Game Design Document
From PrivateWiki
Note: This game is heavily inspired by FA2.5 and the reader may take FA2.5 as the basis from we derive this game.

[edit]Primary Design Parameters
The core gameplay will be fast-paced team run'n'gun with secondary objectives.
A cornerstone in the design of this mod will be to not have "playing smart" conflict with having fun, by giving the player initiating contact at least parity.
Proper gameplay will be clearly defined at the game level so that once shipped any play that is allowed by the game is considered proper gameplay. (For instance, this might be taken in contrast with unaddressed 'bunnyhopping' and 'spawn camping' debates in FA).
The game shall reward aggressive play.
The gameplay will be structured to be as unambiguous and logical as possible.
The game will strive to reward player skill as much as possible.
The game will strive to remove success based on random events (eg. grenade spamming).
The game will be fast paced.
The game interface will be as 'thin' as possible to avoid the feeling of any intermediary acting between the player and the player's character.
The game will seek to allow the player's character to move and accurately shoot as quickly as the player can provide input. (eg. there will be no accuracy modifiers for movement, no recoil effects, player speed will be high, etc)
[edit]Gameplay
Maps in the initial release will include push game objectives, with other styles added in later releases. Mappers will be able to:
Give individual players points for capping a ps_point. (Not necessarily the same for each team.)
Give and/or remove team reinforcements for capping a ps_point. (Not necessarily the same for each team.)
Give individual players points for holding a ps_point for a certain amount of time. (Not necessarily the same for each team.)
Give and/or remove team reinforcements for holding a ps_point for a certain amount of time. (Not necessarily the same for each team.)
Reset the map when a team caps all the points.
Except in the case of kneeling, in all other positions and irrespective of motion, gun accuracy will stay unmodified from the default accuracy in the standing position. In the case of kneeling, accuracy will be increased as in FA 2.5.
When reloading, the magazine inside the gun is 'refilled' to full, and the bullets used are subtracted from storage. So, if a player was reloading a 30-round magazine with 10 rounds left, 20 rounds would be moved from storage to the magazine.
OR-implimentation of a true magazine/merge system, if time permits.
No recoil or screenshake.
No clays (clays reduce game momentum).
Grenades will be more expensive than FA.
Player may spawn with at most one grenade.
Bleeding and broken legs will be implemented, as in FA.
Armor will exist and be similar to FA3.0
Players must choose an armor class
There will be 3 classes from which to choose
Optionally, players may choose to individually add kevlar for arms, legs and head
Stamina and sprinting will be as in FA 3.0, in that:
Armor level will determine maximum stamina.
Jumping and sprinting shall reduce stamina. After stamina is depleted the player will be incapable of jumping or sprinting until his stamina rises above "red".
Stamina will be restored over time.
Stamina will not be affected by normal running, however, running speed can be reduced by stamina if stamina is too low.
There will be an "out of breath" sound when the player's stamia is too low to jump or sprint.
Players will not be able to fire guns while sprinting, but will be able to use knives.
Players will not be able go into a prone position.
The game ends once a team reaches zero reinforcements and there are no more living players. Map objectives should be "zero net", and if an objective triggers that would reduce the number of reinforcements of a team that doesn't have any, it will kill that number of that team.
If an objective is triggered that increases the reinforcements of a team that is at zero reinforcements, the reinforcements will go up, and members of that team will be able to spawn.
Players will be able to choose from among a set of skills prior to spawning. The number of skills a player may choose is determined by their score, the same as FA.
Damage will be zone specific: head, torso, arms, and legs. Damage multipliers for each zone will be modeled after FA.
The menu system will be similar to the menu system in FA 3.0.
The mod shall be kept somewhat whimsical, and include some "fun" content, like Easter eggs, audio files, and generally interesting stuff that might not be directly related to gameplay but might be discoverable by dedicated players.
[edit]Specific Ideas
Maps
Maps will be structured in order to channel players so that opposing players naturally come into contact with each other.
Weapons [NOTE: weapon choices are severely limited due to our dependence on CS:S, but performance will be inspired by the following FA 2.5 guns: AK47, G3, FAMAS, M16A2 (no gl), Benelli, Saiga (but with a lower rate of fire), MP5, Sterling, Desert Eagle, 93r (no 3 round burst?), M1911A1. For a complete list of items selectable by a player before spawning see Selectable Items ]
Assault Rifles
AK47 (no bayonet initially - it's not in CS:S)
Colt M4 Carbine
GIAT FAMAS 5.56
IMI Galil 5.56
Shotguns
Benelli M3 Super 90 Combat
Leone YG1265
SMG's
Heckler & Koch MP5 9mm Navy
Ingram MAC-10 .45ACP
Pistols
IMI Desert Eagle .50 AE
SIGARMS Sig P228
Heckler & Koch USP45 Tactical
MISC
Ka-bar combat knife
high explosive grenade
Skills:
Marksmanship 1 (increases accuracy of weapon in all positions)
Marksmanship 2 (adds further accuracy increase above Marksmanship 1. this skill is not visible unless the player has already chosen Marksmanship 1)
Medic 1 (allows player to increase the health of an injured player one time per injured player life)
Medic 2 (same as Medic 1, but with greater increase in health, can fix his own and teammate's broken legs, this skill is not visible unless a player has already chosen Medic 1)
Nomenclature (decreases reload time - there are issues regarding this and weapon animation. In 2.5, decreased reload time did not sync with the reload animation and I think that the only solution for this is to have two different weapon reload animations. because we're using CS:S models/animations for this release, this may not be an option. hence, we may have to choose to keep this feature and accept that the visuals do not sync or postpone it until we are no longer dependent on CS:S models)
Battlefield Agility (prevents leg breaking, increases stamina)
Stealth (removes (or reduces the loudness and radius?) footfalls, gives a bonus to the knife, and enables silencers on some weapons?)
Miscellaneous
Default player running speed will be 300 and sprinting speed will be 340.
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