Unnamed Cold War Shooter design
3 October 2022
My Game: A Cold War FPS
Except it isn't really Cold War, but more or less. Same time period, just a different conflict.
Historical Background(???)
With the theories of Adolf Hitler running away to Argentina, I decided to build a story upon Hitler marrying a nurse to have her continue his world domination venture. She works at an orphanage, and in this story Galtieri decides to invade the Falklands a couple years earlier than his real life counterpart, more specifically, in 1964.
Between the end of WWII and the start of Falklands, Ms. Hitler would take the older orphans and have them stand in as spies for her and her husband's plan, gathering intel from weapon prototypes, and plans for industrial and military facilities.
Weapon selection
The weapon selection is pretty varied, consisting primarily of 80's to modern era weapons, given a touch up so they fit the time period, along with some WW/WWII era guns, some names are changed to whatever as long as we avoid trademarks, but others have already been relocated to an in-game entity. Likewise with some weapons chambering and names of real life calibers.
Some of the weapons that are confirmed to be in the game are:
- Actual name | In-game name | Caliber
- Kriss Vector | K1n Vesper | .45 Auto
- M1 Garand | M1 Rifle | 7.62 Pact
- M1928 Thompson | M1 Sub Machinegun | .45 Auto
- MP5 | MK-9 | 9x19 Pact
- Taurus Raging Judge | Verdugo | .454 Maduro
- Q Mini Fix | 300 SU-s | .300 Sub
- Q Honey Badger SP | 300 SU-i | .300 Sub
- Barret M82A1 | WC50 | .50 BMG
- FAA 81 | FAA 81 | %.56 Pact
- FAMCa | FAMCa ¹ | 7.62 Pact
- FAMTD | FAMTD ¹ | 7.62 Pact
- FN Five-seveN | FMFLB Servicio | 5.7 Belga
- Mauser Schnellfeuer | FMAP Modelo Chino | 7.62 Self Loader
- Mauser Kar98k | FMAP M98Ca | 7.92 Pact
The "Pact" and the Triple A
The two greater factions in the game's campaing are the Triple A(Antartic Army of Argentina), and the Pact, which serves as main antagonist of the story, althought it's role is technically benign: they are the game's NATO, an alliance of nations made in order to stop the Fourth Reich. The Now reformed Germany is part of the Pact, while the fresh-out-of-killing-nazis Russia decides to join the AAA due to their own conflict with the United States.
Aside from the core plot of the World War Three, an internal conflict is started in Rio Negro, Argentina: Two parties with opposin ideologies, while both in accord to the Neo Nazi uprising, their concept of how the war should be carried over causes a province wide war. The two parties' leaders are head of industries for the Nazi Sponsored Arms Research, one side having the owner of Artillery Research and Manufacture, while on the other roster, the Director Research and Development at BioIndustries sits on power. The protagonist, through explicit choice, in game actions and gameplay style will get attached to one of these parties, providing bonuses in the sense of extra equipment and boosts for missions.
Gameplay level
The game is divided in three loops:
- Story Scenarios: The player is put in a linear level, with a predesigned route and flow. The story is presented via environments and set pieces, with no cutscenes planned.
- Multiplayer Arena: Small maps where players will play together in teams against each other or AI depeding on the gamemode. Planed gamemodes are: Free for All; Team Deathmatch; Rave;
- Sandbox: A large scenario the player can visit in between Story Scenarios or stand alone. This serves as playground for players to try different weapons, movement, Multiplayer and Story loadouts, as well as samples of most gameplay mechanics in the game.
The Multiplayer and Story modes feature a loadout system where the player can customize a Primary Weapon, a Secondary Weapon, Equipment, Tools, and Modifiers(More in "Loadouts" section).
In Multiplayer Arena, players also have access to an Industries Merchant, who will offer external support in exchange for match Cash(More in "Industries Merchant" section).
Rave is a PvE mode where players get AI kills and keep moving to increase a RAVE meter. Each second the player will get points based on their RAVE, if RAVE reaches zero, the player will lose some score and respawn.
Loadouts
The Loadouts menu will offer seven optsions to the Player:
Primary Weapon: The player may choose between:
- Carbines: The main weapon type, things like the FAMCa and the 300 SU-i fit this description. We will used the Argentine definition of carbine, where a lot of rifles and SMGs would fit.
- Specialized Rifles: Antimaterial weapons like the WC50 and Designated Marksman Rifles like the M98Ca fit this description. Mostly higher damage at the cost of mobility and swiftness.
- Pistols: Short guns mainly operated in one hand, variable in terms of damage, but good mobility. Machine Pistols will be included in this category by Argentine definition, like the MP5.
While currently there are no shotguns confirmed, they may become an option sitting in between the power of Specialized Rifles, but bearing the mobility of Carbines.
Secondary Weapon: Restricted to a Pistol category weapon.
Equipment: Lethal options given to the player in small quantities, used properly, they may offer great advantages in the field, save you ammunition on a kill or offer some defense when your weapons aren't loaded, the lethals available are:
- Frag Grenade: 3 second fuse starting when the grenade is thrown. The "spoon" isn't released while holding the grenade.
- N6 Gas: A cloud of gas that harms enemy players and the user slowly over a small area of effect.
- Radar Pin: A beacon that will stick to a surface and locate nearby moving enemies, will deal damage when stuck into an enemy and briefly reveal enemies in a larger radius before working like normal.
Tools: These are meant to aid the player outside of damage dealing, these help the player both in rushing and camping playstyles, encouraging teams to mix both types of players. Confirmed Tools are:
- Adrenaline Injection: For the next 5 seconds the user will receive a small regeneration buff as well as a minor speed boost.
- C-Shot: A syringe with cocaine extracts, will cut the user's Max HP by 15% of the current Max HP, until the player respawns, in exchange, the player won't be affected by flinching, will receive a major speed boost and damage absortion for a short period.
- Tether: A placeable trap that will stop players who walk through it, and will slow down sprinting targets until they stop running. The duration is short, but the sound it makes is enough to alert the player nesting near it, even if there's a wall between the Tether mined entrance and the sniping player.
Modifiers are divided in three cateories, Meta, Support and Offense. Not many are decided yet, so I'll keep this list with just the ones that are set in stone.
- Offense:
- Equipment x2
- Tool x3
- Quick Ammo Replenish: Ammunitions will be awarded to a player on each kill(Half a maazine per kill) and over time(A full magazine after each minute), this Modifier will double the kill reward and halve the time for passive ammo rewards.
- Support:
- Low precision: location reported by enemy radars will be offset randomly.
- Silence of the Tomb: Footsteps are quieter.
- Meta:
- Bandit: Faster pistol reloads. Double the ammo on each weapon when using two pistols.
- Cash Cow: Earn double the Cash when not performing kills for 30 seconds. Timer will reset on kills.
Industries Merchant
The Industries Merchant will offer supports similar to what Call of Duty achieves with Streaks. Instead of the usual Streak system, Cash will be earned through the match, and while a penalty is put for dying, Cash won't reset back to zero. A player can set 4 Products from the IM, and buy them in any quantity and order in the match.
Current Industries Merchant's Products are:
- 550 | Jammer: Enemy team's UI disabled
- 1200 | Minigun
- 1250 | Precision Strike
- 2100 | Offsite Radar
- 2600 | Sweet Talker: A missile launching sub machinegun.
- 2750 | Hydro-N6 Jet: Pressurized stream of N6 gas.
Cash will be awarded on these events and quantities:
- 5 | Landing a shot
- 50 | Limbshot kill
- 70 | Bodyshot kill
- 115| Headshot/ Melee Kill
- 60 | Assist
Together with the IM, players on a 35 Kill Streak will automatically call a match ending sequence.
¹ The FAMCa is an Argentine carbine based on the FN FAL. FMAP got the rights to manufacture and derivate the design of the FAL via a contract with FN HERSTAL. Four variants of the FAL were produced in Argentina: FAMCa, carbine model for armored, mechanized and mountain troops; FAMA, assault model for paratroopers and special forces; FAMTD, designated marksman model, fitted with either an FAP or FAL barrel, depending on either FAMTD heavy or light barrel variants. Currently a "definitive" model - FAMCa sized barrel with FAMA's Magpull stock is being used.