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Resistance group game

by Christhoper Taylor · in Game Design and Creative Issues · 11/26/2003 (8:35 pm) · 32 replies

This is an idea thats been floating around for a while in my head - when I saw Freedom Fighters I felt almost happy. But then I played it - damnit, another pile of stinking filth. Communists invading a land where so many people have guns and everyone seems to be able to fight like a bloody Navy SEAL. Yuck. It defeats the point of such a concept.

So, heres the deal - no Americans. No Communists. Maybe you Americans like to see New York, but the rest of the world is sick of it - plus, you guys have so many guns - whats so hard about a resistance game when you can take your character to a house and grab a gun under the bed just like that?

Initially, I wanted to do Australia (I'm Australian) - after a shooting rampage many years ago we have very little in the way of guns lying about and not many people would know one end from the other. We're a western nation (despite what some people think) and so forth - that was perfect. Thing is, who the hell could be arsed rendering a nation - especially one the size of the main part of the USA (minus Alaska).

So, its a fictional land - Western in nature, perhaps Australia is an ideal influence - we're looking at a place with a small population rather than one with many people who are armed.

Now, this game would be boring as first person shooter - everyone does that. Maybe FPS can be an aspect, but maybe not - I don't think its essential.

If you've played Raft Away River on Apple IIe, some parts may sound familiar - your characters can develop (through using stuff rather than manually allocating points) in several areas, you can recruit people, gather equipment and so forth.

Its a top down game - perhaps a view similar to an RTS, but zoomed in. Maybe like the view in Fallout tactics, but not that close. Somewhere in between. Your characters have limited carrying capacity, the experience and do need to do what people need to do (i.e. eat, sleep) - essentialy a military game, but one with a large focus on planning.

Should you build a camp? If you do, your people can rest and you can store weapons and stuff, but what happens if planes flying overhead see it?

How should you get weapons? Should you sneak into an army facility and steal them? Should scavenge them from destroyed vehicles and so forth? Speaking of vehicles, you can drive them in a similar fashion to the Commandos games - one guy drives and other people who enter become passengers or gunners. Gunners, of course, would automatically fire on ememies if a certain check box was ticked.

When you come to the battles, it plays out like commandos - at the bottom you have your team members, each of which are carrying different items and can perform specific tasks - most are civilians, but maybe you can find soldiers (from your side) and get them to join you. Seeing this nation is like Australia in nature, people from many races (we're very multicultural) could play a part - say the enemy is Indonesia (we'd make it another fictional nation, inspired by Indonesia though), we could get immigrants from that nation to steal an enemy uniform and then get around that way.

Missions wouldn't be set as such - you'd be encouraged to do certain things (i.e. blow up an airfield, sabotage fuel, attack docks, assassinate a general, blow up a bridge, destroy train tracks) but you'd pretty much be able to decide what, how and when to tackle things - after all, this is not the military. That said, if the army find you and think you're more useful for their cause rather than a risk they might ask you to do things for them - every job you do results in you receiving equipment and perhaps skill boosts (training).
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#21
12/29/2003 (7:31 pm)
@Christopher Taylor: Something like Red Dawn? Didn't see that movie? Go rent it ;) Old 80's movie, but it may provide some inspiration, if not in scenarios then in spirit(yeah, it was cheesy, I'll admit, but it was also a pretty cool movie).

Can't help but think that this kind of game is suited to 3D, but that's just me. If the mechanics are there, it'll rock either way.
#22
12/29/2003 (8:26 pm)
Haven't seen Red Dawn.

I'm still thinking about the 2D/3D thing, but players shouldn't be battling with the cameras well - games like Commandos, Fallout Tactics, Raft Away River (old Apple IIe game) and Jagged Alliance work well in 2D. Think commandos (but simplified a great deal) mixed with Raft Away River (also simplified).

Now, let me explain how Raft Away River worked. Say you wanted to build a shelter - you'd have to collect wood, collect tools, collect rope, etc, etc and THEN build it. Real pain in the arse.

Say you want to build... I dunno... a trap or a shelter. Or maybe a bridge across a stream. You'd have to have the wood at hand (i.e. an axe and trees), some rope and then when you told the character to build (click on him, click build and then click on the bridge - nice and simple) he would have enough sense to grab some wood for himself.

Characters have several 'settings' - on agreesive they'll shoot anyone, in scout mode they'll be all stealthy (only attack when asked to), there will be a "attack when fired upon" option as well. The second option would be ideal for ambushes - say some enemy trucks are coming down the road you might blow the bridge just as they reach it and then when everyone gets out to have a look you could give the attack order.

Characters also attack individually - theres attack (i.e. fire a gun), supress (only avaliable with machine guns and what not - you target an area [i.e. a house] and he'll start firing into the windows and doors), stealthy attack (sneak up and knife someone or whatever). Prisoners might also be an option - capture one (like capturing guards in Commandos) and at the end of that mission a certain part of the map or details of the enemy activity will be revealed.

Oh yea, say you have your men based in an apartment building - you'll be able to check out a couple of blocks or so and then you'll get fog of war (snipers or people with binocs) can look into it, as can people high up) - when you move out furhter (say another block) its all black (if you've been there its a dark grey) and you can't move the camera there.

To make the game work in terms of missions you'll be encouraged to do certain things - a few game weeks into the invasion you might find that planes are becoming a real problem and are giving soldiers your position - so you'll be given a hint - take out the airfield, place traps around the ones that haven't been taken over yet and so on. If you ignore to many of these you'll find yourself stuffed.

Of course, as the war goes on the missions become more complex - at first you might just put some bombs on bridges and some traps along paths, but later on (when your army finds you) you'll be given better operatives (i.e. a couple of SAS guys will join you) and more difficult objectives that you might choose to accept - for example, destroying labour camps).
#23
12/29/2003 (8:41 pm)
Now, to teams.

Teams are the people who do the missions. Teams are limited to six guys - sometimes you will want to take less (especially for stealthy operations) and you can take a maximum of three teams (only avaliable in some situations).

To make a team you click the relevant icon and you're presented with a page that has each character's portrait - click on a portrait and it has a 'add' button, their stats (health, how tired they are, etc), their skills and their class - sniper, medic, assault or whatever. Characters become more skilled with weapons if they use them more often - so if you use weapons a lot you'll eventually become an assault guy. Make sense?

Once that happens you might get access to certain skills - for example, you'll aim better so you'll converse ammunition. You'll develop at a faster rate when it comes to weapon-related skills, but when it comes to other stuff (construction, medical, whatever) you'll developer at half the rate you did before you were assigned a class.

Certain characters have existing classes or skills - say you pick up John Smith. John Smith was a builder before the war - as such he will already be in the 'construction' class.

To have the ideal team you'll want a mixture - if you want to blow up some bridges you'll want some engineer type guys. Make these guys could be combined with the builder class to keep it simple (you want to focus on the war, not on fucking around with a shitty interface). While I'm on the subject of these guys, everyone can build stuff, but these guys do it the best - they use the least materials and the buildings last the longest - structures have a limited life span, after all.

Not all skills help the individual - for example, the sniper can spot enemies and check out the landscape which obviously helps your team.

If someone has a decent level of ability when it comes to driving them you might have him steal a truck which will obviously help everyone get around and so forth.

Another thing about vehicles is that they can carry gear. Steal a truck from a convoy and you get the loot from the back if you take it home - the guns, ammo, uniforms and what not.

Driving would be simple - click somewhere on the map and you drive there. Double click and you drive quickly, single click and you drive normally.

I'm still having some concerns about the missions - on one hand I think it might be better to say "you have to blow up the airfield" but part of me reckons that sucks - you should be able to play how you wish and assault might not be your thing - you might want to have a bunch of guys roaming around, setting up traps or looting and then moving elsewhere, not doing any missions as such.
#24
12/29/2003 (9:40 pm)
"As for drive bys and so forth, they're by criminals with illegaly owned firearms - gangland shootings. They happen everywhere and they're irrelevant." yeah the real firearms owners get blamed too... anyway in most parts of the world illegal things get done with illegal arms.

"theres not a lot that can be done, is there? What would they do, hand out a gun and tell you which end to point at your target?" in WWII our soldiers on the way to fight the Japs had to learn about there weapons in the dark! and many other seas and here got two fire a few rounds and learn to reload and clean and then out there! But yes we(well you and most) have no idea about firearms. I suggest that you fire a firearm at a range sometime to get the feel and learn about firearm design if you want people in your game to setup designing of weapons.

"To have the ideal team you'll want a mixture" in a time when you have your country over run,you can't have that much of a choice, and so I would say that you have to deal with what you've got.

Looking at some of your other posts you have a lot of game designs in mind, which are you really thinking about and are you able to stay on to one?
#25
12/29/2003 (10:07 pm)
I like all of my ideas, but this one has always been a favourite - if some people came up to me and said they wanted to make this one then yea, I'd go with this without a second thought - the other ones can always come later.

Edward Smith, yea, I know - we had all these gun buy backs and stuff after some nut shot a bunch of people for no real reason at all. Thats the West for you, though.

I have no idea about firearms - yea, I admit it, and I'd like to have the chance to fire them at a range, and if I had the chance I'd take it - but I can't see the chance presenting itself any time soon, realistically.

Yea, I know that when the country is over run you don't have much choice - hence why there is improvisation. Plus, you pick up more people along the way and so forth. At the start you have two guys with fuck all skills, little food and not much else, hiding in some scrub near their suburb.
#26
12/29/2003 (11:45 pm)
Reminds me of the John Marsden, "Tomorrow, When the war began" series.. which i loved. If you manage to make this game as free in terms of story and missions as you describe then it could be very fun.

I think it is do-able in 3d, probably moreso. But I think it should have a locked isometric view.

I think the interface would have to be very intuative for the level of detail you seem to want. ie, you'd have to have multiple bases once your organisation grows.

Also, the AI would have to be pretty good. The player as the commander should give orders to lower ranking officers, who then send the orders down the line. Of course, you should also be able to control individual units for those times when micromanagment in necessary.

Hope you get this going ;)

Dylan
#27
12/30/2003 (12:07 am)
Tomorrow, When The War begun was all very teenage issuy lovey dovey... yea. Read some of the stories of the French resistance, throw in a modern setting and there you go. Probably best avoiding eveything TWTWB though - Marsden is known to be money-hungry and might want to get suey suey. Officers? Huh? You're the guy in charge - you give all the orders.
#28
12/30/2003 (12:15 am)
Yeah, I only liked the first 2 books TWTWB really, then I grew out of them (a long time ago :|).

In terms of officers, I think you and I are thinking on different scales. Im thinking you gradually recruit a rather large resistance force (Im thinking like 100 troops.. actually, I dont know how large that is). Controlling 100 or so individual units could get a bit frustrating, so you just tell the officers to go here and lay mines or trapes, or go there and hold this position, and they take their troops and do their thing, while you control a specialised team to do what you want (ie, you control the important details and the bigger picture, but the AI does the mundane tasks, kinda like you said, gathering wood and junk).

But that may be too much for the player to take in.

It was just an idea.
#29
12/30/2003 (12:51 am)
Ah.... even better. Combine that with the teams idea - say you want to lay traps you could assign one character with a high rating in 'people skills' (or whatever) and a bunch of engineers into one team and give the head guy an order (first person you assign to the team is the leader, say, like Rainbow Six) and he'll carry it out. Click on an area and he'll organise it, right? Say you want to mine a road he'll have some guys fetching gear and people planting mines. You shouldn't have to say 'place a mine here, place a mine there', you should just do it on an area, unless you want to place on in a very specific place, that is.
#30
12/30/2003 (8:51 am)
Like a cross between Black and White and an RTS ;) As your guys survive more missions, they get better at it(skill points). Different people have different skills and intelligence, and you don't want to send just anyone into a mission.

Right-clicking on different structures or vehicles can yield a context-sensitive menu of actions that can be performed on it by the unit that is selected at the time(ie, select an engineer and right-click a vehicle allows you to steal, repair, sabotage, do demo, or modify it, etc). A second right-click sends the unit to do just that.

With the landmines, you could click once and drag a line of mines for the unit to lay, and they would avoid certain things like telephone poles(because you need the phones) or whatever. Or you could click the area and they would use their own discretion as to how to lay out the mines.

Of course, none of this would be of great use without some sort of "hearts and minds" scoring system that allows for you to realize what tactics are working with which area, which in the end allows for you to recruit more easily. You can probably track the "H&M" meter on each citizen in a given mission and approach each one to recruit, but you'd probably want to put that "people skill" to the test and create a person that just does recruiting/running spies.

Very good idea you have, there's a lot that can be done with it.
#31
12/30/2003 (2:57 pm)
Yea. I was thinking the characters with a high level of people skills could convince certain people to join your team. To get the SAS guys to join you, for example, you might need 100 people skill points - points come from being in a team and so forth.

Inventory would be similar to commandos - click on someone and press I (or the relevant icon) and it brings up a grid. Stuff like an assault rifle will take up lots of space, while a med kit or whatever might take up only one or two. Click on and item and it becomes the equiped item. When picking up a weapon you can take just the ammo or the whole thing - you might have one team just searching for gear, after all.

You know how you can mine an area? If you get a team of people who are skilled at finding stuff you can specify a safe area and they'll search it throughouly, automatically grabbing stuff and allowing you to sort through it before taking it home. Perhaps if they have a vehicle (you assign a vehicle to a team - like Gangsters) then they can load it up and drive to your base camp or specificed area. Then you can select the vehicle, hit I and view whats inside - if you want to give it to someone you drag it onto their portrait. If you want to drop it on the ground click drop while the item is selected. If you want to place it in a building (say a storage tent or cave) you can give it to people to do so (perhaps an unload option for the team - maybe you could even have the people automatically drive to their base and put the stuff in a cave) or whatever.

Another skill is detection - basically it effects how well someone sees enemies and traps. If you have a team of guys with crappy detection skills then you'll walk into lots of traps and won't see enemies more than a couple of blocks away. Obviously a sniper would need a decent level of detection skills.

Oh yea. Bribing people might be a possibility for one with a high level of people skills (it becomes an ability with its own icon) - if he has some cash or valuables (a generic item covering watches and so forth - keep it simple) then you can give it to an enemy, click on an area of the map and it will be revealed to you for a certain amount of time. That said, only certain people will accept bribes - perhaps those that accept them could act in a certain fashion or even come to you once the enemy knew your position. Could be difficult and too complex, though.

Anyway, is anyone interested in working on this?

Edit: Just a word on spying and intelligence. You can have someone - a sniper - hiding up in a church tower, for example, looking down on the world around him - and provided he has food and stuff he'll be fine for a few weeks. Perhaps while you put him to sleep (theres a button to do that - but if someone gets attacked or whatever they'll wake up automatically - same with enemies) you could have his mate looking around. You can also take uniforms from soldiers - if you're a Western character (i.e. you have a fucking aussie or american accent) then they'll spot you a mile off, but if you're a bit more asian looking in appearence and have a high level of people skills (and don't hang around dead soldiers) then you should do fine.
#32
01/11/2004 (11:54 am)
I stopped reading around when you said about we can't own automatics.

Well... neither can Americans. Do some people? Yes. Autos release to much extra bullets, so they are banned. Our constitution was made back in 1700s, right after a godamn war. Obviously they would allow everyone to have guns. We were new, just out of a war, and had loyalists who hated Patriots, and were living right next door. The reason why in Freedom Fighters they had so many guns is because soldiers, American soldiers probaly fought back to, also it's a game... not real life.
Also, most crime in the US isn't from "born citizens" but from immagrents. Cubans, Middle-Easterns, and Italians. (No offence ment) As for the game though. It sounds pretty cool.
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