2006.10.23, 06:12 AM
I recently came to the abrupt realisation that there are already too many army games out there for me to compete with. At least at my currant level of abilities. Especially after playing True Combat:Elite, which uses alot of the ideas I thought were my own, I have decided that it is beyond me to create an army game that would have enough origional ideas to be worthwhile. At least right now, when I'm just starting out. 
So instead, I've come up with this new idea, with the same basics. It will be an online multiplayer simulation. Much like I had been planning for Urban Ops. Only the idea is far more origional. I got the beginnings of it while looking at a brochure for a security company. They had pictures of their officers, looking for all the world like a SWAT team. They described their Quick response system, which can have a team of armed, well trained officers on the scene mere minutes after their special alarm systems have sounded. The problem is, these guys never really have to operate at their full capacity, because most criminals simply avoid anything with their alarm systems installed. But it seemed that they might make a really interesting game if I imagined what it would be like if they were forced to fight against a well armed organized crime group....
The goal of this game is to simulate what would happen if one of the top private security agencies was actually called upon to perform at their utmost. Such agencies train their officers all the way up to extreme situations. However I have found no reports of these officers every encountering such a situation. This game will imagine such situations and place the player in the shoes of the either the Security Officers, or the bad guys.
Weapons will only include normal service pistols and off the shelf civilian pistols. Mission situations will usually involve the Security Officers responding to a call. Thus they will be storming a building which has been infiltrated by "Bad guys". The bad guys will be Mercenaries, hired by some outside force to perform dangerous robberies. Some missions may have the Security Officers protecting a bank convoy, or a building.
An alarm is sent from a mansion just outside the city center, the alarm cuts off abruptly mere seconds after starting. Quick Response Team 7 in on the site less than two minutes later, suited up and ready to move.
Unholster that side arm and prepare yourself to become part of....
SOLID SECURITY
Game-play:
This game is designed to be realistic as possible, there will be no crosshiers in the center of your screen. To aim you must use the sights on the top of your chosen gun. All weapons will incorporate recoil according to their cartridge power and particular specialties. Controlling the recoil of your weapon will be an important part of playing the game.
In most maps the Security Officers will start outside the objective area, and the Mercenaries will start inside. Mercenaries may have a goal such as to escape with a briefcase or valuable object. The Security forces will try to storm the building and apprehend all of them before they can escape. Or they may try to recover the valuable object.
Scoring for both teams is based on the number of opponents eliminated. There are two ways to put a target out of action. The first is to kill them outright, a single headshot or repeated hits to the chest will quickly kill most targets. The other is to incapacitate them without killing them. Multiple hits to the body, arms, or legs can accomplish this. Once incapacitated a player is treated as dead. But both Mercenaries and Security get two points for an incapacitated enemy, opposed to 1 point for an enemy killed. All players start with the default 9mm pistol. As they gain points they advance in weapon levels giving them access to more specific and exotic weapons. The ones I have planned out so far are below.
Weapons:
Since Security Officers are not official police they do not use advanced weapons systems. However all of them are fully licensed to carry side-arms and concealed firearms. The Mercenaries will also not carry heavier weapons, their goal is to get in and out as fast as possible, not have a gunfight. Therefore they will only carry weapons that are easy to conceal and will not hamper movement.
Security Officers:
SIG sauer P226
A very popular 9mm Law Enforcement Handgun. It's 9mm cartridges have poor stopping power, but the recoil from them is minimal. The default weapon for Security Officers. 15 round magazine.
Glock 19C
A 9mm handgun that is compact and comfortable to carry, the Glock 19C is also compensated, reducing it's already small recoil. 15 round magazine capacity. Available at level 2
Glock 30
A subcompact .45 caliber handgun. The cartridge is much more powerful than the standard 9mm, but it comes at a price in magazine capacity and recoil. 9 round magazine.
Available at level 3
Mercenaries:
Berreta 92FS
An easy to obtain off-the-shelf 9mm handgun. The 9mm rounds may take a few hits to bring down a target, but the recoil is easy to control. The default weapon for mercenaries
Walther P99
A much more difficult to obtain, but highly desirable pistol, the Walther P99 has integral compensation and a 16 round magazine. Available at level 2
S&W M4506
A civilian market 45 caliber handgun. The 45 caliber rounds are far more deadly, but they come at a price to magazine capacity and recoil. 8 round magazine.
Available at level 3
Other weapons may be added later, such as.....
The Desert Eagle 44 magnum.
Newer 45 caliber pistols with higher magazine capacity.
MP5K PDW and MAC10 are in limbo. They may be added, but restricted to certain maps, along with other more powerful weapons.
Security Cameras
One of the most interesting dynamics I have planned, these would add a very interesting element to gameplay. I need brians line of sight code first.
These camera�s are distributed by the security agency. They feed back to automated monitoring stations in the headquarters. Any intruder spotted by one of the cameras will auto radio a message to all on site officers. Mercenaries will need to shoot out the camera�s in order to avoid detection.
I'm all ready to drop the army idea, and go with this which is far more origional. Better yet I can use 3d ironsights, which wouldn't be possible with rifles in the currant dim3. Because things dissapear when they get too close to the screen. I shouldn't have that problem with pistol sights since they are much farther out from your eye than rifle sights.
What do you all think?

So instead, I've come up with this new idea, with the same basics. It will be an online multiplayer simulation. Much like I had been planning for Urban Ops. Only the idea is far more origional. I got the beginnings of it while looking at a brochure for a security company. They had pictures of their officers, looking for all the world like a SWAT team. They described their Quick response system, which can have a team of armed, well trained officers on the scene mere minutes after their special alarm systems have sounded. The problem is, these guys never really have to operate at their full capacity, because most criminals simply avoid anything with their alarm systems installed. But it seemed that they might make a really interesting game if I imagined what it would be like if they were forced to fight against a well armed organized crime group....
The goal of this game is to simulate what would happen if one of the top private security agencies was actually called upon to perform at their utmost. Such agencies train their officers all the way up to extreme situations. However I have found no reports of these officers every encountering such a situation. This game will imagine such situations and place the player in the shoes of the either the Security Officers, or the bad guys.
Weapons will only include normal service pistols and off the shelf civilian pistols. Mission situations will usually involve the Security Officers responding to a call. Thus they will be storming a building which has been infiltrated by "Bad guys". The bad guys will be Mercenaries, hired by some outside force to perform dangerous robberies. Some missions may have the Security Officers protecting a bank convoy, or a building.
An alarm is sent from a mansion just outside the city center, the alarm cuts off abruptly mere seconds after starting. Quick Response Team 7 in on the site less than two minutes later, suited up and ready to move.
Unholster that side arm and prepare yourself to become part of....
SOLID SECURITY
Game-play:
This game is designed to be realistic as possible, there will be no crosshiers in the center of your screen. To aim you must use the sights on the top of your chosen gun. All weapons will incorporate recoil according to their cartridge power and particular specialties. Controlling the recoil of your weapon will be an important part of playing the game.
In most maps the Security Officers will start outside the objective area, and the Mercenaries will start inside. Mercenaries may have a goal such as to escape with a briefcase or valuable object. The Security forces will try to storm the building and apprehend all of them before they can escape. Or they may try to recover the valuable object.
Scoring for both teams is based on the number of opponents eliminated. There are two ways to put a target out of action. The first is to kill them outright, a single headshot or repeated hits to the chest will quickly kill most targets. The other is to incapacitate them without killing them. Multiple hits to the body, arms, or legs can accomplish this. Once incapacitated a player is treated as dead. But both Mercenaries and Security get two points for an incapacitated enemy, opposed to 1 point for an enemy killed. All players start with the default 9mm pistol. As they gain points they advance in weapon levels giving them access to more specific and exotic weapons. The ones I have planned out so far are below.
Weapons:
Since Security Officers are not official police they do not use advanced weapons systems. However all of them are fully licensed to carry side-arms and concealed firearms. The Mercenaries will also not carry heavier weapons, their goal is to get in and out as fast as possible, not have a gunfight. Therefore they will only carry weapons that are easy to conceal and will not hamper movement.
Security Officers:
SIG sauer P226
A very popular 9mm Law Enforcement Handgun. It's 9mm cartridges have poor stopping power, but the recoil from them is minimal. The default weapon for Security Officers. 15 round magazine.
Glock 19C
A 9mm handgun that is compact and comfortable to carry, the Glock 19C is also compensated, reducing it's already small recoil. 15 round magazine capacity. Available at level 2
Glock 30
A subcompact .45 caliber handgun. The cartridge is much more powerful than the standard 9mm, but it comes at a price in magazine capacity and recoil. 9 round magazine.
Available at level 3
Mercenaries:
Berreta 92FS
An easy to obtain off-the-shelf 9mm handgun. The 9mm rounds may take a few hits to bring down a target, but the recoil is easy to control. The default weapon for mercenaries
Walther P99
A much more difficult to obtain, but highly desirable pistol, the Walther P99 has integral compensation and a 16 round magazine. Available at level 2
S&W M4506
A civilian market 45 caliber handgun. The 45 caliber rounds are far more deadly, but they come at a price to magazine capacity and recoil. 8 round magazine.
Available at level 3
Other weapons may be added later, such as.....
The Desert Eagle 44 magnum.
Newer 45 caliber pistols with higher magazine capacity.
MP5K PDW and MAC10 are in limbo. They may be added, but restricted to certain maps, along with other more powerful weapons.
Security Cameras
One of the most interesting dynamics I have planned, these would add a very interesting element to gameplay. I need brians line of sight code first.
These camera�s are distributed by the security agency. They feed back to automated monitoring stations in the headquarters. Any intruder spotted by one of the cameras will auto radio a message to all on site officers. Mercenaries will need to shoot out the camera�s in order to avoid detection.
I'm all ready to drop the army idea, and go with this which is far more origional. Better yet I can use 3d ironsights, which wouldn't be possible with rifles in the currant dim3. Because things dissapear when they get too close to the screen. I shouldn't have that problem with pistol sights since they are much farther out from your eye than rifle sights.
What do you all think?
