Orders: Next to the portrait of each soldier a small box containing a
graphical representation of what the soldier is currently doing is shown.
I.3.7 Opposition
The opposition in Hidden & Dangerous comes in the form of Axis soldiers, mainly
German. Each Axis soldier is generally worse than the members of the SAS team but
make up for the deficit by having much greater numbers.
If the player is not particularly stealthy, then their actions will draw more attention from
guards causing a fire fight where the player could have simply walked around them in
disguise.
The enemy soldiers do not act alone; there is usually some sort of supporting vehicles at
some point within each campaign, although rarely in each mission. These vehicles, such
as tanks, can either be destroyed or used against the enemies by covertly killing the crew.
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J. Research on Rainbow 6: Vegas
J.1 Rainbow 6: Vegas Information
R6: Vegas was published by Ubisoft in 2006 and Developed by Ubisoft Monteal. Vegas
is available on PC, Playstation 3 and Xbox 360. The version being researched is the
Xbox 360 version, although most if not all features remain the same.
J.2 Background on R6: Vegas
Vegas is set in 2010, and is based around the operations of the Rainbow team, a Special
Forces group specialising in covert operations. After an initial situation of having two
members of the team captured in Mexico, the team leader Logan Keller is sent to Las
Vegas to deal with a related terrorist attack where he links up with some of the other
members of the team.
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J.3 Mechanic Research
J.3.1 Force and Composition
The takes on the role as the team leader of the Rainbow team, Logan Keller. For most
missions the player is accompanied by a pair of operatives from the team.
As the team leader, the player can issue orders for the other members of the squad.
J.3.2 Levelling
There is no levelling in terms of incrementing skills or abilities for the soldiers in Vegas
however the difficulty of the game increases from start to end.
J.3.3 Control
All the control in R6: Vegas is through the first person. This includes both the player
control as well as the order system for the other members of the squad.
Movement control
- The player has all standard movement controls of modern games.
o Directional orientation
o Eight way directional movement
o Stand/Crouch
o Take Cover: This switches the view to a third person camera view and
shows the player with their back against a wall or other suitable terrain
piece. This view lets the player see around the corner of walls and other
objects and allows them to set up shots before they break cover and fire.
Weapon Control
- The player has the following weapon based commands.
o Fire current weapon
o Zoom Mode (Look through Sighting)
o Reload
o Switch Main weapon (Switches between the two main weapons, not
pistols)
Full Weapon Select (hold button) Opens weapon display allowing
the selection of current grenade type and select weapons including
pistols.
o Weapon options opens weapon option menu for current weapon.
Fire Select: Allows the player to select which fire type they want,
such as single shot, burst fire and automatic, depending on the
weapon type.
Silencer: Some weapons may be fitted with a silencer to lower the
detection of shots.
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Additional Control
- The player has the following additional commands.
o Use/Activate/Pickup/Jump Over – This allows the player to interact with
the environment.
o Switch Vision type: Switches between the last vision type and normal
vision.
Select Vision type (hold): Allows the player to either select Night
vision or Thermal optics.
Team Control
- The player has the following additional commands.
o Rules of Engagement: The player may either select Infiltration or Assault
mode. In Infiltrate, the team will attempt to remain hidden rather than
attacking any enemy they can see. They will also equip silencers if they
have appropriate weapons. The current rules of engagement affect certain
context sensitive orders.
o Move To: Orders the team to move to your cursor.
o Hold/Regroup: Orders the team to either hold their positions or follow the
player.
o Tag: This orders the team to kill the enemy the player has tagged. This is
most prevalent when using a snake cam to look under doors.
o Move to Door: This orders the team to stack up on the door and prepare
for a breaching procedure.
Under Assault RoE:
Breach and Clear: The team use a breaching charge on the
door to make a disorientating explosion allowing the team
to move in and kill the enemies inside.
Open and Clear: The team will silently open the door and
attack the enemies inside.
Frag and Clear: The team open the door and throw a
Fragmentation grenade through. After it explodes, the team
move through and attack and enemies.
Under Infiltrate RoE:
Flash and Clear: The team open the door and throw a
Flashbang in. After it explodes, the team move in and
attack any enemies.
Open and Clear: This is the same as the assault option.
Smoke and Clear: The team throw a smoke grenade into
the room and then move in and attack any enemies.
o Context Commands: At certain areas in missions such as „Fast Rope‟
points, a command is shown for the team to move to said points. A further
menu is given when they get there with orders to move down or up, etc.
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J.3.4 Equipment
Each member of the team is equipped with weapons that cannot be changed except that
of the team leader, the player‟s character. The rest of the team have an infinite amount of
ammunition and equipment whereas the player is limited in these aspects.
The player may select two Primary weapons and a pistol as well as two pieces of
equipment. The player may make their selection at the start of a new mission area when
they are being transported in the helicopter, or at the start of mission zones where an
equipment locker is located. This will also fully replenish all the ammunition and
equipment expended by the player.
The player may also swap their weapons with killed enemies‟ weapons which they drop
on the floor.
Standard Equipment
There are five different sets of Primary weapons, one set of pistols and five different
types of equipment the player may choose between.
Weapons
- Primary: The player‟s two primary weapons are chosen from this list. The player
may, if they wish select two of the same types of weapons for their primary
selection, for example a pair of sub machine guns. All weapons may be equipped
with a single attachment.
o Submachine Guns: Lightweight and fast firing, Submachine guns are are
good at close to medium range combat.
Reflex Scope: This provides a sight with a red dot in the centre of
a circle giving the player a better idea of accuracy.
Laser Sight: This provides an extension that displays a red beam
to where the gun is aimed. This can be seen by enemies at short
range.
Rifle Scope: This attaches a small zoom to the scope as well as a
much more accurate crosshair..
o Light Machine Guns: Large rapid firing weapon capable of suppressing
fire while the rest of the team moves in.
Reflex, Laser and Rifle Scopes (as Submachine guns)
Recoil Control Stick: This lowers the recoil for each shot,
improving the accuracy of fire.
o Assault Rifle: Assault rifles are general purpose weapons most effective
at medium to long ranges.
Reflex, and Laser Scopes (as Submachine guns)
ACOG Scope: This gives a quicker aim time than the reflex scope,
but does not support all lighting conditions.
6X Scope: This gives a 6X Zoom attachment to the sights of the
weapon.
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o Sniper Rifles: Sniper Rifles are long range pinpoint weapons able to kill
enemies before they can even see the firer. Sniper Rifles must have one
of the following attachments.
6X zoom (as Assault Rifles)
12X zoom: This is the same as the 6X scope, but is at 12 times
magnification rather than 6.
6X, 12X Scope: This provides both a 6X and a 12X scope and the
ability to switch between them.
o Shotgun: Shotguns are very short range weapons, although what they lack
in range and ubiquity they make up for in damage.
Reflex, Laser or Rifle Scopes (as Submachine guns)
o Pistols: Pistols are a standard sidearm which is the players last resort in
case they run out of ammunition.
Laser Sight (as Submachine gun)
High Capacity Mag: This replaces the standard weapon magazine
with one with additional rounds in.
Equipment: Selectable
- Grenades: The selectable equipment in R6: Vegas comes in the form of grenades.
There are five types that can be chosen.
o Frag: The standard explosive grenade with a small area of effect but high
damage capacity.
o Incendiary: Rather than an explosive, the Incendiary grenade releases a
cloud of fuel and then ignites it, leaving a large area of fire damage.
o Flashbang: Flashbangs are, rather than damaging, a distraction weapon.
The Flashbang detonates with a blinding flash and a high pitch sound,
disorientating anyone within sight of it.
o Smoke: Smoke grenades, like Flashbangs, are not directly offencive.
Smoke grenades release a large amount of smoke that, without thermal
optic equipment, is impossible to see through.
o Breaching Charge: Breaching Charges can be placed on doors in order to
blow them through. Although the rest of the team can do this, the player
may choose to enter a room from two directions at once, or simply make a
distraction.
Equipment: Always Usable
- Snake Cam: Snake Cams are used to look under doors into the room. They can
be used to „Tag‟ enemies inside the rooms, so when the team enter they will take
out the designated targets first.
- Night Vision: The Night Vision converts the normal view image into a black and
green one, where it is easier to pick out movement, although detail is lost.
- Thermal Optics: Thermal Optics changes the normal view to a heat sensitive one.
Blue denotes little or no heat, so walls appear as this, while red and yellow show
body heat. Thermal Optics has a very limited range.
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- MedKit: MedKits are used to heal downed team members. If a team member
takes too much damage at any time they will be downed and must be revived
within a certain time limit before the mission is failed. If the player takes too
much damage, the mission is failed instantly.
J.3.5 Terrain
For the main part, R6: Vegas is based in Las Vegas. Most of the scenery reflects this as
the team move through huge casinos and hotels.
The terrain falls into the following categories:
- Empty: The area contains nothing and can be moved over normally.
- High Terrain: High level terrain which blocks line of sight and can not be moved
through. High level terrain can be used to take cover, although it is only effective
when at a corner.
- Low Terrain: Low level terrain such as small walls and slot machines will bloke
line of sight, if the player or enemy is crouched behind them. They can be used
to take cover. The player will pop up from the cover to shoot rather than going
around.
- Doors: Most doors are assault-able. If they can be opened then they can be
breached by the team. Doorways can also be assaulted in the same way, although
there is much less protection against incoming fire, and it is more likely that
enemies will spot the team as they stack up.
- Fast Rope/Rappel points: These points allow the player, and the team, to descend
from a higher location to a lower one. Fast Rope is a straight down operation
while Rappelling offers additional options.
o Move down: The player and team can move down the Rappel normally.
o Move up: The player and team can move up the Rappel upwards.
o Jump down: The player and team can jump down instead of walking
down normally; this allows them to move past windows undetected.
o Break window: This can only be performed when there is a window close
to the player or teams‟ position. This will cause the player or team to
shoot the window and then smash through it.
While using rope, the player and team will draw their pistol as they
can use it one handed.
- Equipment Locker: Equipment Lockers are found at the start of most mission
zones within each larger mission. Equipment Lockers are used to rearm before
the mission area either to simply replenish ammunition and equipment, or to
change the weapons carried.
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J.3.6 Feedback
The feedback in Vegas comes in many forms: Voice and HUD notifications in the First
Person view and the schematics in the Map Display.
Voice Notification
During missions team members and the intel officer will communicate with the
player to update them on their situation and to acknowledge orders.
- Mission updates: During missions, the intel officer will update the player if any
part of the mission changes, or with additional intelligence if it arises.
- Team comments: during the mission team member will offer advice or criticism
about the current situation.
o Advice: This is always a triggered mission event, such as telling the
player that there are two ways down and giving them reasons to take one
over the other or otherwise.
o Criticism: If the player makes an unorthodox decision such as setting up a
breaching charge when there is no one in the room then one of the team
members will sometimes say things like “That was tactically unsound
sir.”
- Command Notification: When the player makes any command, the team leader
speaks the command out. This applies to everything from ordering the squad to
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move, to change from assault to infiltrate and even to attach silencers. One team
member will usually acknowledge the command.
- Squad notices: When a member of the squad notices and enemy. Which usually
come in the form of the following:
o “Tango Spotted”/”Contact Tango”: If the team member has seen an enemy
target.
o “No Contact”/”Lost Contact”: If all the targets in view disappear, i.e. go
out of line of sight.
o “Threat Neutralised”/”Tango Down”: If the team member kills an enemy.
o “Friendly Fire”/”Check your Target”: If the player shoots at a team
member.
HUD
The Heads Up Display gives the player a limited amount of information. Many
menus are available from the HUD such as the weapon select and weapon options
menus.
- Ammo: At the bottom of the screen is a pair of bars, one to the left the other to
the right. The one of the right shows the name of the current gun equipped with
the remaining ammunition in the clip and the number of remaining clips
displayed underneath. There is a small picture showing the fire type of the
weapon. The bar to the left displays the type of equipment selected (grenades)
and the number remaining.
- Team Orders: The bottom left of the screen displays the current team order,
either Infiltrate or Assault.
- Objective Marker: A white circle with a display in how many metres shows the
distance to the next mission objective.
o Sub Menus: Some menus are called up rather than being there all the
time.
Weapon section: The Weapon Selection menu appears in the
centre of the screen as a cross shape. The player may select a
weapon to equip or a grenade type to select.
Weapon Options: Like the weapon select menu, the weapon
option menu appears in the centre of the screen. The weapon
options available show up and can be selected to change them.
They include the silencer toggle, fire type select and laser sight
toggle if it is equipped.
- Down Notice: If one or both of the other team members are injured enough to
make then incapacitated a large notice appears on the left side of the screen with
the name in yellow. After a short time the name turns red. If the team member/s
are not healed soon they will die and the mission will be failed.
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Map Display
The Map Display can be called up at anytime during a mission. It displays the
schematics of the local area as an overlay on the HUD. The map shows the
following:
- Walls: The walls are displayed as solid yellow lines showing the limits of the
area as well as any terrain that can be used as cover.
- Ladders: Ladders are shown as a small set of bars on the map where ever they are.
- Rope: Both fast rope and rappel lines are shown as the same icon on the map.
They are displayed as a small image of a rappelling man.
- Objective: The Objective is shown as a small white square with no corners.
- Mobile points: Unlike the above items, there are some things that can move
around and are more prominent.
o Green Circle: Green circles represent members of the Rainbow team. A
small arrow shows the direction they are facing.
o Red Circle: Red circles represent enemies. Like the green circles they
have a small arrow showing which way they are facing. These only
appear when a member of the squad can see them.
o White Circle: White circles represent hostages and civilians. As with the
others they have a small arrow showing which way they are facing.
o Green Cross: green crosses represent a member of the team who has been
incapacitated.
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J.3.7 Opposition
The opposition in R6: Vegas comes in the form of Terrorists. To start with they lack
training or decent weaponry. This changes throughout the game where in the later stages
they are highly trained and heavily armed.
The alertness of the opposition rises throughout the game as with the general training of
the enemies. This, and the positioning of enemy forces increments the difficulty of the
game as it progresses as the player if forces to make more tactical decisions like
breaching multiple doors at the same time in order to disorientate enemies.
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K. Research on Raven Squad
K.1 Raven Squad Information
Raven Squad was published by Evolved Games and SouthPeak Interactive in 2009 and
Developed by Atomic Motion. Raven Squad is available on PC and Xbox 360. The
version being researched is the Xbox 360 version, although most, if not all features
remain the same.
K.2 Background on Raven Squad
Raven Squad is set in 2011 where a mercenary group, Raven Squad, is sent to recover a
package from a crashed aircraft in the Amazon. On their way there their transport is
destroyed and only six member of the nine man team remain and must retrieve their
objective and get out of the Amazon avoiding a civil war.
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K.3 Mechanic Research
K.3.1 Force and Composition
Most of the missions in Raven Squad consist of two, three man teams. The player may
control anyone of the soldiers and their respective squad at anytime in first person. The
player may also switch to an overhead view and control the squads in a real time tactical
way.
K.3.2 Levelling
There is no levelling in terms of incrementing skills or abilities for the soldiers in Raven
Squad however the difficulty of the game increases from start to end.
K.3.3 Control
Raven squad allows the player to either control any of the soldiers from the team in first
person view or change to an overhead view to control them in a tactical fashion.
In first person view whoever the player is controlling leads the squad and they will follow
him as such. There are however, no squad commands such as ordering them to hold at a
specific location.
Movement control
First Person
- The player has all standard movement controls of modern games.
o Directional orientation
o Eight way directional movement
o Stand/Crouch
Movement control
Tactical View
o The player may select either squad
o Move: The player can order a squad to move to a viable location. The
player can change the move to a run which is faster.
Move to Cover: The squad takes up position behind an object
which provides them cover.
Weapon Control
First Person
- The player has the following weapon based commands.
o Fire current weapon
o Zoom (Look through Sighting)
o Reload
o Switch Weapon: Switches between normal and Skill weapons.
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Weapon Control
Tactical View
o Attack target: This tells the squad to attack and enemy or destroyable
object.
o Skill Weapon Attack: This orders a selected soldier to use their Skill
weapon to attack a target.
Additional Control
First Person
o Switch Team member: Switches to a member of the same team.
o Switch Teams: Switches to the other Team.
K.3.4 Equipment
Each member of Raven Squad is equipped with an individual set of weapons. This
includes one standard weapon which has infinite ammunition but still required reloading
and a Skill Weapon which is a specialist weapon which has very limited ammunition,
although extra ammo can be found during missions.
Standard Equipment
The six members of the squad have the following weapons. Some weapons are
actual weapons, while others are not immediately recognisable.
Assault Team
Paladin:
Primary: Assault Rifle: A modified Ak-47 with no scope, a decent short to long
range weapon with decent damage.
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Skill: Light Machine Gun: A M249 SAW with high fire rate capable of
providing good suppressing fire. Unlike the other Skill Weapons, this has a large
amount of ammunition.
Oso:
Primary: Sub Machine Gun: A standard MP5 with no scope, a deadly weapon
at short ranges.
Skill: Frag Grenades: A standard fragmentation grenade. Very tricky to throw
but can kill enemies instantly.
Thor:
Primary: Shotgun: An unknown shotgun model which provides close range
support but lacks any long range capacity.
Skill: Rocket Launcher: An M136 AT4 which provides heavy damage to a large
area and is key to destroying enemy vehicles.
Infiltration Team
Shadow:
Primary: Sub Machine Gun: A modified Mac 11 with extended stock. Good at
short ranges, but lacking at long distances.
Skill: Sniper Rifle: An unknown rifle model design with a magnifying rifle
scope, can kill instantly.
Flash:
Primary: Assault Rifle: An unknown assault rifle with no extensions. Good at
short to medium range, but lacks accuracy at long range.
Skill: Flash Bangs: Flash Bangs explode with a blinding light and high pitch
sound, disorientating anyone near it.
Zombie:
Primary: Assault Rifle: A modified M16 with a sniper scope, good for taking
out targets at any range and is almost as good at sniping as Shadows sniper rifle.
Skill: Smoke Grenades: Smoke grenades provide cover wherever they are
thrown. This stops both the enemy and the player seeing through the smoke area.
Additional Equipment:
- Med Gun: The Med Gun can be used by anyone to heal an incapacitated squad
member.
- Med Kit: This is picked up in missions and is used instantly to heal all members
of the three man squad to full health.
- Skill Ammo: This is picked up in missions and replaces all the Skill ammunition
for the corresponding team, either the Assault Team or the Infiltration Team.
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K.3.5 Terrain
Raven Squad is set in the Amazonian jungle in the middle of a civil war. The jungle
mainly consists of dense foliage with heavily beaten tracks with the occasional
settlement, camp or ruin.
The terrain falls into the following categories:
- Empty: The area contains nothing and can be moved over normally.
- High Terrain: High level terrain which blocks line of sight and can not be moved
through. This section encompasses buildings and other tall objects.
- Cover: Cover comes in many forms, from low level walls to woodpiles and small
vehicles. Cover can be used in the strategic view and will snap the selected
squad to defensive positions behind the cover.
- Blocking Terrain: The areas around empty terrain is filled with a dense jungle
environment which cannot be moved through and that blocks line of sight.
- Health Crate: Health Crates can be picked up in the strategic view and will fully
heal the three members of the squad how pick it up rather than all six members of
the company.
- Skill Ammo: Skill Ammo fully restores the squads Skill weapon ammunition.
Skill Ammo comes in different colours so that only one squad may pick it up,
yellow for the infiltration squad and blue for the assault squad.
K.3.6 Feedback
The feedback in Raven Squad comes in many forms: Voice and HUD notifications in the
First Person view and the schematics in the Map Display.
Voice Notification
During missions Paladin, the main character and company leader, will give
mission updates and potential strategies from the player to decide on. The
surveillance operative will also offer insight to the mission including noting the
player of the presence of enemy forces. Shadow, the other squad leader will
sometimes offer his opinion as well.
- Mission updates: During missions, the surveillance operative will update the
player if any part of the mission changes or with additional intelligence if it
arises. Paladin and Shadow will sometimes contribute to this.
- Command Notification: When the player makes a move using the strategic map
the team leader will respond with a simple response, such as “Moving”, or
“Engaging”
- Squad notices: When something happens to a member of either squad a
notification from that soldier is spoken:
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o “I‟m Hit”/”Someone‟s shooting me”: The squad member is under attack
and taking damage.
o “Got him”/”Enemy Down”: The squad member has killed an enemy.
o “X is down”: Another team member will say this if a member of their
team is incapacitated. For example “Oso is down”
HUD
The Heads Up Display gives the player a limited amount of information. The
main HUD element is present in both first person and tactical views.
- Squad Details: The squad detail section at the bottom centre of the screen shows
the following.
o Current Squad: The display shows the status of the currently selected
squad, blue for assault, yellow for infiltration.
o Health: A bar under the name of each squad member shows how much
health the soldier has. The bar changes from green to yellow and then to
red depending on the amount of health remaining.
o Skill Ammo: A small image of the soldier Skill weapon is shown with a
number showing how much ammo they have for their skill weapon.
o Current weapon Ammunition: This shows the selected soldiers current
ammunition for whatever weapon they have equipped.
- Compass: The compass is only shown in the First person view and is represented
by a line with NESW displayed on it. Team members are shown with a blue
arrow and objectives with a white arrow.
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Tactical View
The Tactical view can be switched to at any point from the First person view.
- Overhead view: The tactical view is the same as the first person view just from
an overhead angle.
- Team location: As each team stays together they can be selected and seen by a
squad location icon, blue for the assault squad and yellow for the infiltration
squad.
- Enemy location: Enemy squads, like the players squads consists of three
members and are shown as red diamonds.
- Objective Marker: The next objective area is marked with a white circle.
- Off Screen Location: If either of the players squads or the next objective marker
are not on the screen an arrow, blue, yellow or white is displayed at the edge of
the screen pointing towards their current location.
- Skill Ammo: The location of Skill ammunition and its squad colour is shown in
the tactical view.
- Health Crates: Health crates are shown on the tactical map.
K.3.7 Opposition
The opposition in Raven Squad comes in the form of militias from the civil war raging
across the Amazonian jungle. For the most part, they are three man squads with assault
rifles and no other equipment.
Occasionally there are enemy vehicles such as jeeps witch can be destroyed with enough
firepower. Other enemy vehicles include transport helicopters which can drop enemy
squads behind the players‟ teams.
Later in the game, the enemies gain better equipment and even their own skill weapons
on a par with the players‟ weapons.
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L. Research on Operation Flashpoint: Dragon Rising
L.1 Operation Flashpoint: Dragon Rising Information
Dragon Rising was developed and published by Codemasters in 2009. Dragon rising is
available on PC, Playstation 3 and Xbox 360. The version being researched is the Xbox
360 version, although most if not all features remain the same.
L.2 Background on Dragon Rising
Dragon Rising is set in an alternate timeline where a large scale economic crash has
caused massive problems across the face of the planet. A small island, Skira, has been
found to contain massive amounts of oil. The Chinese PLA seizes control of the island
from the Russian Federation. Russia starts to take action on the Chinese mainland and
asks the United States to intervene and retake Skira, in line with agreements made after
the cold war. Dragon Rising starts with the initial US incursion to the island and the
escalating confrontation with China‟s forces.
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L.3 Mechanic Research
L.3.1 Force and Composition
In each mission, the player commands a four man fire team and takes direct control of the
team leader. The characters change but the composition remains the same. In some
missions the player may receive support from other elements of the company such as
other fire teams or vehicles. The fire team may use a vehicle during the missions if one is
provided or salvaged. If a member of the squad is killed, they will be replaced after a
period of time, but only on the lesser difficulties.
The player may also use Fire Support Missions if and when they come available. These
missions are usually only available to use at specific points and will only last until
objectives have been completed before becoming unavailable again.
L.3.2 Levelling
There is no levelling in terms of incrementing skills or abilities for the soldiers in Dragon
Rising however the difficulty of the game increases from start to end. The difficulty of
the game does however drastically affect parts of the game. For example in the harder
settings, the player looses much of their HUD including crosshairs and hit notification.
L.3.3 Control
There are two modes of control within Dragon Rising, First Person and Command Map.
While in First Person the player has direct control of the fire team leader and can give
squad and support commands.
While in the Command Map the player no longer has control of the team leader but can
give detailed squad controls as well as stack commands for the squad. The Command
Map shows the entire island of Skira but focuses on the operational area of the specific
mission, using basic geometry to represent objects, assets and enemies on the battlefield
rather than providing a satellite image showing a more detailed view.
All orders available in First Person are available in the Command Map. The commands
can however be given on a location that is not visible in First Person, such as behind a
hill. Orders can be given to the squad (as details below) but also to individual members.
The command system for team members and support comes in the form of the Radial
Command, which features an extensive amount of commands.
Movement control
- The player has all standard movement controls of modern games.
o Directional orientation
o Eight way directional movement
o Stand/Crouch/Go Prone
o Sprint
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Weapon Control
Direct Command
- The player has the following weapon based commands.
o Fire current weapon/throw grenade
o Aim Mode (Look through Sighting)
o Reload
o Change Fire Mode (Single/Burst/Automatic) – If applicable
o Ammunition selection for weapons and extensions (an M16 with grenade
launcher has the types Full Metal Jacket, HE Grenade and HEDP
Grenade.)
o Switch weapons/equipment (Held down for full selection on presses once
for quick switch)
Additional Control
Direct Command
- The player has the following additional commands.
o Use/Activate/Pickup – This allows the player to interact with the
environment. The actions range from climbing ladders to getting
inventory items from dead soldiers.
o Interact with inventory – this allows the player to change their two
weapons with weapons found on enemies or in storage areas.
Radial Commands - The Radial Command interface starts with a pair of standard options, Tactical and
Orders as well as a pair of context commands.
o Context Commands – These will change depending on what is under the
centre of the radial. If there is passable ground then the two options will
be Move and Follow me. If an enemy is under the radial, then the second
option disappears and the first will change to Engage. These commands
can be accessed through the Tactical and Movement sections as well.
- Tactical – This consists of three further menus and one command.
Medic – This commands the squads‟ medic to come and heal the
team leader. If the leader is not injured this will not be selectable.
o Formation
Column – This orders the team to move into a line formation one
behind the other.
Wedge – This orders the team to move into a chevron pattern with
the team leader at the front and the team behind.
Line – This orders the team to move as a line side by side.
Vee – This orders the squad to move into a chevron, but the
inverse of the Wedge formation.
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o Spread
Normal – This orders the team to stay about two metres apart in
their formation
Tight – This orders the team to stay around one meter apart.
Combat – This orders the team to stay around five meters apart.
o ROE (Rules of Engagement)
Return Fire – This orders the squad to only fire if fired upon first.
Fire at Will – This orders the squad to fire if they can see an enemy
and they can damage/kill them. A sniper will not shoot at a tank.
Fire on my Lead – This orders the squad to only engage after the
player fires a shot.
Hold Fire – This orders the squad to not fire at any target at all.
- Orders – This consists of four further menus.
o Fire
Suppress – This orders the squad to fire at a specific point.
Engage – This orders the squad to attack a specific unit. (Only
appears when an enemy is under the radial.
Hold Fire – This orders the squad to stop firing.
o Movement
Move – This orders the squad to move to the designated location
Move Fast – This orders the squad to run to the designated
location.
Follow Me – This orders the squad to follow the team leader.
Exit – This orders the squad to exit from a vehicle or building.
o Offence
Assault – This orders the squad to attack a location, the squad will
move slowly, one by one, covering each other as they move to the
location.
Flank Left – This orders the squad to assault a position but from
the left hand side of the team leader.
Flank Right – This orders the squad to assault a position but from
the right hand side of the team leader.
Halt – This orders the squad to stop at their current locations.
o Defence
Defend – This orders the squad to move to the location and spread
out near it attacking any enemy that gets close.
Follow Me – This orders the squad to follow the team leader.
Fall Back – This orders the squad pull back from a location. As
with assaulting, one soldier moves first followed by the others.
Halt – This orders the squad to stop at their current locations.
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Fire Mission Commands - Air Strike
o Light Missile
Fire for Effect – This launches the air strike. The small missile is
good against clustered infantry or light vehicles.
o Heavy Missile
Fire For Effect – The Heavy Missile is good against large
formations of infantry and most vehicles.
o JDAM Missile Strike
Fire For Effect – The JDAM is a heavy duty missile and warhead
for effectively taking out clustered vehicles and buildings.
- Artillery
o Light Mortar/Heavy Mortar/Howitzer
High Explosive/Smoke
Scattered – Fires all mortar shells in quick succession
hitting around the general area with little precision.
Barrage – Fires mortar shells with two seconds between
each impact. This is much more centralised but takes
longer from start to finish.
Tight – Quickly fires three sets of three shells close to
target coordinates causing larger damage where the volleys
hit.
Harassing – Fires the mortars slowly with little accuracy on
the actual target.
o After the type selections are made, the player must
then press „Fire for Effect‟ to launch the attack.
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L.3.4 Equipment
Rather than being able to choose equipment and weapon options, the players squad is
assigned a weapon set that is applicable to the current squads designation and mission
objectives. For example, a mission where the player takes control of „Dagger One Bravo‟
an Anti-Tank team the squad consists of the team leader with a rocket launcher as his
secondary weapon, and an Anti-Tank specialist with the same weapons. The squad also
comes with a Machine gunner and a Medic.
The player carries up to four weapons, a Primary, which is usually an assault riffle of
some kind, a Secondary weapon which is mission dependant, if they have one at all. The
player also gets a Pistol as a last resort weapon and a combat knife. Weapons can only be
switched with others of the same group, so an assault rifle could not be swapped for a
rocket launcher.
During the course of a mission the player may change their weapons if they find a dead
soldier or an equipment locker.
Standard Equipment
There are a many different weapons in Dragon Rising. Each are set within the
groups of Primary, Secondary and Pistols. There are other types of combat
equipment that can be carried if given or found.
Weapons
- Primary: Primary weapons are the soldiers‟ general combat weapon. Some come
with specialist features such as special sights, but do not decrease the weapons
general combat ability.
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o Assault Rifles – Assault rifles provides good anti infantry cover. Most of
the rifles available are M16‟s or M4‟s with combat attachments. Assault
rifles can be used as sniper rifles if the conditions allow.
o Sub Machine Guns – These weapons provide short range anti infantry
cover but are usually augmented with a specialist secondary weapon.
o Shotguns – A very close quarter‟s weapon effective at assaulting buildings
with.
o Light Machine Guns – A light support weapon capable of proving
extensive suppressive fire and excels at taking on multiple enemy
formations with its high rate of fire and damage.
- Secondary: Secondary weapons are specialist pieces of equipment with very little
room for ubiquity.
o Sniper Rifles – Snipers can provide pinpoint accuracy at extreme range.
They lose combat potential as soon as a fire fight gets into close quarters.
o Grenade launchers – High powered launchers can provide good cover
against groups of enemy infantry or light armour.
o Rocket Launchers – Rocket Launchers come in many varieties. Most are
anti tank weapons but there are multiple anti infantry and anti air
launchers. Many launchers have multiple ammunition types.
- Pistols: There are only two types of pistol available, the US and the PLA
equivalent. Every soldier is equipped with this sidearm as a last resort weapon if
they run out of ammunition for their other weapons.
- Combat Knife: Every soldier carries some kind of knife as a final resort if their
pistol runs out of ammo. The knife can also be used to kill enemies silently, but
getting close without being noticed is almost impossible.
Equipment
- Mines: There are a variety of different mine types. Some anti infantry, some anti
tank and some general purpose.
- Grenades: There are two types of grenade, explosive and smoke. Explosive
grenades are short range weapons with a small initial blast radius, but with a
larger area of damage from flying shrapnel.
- Field Dressings: These can be used by anyone to stop light wounds from
bleeding, which if unchecked can incapacitate a soldier.
- Medic Kits: A more extensive piece of medical equipment. It is capable of
clearing all ailments a soldier can receive from enemy or friendly fire, except
death.
- Demolition Charges: Demo charges are small but powerful explosives used by
teams to take out enemies installations. Once planted, charges must be
detonated.
- Binoculars: Binoculars give the user a greater range of view albeit in a smaller
arc of view. Weapons cannot be fired while using binoculars.
- Night Vision Goggles: In night fighting situations, night vision equipment allows
the user to see much more clearly.
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L.3.5 Terrain
Dragon Rising is based on the island of Skira, with a relatively temperate climate, and
open country. The main terrain is based on open ground with clumps of forests and small
towns and bases dotted around.
The terrain falls into the following categories:
- Empty: The area contains nothing and can be moved over normally.
- Blocking Terrain: High level walls for buildings are often found within Dragon
Rising
- General Terrain: High and low level terrain which gives the player cover from
incoming fire.
- Low level terrain will only protect the player if they crouch or go prone. Some
sections of low level terrain such as sandbags or small walls can be jumped over
- Doors: Some doors can be opened and assaulted through to gain access to the
interior of the building.
- Weapon Lockers: Some missions, usually with enemy bases or towns contain
crates or lockers with additional weapons and ammunition inside.
L.3.6 Feedback
The feedback in Dragon Rising comes in many forms: Voice and HUD notifications in
the First Person view and the Satiate Imagery in the Command Map.
Voice Notification
Each soldier has five statistics which determine how good they are at different
actions. All the skills are measured in a percentage value: 100% being perfect or
maximum.
- Mission updates: At the start of each mission the player is briefed on their
mission and objectives. During missions the player will be updated with how the
mission is proceeding as well as new orders for their fire team. The most
common type of communication is informing the player that they must hurry up
with their current objective. The player is also informed when support options
are available such as mortar fire missions. If the player chooses not to use the
fire missions within their allotted operational slot, the player is told that the
support is once again unavailable.
- Command Notification: When the player makes any command, the team leader
speaks the command out.
o “Move, Grid, zero, two, hotel, x-ray three, Yankee, two” Movement and
assault commands are always given with a six point grid reference which
is spoken out.
o “Flank Left” “Engage Enemy” “Column” Etc. Most other orders are
simple instructions.
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“On my Way” / “Affirmative” is the usual response from just one
soldier, rather than on an individual basis.
- Squad notices: When a member of the squad notices and enemy. Which usually
come in the form of the following:
o “Shots Fired” If the soldier is shot at and has not seen the enemy.
o “Contact, Rifleman, 100 metres, west.” The enemy type, range and
relative position change depending on what the actually are.
- Squad Reports
o “Target, Rifleman is eliminated.” Telling the player an enemy has been
killed.
o “I‟m hit” / “I‟m not getting paid enough for this s***” The soldier is
wounded and should be treated with a field dressing.
o “Medic” The soldier has been incapacitated and needs to be treated by a
medic before they bleed out.
o “Four is down” A soldier, in this case, number four, has been killed.
o “Wound Treated” The medic has successfully treated the wounded soldier.
HUD
The Heads Up Display gives the player a great deal of information.
- Squad View: The four members of the fire team are displayed as small images in
the top left of the screen. It shows the type of soldier, e.g. medic, sniper, and
their general health. A white background represents good health, yellow for
slightly wounded, orange for heavily wounded and red for incapacitated or dead.
o The squad view can also show which soldiers will be affected by the next
order given, by a yellow indicator to the side of them.
o The squad view can also show each soldiers formation, spread and ROE
type.
- Compass: There is a large compass across the top of the screen with an eight
point directional display on, (North, North East, East etc.)
o The compass also shows the next objective indicator, telling the player
where to go.
o The compass will show a red arrow for every enemy that has been spotted
and is in sight of a friendly unit.
- Weapon section: The weapon section usually only displays the current weapon,
but it is where the weapon options are changed.
o Current weapon: This shows a picture of the current weapon with its
name underneath. Next to the image is the ammunition count, showing
how many rounds are left in the magazine and how many magazines are
remaining. Under the ammo count is the shot selector showing if the
weapon is in single shot, burst fire or automatic.
o Ammunition Select: Holding the ammo select button will show a menu
above the weapon image showing all the ammunition types that the player
has for the weapon. This is generally for switching between a rifle and
it‟s under slung grenade launcher.
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By Michael Beardwood 06196705
Page 162 of 162
o Weapon Select: Like the ammunition Select, a list of all the weapons and
equipment appear and can be selected to be equipped.
- Hit and Blood Status: When the player is hit a red zone appears on the screen
showing where the shot came from. If the player is wounded by the shot an
image of a man appears in the left corner of the screen with where ever was
wounded appearing in red. A hollow circle appears next to the wound marker if
the player is bleeding from the wound. The circle slowly decreases, if/when if it
completely disappears the player will become incapacitated from blood loss.
- Stance: A small image of a soldier is present at the bottom left of the screen and
shows what stance the player is in. Standing, Crouching or Prone.
- RV Indicator: On lower difficulty settings RV points are given to give the player
an idea of how to approach the next objective.
- Radial Command: The radial command is shown in the centre of the players view
when it is activated. The fire support command options also appear in the same
way.
- Hit indicator: If the player hits an enemy a small white circle with dots appears
on the target. If the player kills the target then the colour changes to red. This
only appears in the lower difficulty settings.
L.3.7 Opposition
The opposition in Dragon Rising comes in the form of China‟s PLA. Soldiers are the
most common enemy although they are all not identical. The further on through the
game the combat potential of the enemy soldiers increases dramatically.
AS well as soldiers, the player must face enemy armour from simple jeeps which can be
taken out by shooting the crew or repetitive hits from a light machine gun to tanks which
need ant tank weapons such as rocket launchers or well placed mines to take them out.
Most missions within Dragon Rising are based on completing objectives within certain
unknown time limits. For example and early mission requires the player to take out a
mortar spotting team before the convoy of APC‟s are destroyed by the incoming fire.
Being too slow causes some or all of the APC‟s to be destroyed which although does not
directly fail the mission, makes the next part extremely difficult, as the player must
defend a small town from an enemy assault, in this case with no support squads. If the
player saves the convoy then the defence is made much easier as the player has the
support of three APC‟s and the other squads in the company.
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