These are features we would wish to put in the game past the initial proof of concept. The base game that is currently mid development will not contain most of these mechanics, since we are stripping down to the core concepts. With the readers support however, we can implement as many of these ideas as possible.
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Rather than a single health system, there is one overarching health bar that takes into account multiple health bars that correlate to different body parts.
Main Bar
Shots to the Torso and head will directly affect main health. Losing blood in other health bars and unpatched wounds in torso and head will also lead to main health draining. Full loss of main health bar results in loss of consciousness and death (to be really interesting, eye damage causes vision loss and ear damage results in hearing loss).
Arm Bars
Shots to either arm will result in slight damage to the main core and major damage to the arm cores. Enough damage received results in either crippling or dismemberment. Depending on arm condition, gunfire may be unstable, having to use a pistol, or even total failure with only the ability to walk
Leg Bars
Similar to arms, leg damage at first causes a limp, moving towards hobbling and stumbles, to no longer having the use of your legs. Crawling is still an option.
To properly simulate real warfare, the arena must change with the battle. Based on the officers orders and soldiers actions, the battlefield will shift and change with the destruction of battle.
Level of Destruction
Though it is a massive feat, we envision a fully destructible battlefield. Each building, street, and inch of soil can be uprooted, demolished, or blown to small pieces in epic fashion. As the war plays out, players should be able to see the impact they have made on the world around them. It also helps to deliver an excellent visual example of the consequences of war.
Impact to Play
From destroyed cover, to creating foxholes, environmental destruction has a massive effect on the state of play. A fortified objective is no longer a certain thing, and an impenetrable stronghold is a myth. With a destructible enviroment, the map is always evolving, meaning that players will always need to change their game plan to fit the new demands. To put it simply, it means there is never a dull moment.
Tactical Advantage
As an officer, one must take into account the fragility of the world around them. It is the winner who uses the environment to their advantage. From ordering C4 be placed underneath a bridge, or to fire morter shells in an open field to create jump points for ones soldiers. The possibilities are endless, so there can always be a new play to be made.
War tends to breed innovation, for better or for worse. In The Theater, we intend on offering a full repertoire of controllable vehicles, ranging from fast transporters to horrific wielded destroyers.
Speedy Advantage
Since The Theater will possess open battlegrounds with some distance between a teams spawn bunker and their squads objective. An officer should certainly consider investing in troop carriers to shorten the time it takes to capture the objectives. From one man ATVs, to trucks holding 8+ warriors. It is the aggressive team that reaps the rewards.
Overwhelming Power
If your willing to spend the extra dime, there is very little substitute for a battle tank. From infantry focused destroyers riding on wheels, to slow and heavy cannon monsters moving along their tracks, nothing has quite the psychological punch to the on field trooper than an approaching tank. Don't be too eager now, these behemoths are EXPENSIVE and not indestructible.
Counters
Tanks always have right of way. Troops will need to seriously consider their options when approached with a tank. An officer who deploys scouts with their squads will know the threats and can be given the chance to react. Proper officers will give his/her squads the proper equipment for dealing with these threats, and even assign squads the specific order for taking out certain vehicles. Please note that tanks may be used as a diversion.
At one side you have fighters, on the other you have fighters. What about the middle? There is such a thing as collateral damage in The Theater. If the soldiers and officers are not careful, their possible abuse of the civilians could have unforeseen consequences.
Passive AI
These were average Americans, just looking to live their lives in peace with their own dreams and aspirations. This world of theirs is flipped upside down, now they only wish to survive. The average civilian is looking to get out of your way with their suitcases and family. They have no desire to disturb the foreign invaders, as the risk to themselves and loved ones is too high. They will not just stand by idly waiting to be shot, they have agency.
Antagonizing Civilians
This is a time for madness, and as the player you may decide to partake in the atrocity. There are a variety of ways to make the local populace suffer more than they already have. Officers may order property to be destroyed, or to incapacitate civilians to open up locations for capture. It is the soldiers though that have the most effect. Whether intentionally or by mistake, the FPS player may commit war crimes in the form of civilian murders and executions. Besides the personal damage it does to a players mental health, harassing and assaulting civilians have their consequences to the match.
Insurgents
When pushed, passive civilians will fade and in their place will come aggressive militia. The enemy AI insurgents have a single goal, kill the invaders. This guerilla force may not seem too troublesome at first, with only a few spawning in with handguns and shotguns. As the match progresses though, and war crimes continue, insurgents will continue to spawn in greater number and with better gear. They will use IEDs, attack from hidden positions, appear at first as passive AI, and worst of all possess the potential to spawn anywhere. Responsibility should be considered, as these insurgents will specifically target the team that harasses them the most.
For the first time in a multiplayer FPS experience, the soldiers mental health condition becomes an important factor. While we can't cover the long term extent of shellshock, we can give the players an intimate look at the immediate effects of trauma through this gameplay mechanic. While its functions may not be completely accurate to the actual symptoms of PTSD, we can deliver a gritty visualization of what it is like for the human body to break down into survival mode when placed under the right conditions.
Trauma is sparked from various sources:
Executing civilians
Witnessing civilian death
Experiencing intense physical trauma
Prolonged exposure to stressful situations (gunfire, bombs, destruction, etc.)
Squad mate casualties
No treatment of conditions (using morphine, suppression psygarettes, switching soldier at camp with a fresh one).
Gameplay will change depending on your level of trauma:
Noise and color become blurred and warped
Voices, screams, bombs dominate hearing
Controller layout is warped, reaction times are slower, shacky aim.
Messages displaying character thoughts and issues are displayed where traditional squad orders would be displayed, distracting player
Eventually, enemy soldiers and allied soldiers are warped, friendly fire is activated.