What do you do in "Project: Phoenix"?
Before we dive into the whole game and stuff, I want to add that this will be a multiplayer game, if and how there will be a singleplayer component is not yet decided. But this game isn't aimed to be an MMO, it is thought to be a "Lan Party" game, with your friends in hearing range, or at least available over teamspeak. I won't care about voip support in-game, I may not even care about a messaging system.
If you read last weeks babble about the first drafts of the lore (thank you very much), if you guessed you would start the game as a young RSR recruit, you were correct. The tutorial and character creation process will be in the RSR bootcamp. Then, you and your friends are sent out to your very first mission.
From your secure base, you can select the gear you take on your journey. You will need to take different weapons with you to be prepared for different tactics/enemies. But you are limited in the size of your inventory and the weight. You then can move around the overworld (as long as you don't step into a trap ). You then can set up your base camp and stash your equipment you don't need. From there, you can move more quickly and if needed, set up a preliminary camp with some supplies (like ammo).
These are the basics, from here the game can be split up into three groups:
Your character can choose a primary and a secondary role out of 3 roles: Assault, Assassination, Ambush.
This decides what weapons and skills will be available later. This means I will have 6 different set ups for a character (Yes this text is a bit meager, but I will expand on the skills, equipment and other stuff soon in a separate entry. Posting this here would explode the entry).
You shouldn't storm in a position guns blazing. Well you can, but you may get you and your friends killed in the process. It is encouraged to first do reconnaissance of the area and think about what to do. You can choose 3 basic tactics: Assault, Assassination, Ambush. Depending on your available equipment, skills and the monsters you face, you can start mixing tatcits. You also need an escape plan. To shake off a hunter groups, or in case your plan goes wrong.
After planning, you start the attack. You have your waypoints laid out, you know where the enemy should be hiding and how strong they should be. The bad thing is, recon is never a 100% accurate, there might be unexpected changes, for example a group of monsters twice the size they should be. Then you have to improvise, or bail.
The enemies do also not just stand around, if they know you are in the area, they are starting to search for you. Or if an attack went wrong and you had to bail the alerted enemy, they will sent hunter groups after you. And those hunters are fast on their limbs.
If they locate your base camp, they will destroy it with all its contents. But when you go to your basecamp and take the supplies, you move slower. So don't try to really mess up.
So this was it for the overview. Next weeks entry will be about gamedesign principles and after that I will focus more on the subparts.