We are actively walking a fine line between accessibility and immersion. Our research into both fast paced action shooters and mil-sims allows us to combine these separate styles of play into one coherent experience. This means FPS players will be catered to a grounded, hardcore combat experience that is smooth without the clunkiness expected of realistic shooters. Our intent is to have an immersive PvP simulation that accurately reflects the experiences of modern combat while allowing casual players a smooth transition between the arcade shooters they are used to and The Theater. Each in-game mechanic serves this goal of immersion: quick time to kill, squad based teamwork, the introduction of collateral damage, management of mental health, and the symbiotic relationship between officers and soldiers.
We look to streamline the RTS side of gameplay to allow seamless interactivity over a focused UI. Each function and action as an officer is stripped to eliminate clutter. You will watch over the map and its occupants as you would a chess board. Using our user friendly menu design, officers will easily be able to buy soldiers/equipment, place said soldiers/equipment in squads, then order those squads to their operations, all in a matter of seconds. On screen you will be given all the information you need to succeed in combat, the question is how you use it.
The goal of either officer is to to establish control and subjugation of both the enemy officer and the map itself. The measure of control and success is in the funds and objectives either officer possesses. Whichever officer has a greater hold over these things will have the ability to push through the enemy's front, take control of their FOB, then the winning officer is rewarded by the exclusive pleasure of executing the losing commander.
At the start of a game, each officer starts off with a budget of $50,000-60,000 (we are still fine tuning this). With this cash they may establish squads, buy which classes of troops they want, what troops and equipment should go in the squad for the first moments of the match, and buy whatever other toys they may desire. Throughout the match, every thirty seconds a payday comes for both officers, at its base being $5,000. The map has a multitude of capturable areas, with each area comes a percentage point boost for your budget. Meaning that the officer with the majority of the map will be gaining upwards of $10,000 more than the enemy officer, granting them the means to win.
Each class and tool of the battlefield plays a part in the order of war. You will need to think before you buy. What strategies will you use? Are you going in for the slow game, or hard and fast? Will you invest more in heavy armor or equipping your troops the tools to counter enemy armor? How much will you save to counter the enemies plans?
All of these questions must be asked when developing your game plan. Think of the officer's gameplay as an evolution of the chess board. You must order your troops proper, equipping them all the proper necessities to finish the match. You won't even need to invest in a microphone to command your army, just send your commands and your squads will get their orders.
As a soldier, it is your job to play as a team and ensure the officer's plan is followed through. We do not score based on kills, you will be rewarded based on your ability to follow orders in the ring of combat. While this does mean less player freedom, it ensures greater variety in gameplay and greater opportunity to test your smarts. Every match is a new experience, it isn't a computer telling you what to do but a real player. Similar to a coach / player dynamic, you'll get your gameplan and tools to accomplissh it, it is then the job of you and your squad to complete the objective in whatever means at hand.
Each piece of the puzzle is pivotal to success. Each class, weapon, tool, and vehicle has their purposes. Here is a list of all classes planned to be listed and their role in combat:
Scout: Lightly armed and fast / can record enemy intel (troops, vehicles, etc) that will inform officer of the enemies arsenal.
Close Quarter: Short range fighters / only class that can capture building objectives.
Combat Medic: Mends heavy wounds / can save dying soldiers for a return on officer investment.
Assault: Medium range fighter / only class that can capture territory objectives.
Sniper: Long range fighter / any objective they are positioned in become uncapturable.
Suppressor: Totes an LMG / suppressed objectives give a reduced boost.
If we do our job properly, there will not be a single inch of fat in our game. Each class and job you will play in has a significant role in the game. Even in the heat of overwhelming battle, your influence and support will have a role in the fate of this operation. It is important to not view this game as an action shooter. Out there, you die quick and dirty if you go in guns blazing. This is survival. When in between orders, its best to lay low and defend yourself how you can. Just watch your back, America has gone to hell.
Feedback is encouraged
This is a game being made by war game fans for war game fans. This means that we want you to let us know what you like or dislike about the concept, as well as ideas for features or mechanics so that we can make a great game that users will enjoy. You can reach out to us at thetheaterofficial@hotmail.com or by clicking here