This is a competitive, 3D arcade styled, third person, free for all combat game that is based on a small barren spherical world. The winning condition is to unifying all units in a match using a "Domination list" mechanic. With each kill a player creates a link and highlights the enemy on their domination list. This link disables the ability to do damage between the player, the enemy (now linked) and any other units/players highlighted on the player's "domination list" . If a player is already on a list the kills they make will add to the list they are a part of as well as highlight the kill on their own list. If a player is killed all the links on their own list are split up amongst the units/players lists disbanding any units/players with no kills of their own.
The player's actions tab (a custom GUI interface hotkeys 1-0) will enable the player to drag and drop items, earned skills and up to 5 linked players from their "Domination/action list" to the tab. A player's tactical team of 5 will expand quickly once those 5 players earn their own links/kills. This makes the main player tactical team into an operational group. The main player issues objectives and support attempting to use the teams to the best of their abilities. A operational player's view pulls back to enable easier field command however objectives are best issued from the interactive holographic mini-map representation of the entire spherical world. The last step of this hierarchy is if one of the players in that operational group becomes an operational leader turning the main player into a strategic commander. This commander issues strategic goals for the groups to build objectives towards attempting to move these masses of players into the right area at the right time. The commanders view will pull back more and reveal more of the map, making defensive command easier in addition to the mini-map.
As the player earns more links, they will also earn more skills and items. Many of the skills will allow the player to issue weapons and other items to their subordinates as incentives to follow orders but other skills will act as buffs and abilities like building basic tactical defenses like barbwire, trenches and sandbag walls, etc. Some skills will compliment command while others are more combat focused. A player will have the option to ignore command entirely and focus entirely on combat if they choose.
The final touches to the game could include character transformation skills that allow an operational leader to turn into a support vehicle or a strategic commander into a bunker. Lastly an end of match survival meta game could test the "winning" player and the unified army against endless waves of deadlier enemies, creating a brag worthy survival time.
If you've made it this far then I applaud you and thank you for reading it. If you have any questions or constructive feedback I'd love to hear it. I've got some decent feedback already but I'm still very open to suggestions on how to get this project off the ground. This is my third edit and update. Keep the feedback coming!






