Well not wanting to jump the gun but here are my current planned projects that I hope to build for HoS. I aim to create a realistic modern warfare mod dealing predominately with recent conflicts eventually moving to cover (real and hyperthetical) operations from the 1990s onwards, the mod would come in the form of modules dealing with specific theatres or timeframes. The initial of these (and depending on there success) would deal with NATO and Coalition forces in Iraq and Afghanistan with the focus being on British/American marines & army and Canadian troops in the latter theatre. Development of other theatres would depend on interest and on the establishment of a dev-team. The emphasis will be on Coop, objective and AAS style gameplay, the hope is that they is room to create expansive maps that allow a degree of freedom and room for pilots, vehicles and support roles such as triage, artillery and transport (with rank based rewards).
In addition if HoS SDK can support advanced features then I would strive to recreate all modern features you'd expect eg. nightvision, thermals, IR etc. In the case of aircraft (again if do-able within the engine without being compromised) a realistic model will be developed for rotatory and fixed wing (and there appropriate systems).
The final item would be to re-create body armour in the most appropriate and immersive way (as not to become artificial or forced) and to give players a degree of customization in there uniform and weapon selection (Again based upon real world experiences none of this gucchi CoD style stuff) this may include mixed body armour, mixed camo's (Eg. US Army might have BDU/DCU gear mixed with ACU), chest rigs, head rigs etc. The aim to represent an body of soldiers who are part of the same unit at a glance but look much individual closer up. In the case of weapons the hope is to represent additions in a realistic way that effects combat performance without resolving to heavily on traditional gameplay buff/debuffs - eg. a frontgrip will not give you a 5+ aim boost but it might make it easier to aim after quick movements for close engagements.
A quick note about weapons, they will be pre-zero'd to there most effective range, for carbines and rifles this is generally 300-450m; thus the importance of roles and calibre become important.
Essentially I'm striving to create the most realistic shooter without it becoming bogged down by overbearing controls or mechanics; for example if possible I'd like ammo count to be down by having the "eyes" of the player forced to look at the chest rig to count the individual mags, but make it so its doable in a split second (so a minor special effect to subtly highlight the mags) in addition I'm not afraid to look to where other games have advance the gameplay further even there not necessarily part of the same genre such as mimicking Bad Companies destruction (if do-able) or using mechanics that are 100% game based (such as tagging a enemy to help with visual coordination). In the event that certain features cannot be created or represented in the manner desired then scripted, off-map functions will be created instead (this might concern air strikes, artillery and all air based content) Again to use these functions realistic measures would be undertaken (grid referencing etc).
I say this a maybe announcement because they are many unanswered questions about what is possible within the framework of the HoS SDK, I can't create a mod portraying modern warfare for example if nightvision can't properly implemented. Basically I have a list of criteria that unless matched would make any modern warfare mod unpalatable, the reason for this post is the garner interest and hopefully answer my own questions about what is possible.
To re-cap - A mod thats about modern warfare, recreates modern combat systems and is going to be objective & coop orientated.
In addition if HoS SDK can support advanced features then I would strive to recreate all modern features you'd expect eg. nightvision, thermals, IR etc. In the case of aircraft (again if do-able within the engine without being compromised) a realistic model will be developed for rotatory and fixed wing (and there appropriate systems).
The final item would be to re-create body armour in the most appropriate and immersive way (as not to become artificial or forced) and to give players a degree of customization in there uniform and weapon selection (Again based upon real world experiences none of this gucchi CoD style stuff) this may include mixed body armour, mixed camo's (Eg. US Army might have BDU/DCU gear mixed with ACU), chest rigs, head rigs etc. The aim to represent an body of soldiers who are part of the same unit at a glance but look much individual closer up. In the case of weapons the hope is to represent additions in a realistic way that effects combat performance without resolving to heavily on traditional gameplay buff/debuffs - eg. a frontgrip will not give you a 5+ aim boost but it might make it easier to aim after quick movements for close engagements.
A quick note about weapons, they will be pre-zero'd to there most effective range, for carbines and rifles this is generally 300-450m; thus the importance of roles and calibre become important.
Essentially I'm striving to create the most realistic shooter without it becoming bogged down by overbearing controls or mechanics; for example if possible I'd like ammo count to be down by having the "eyes" of the player forced to look at the chest rig to count the individual mags, but make it so its doable in a split second (so a minor special effect to subtly highlight the mags) in addition I'm not afraid to look to where other games have advance the gameplay further even there not necessarily part of the same genre such as mimicking Bad Companies destruction (if do-able) or using mechanics that are 100% game based (such as tagging a enemy to help with visual coordination). In the event that certain features cannot be created or represented in the manner desired then scripted, off-map functions will be created instead (this might concern air strikes, artillery and all air based content) Again to use these functions realistic measures would be undertaken (grid referencing etc).
I say this a maybe announcement because they are many unanswered questions about what is possible within the framework of the HoS SDK, I can't create a mod portraying modern warfare for example if nightvision can't properly implemented. Basically I have a list of criteria that unless matched would make any modern warfare mod unpalatable, the reason for this post is the garner interest and hopefully answer my own questions about what is possible.
To re-cap - A mod thats about modern warfare, recreates modern combat systems and is going to be objective & coop orientated.
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