Features
Classes - Different classes to mimick actuall combat during the war. Classes range from Infantry to Machine-Gunner, Support (aka "Combat Mule"), etc.
Veteran System - Like the RO2:HoS Hero system, Veteran players will become a serious danger to the enemy. Their presance in a objective being captured increases the capture speed by 20%, for example, along with other bonuses.
Battle Promotions - Desperate times call for desperate measures. If your team is taking a beating and you are being a good team player (no friendly fire, ressuplying teammates, warn squad of spoted enemis, etc.), you can select one of the full classes to help support your team and grab the victory.
Realism - Weapons and players behave in a life-like fashion to enhance the gameplay experience.
Battle Simmetry - Not all wars are fought by nations of similar power and tactics, and the Colonial War is no exception. Server admins can select from 2 options : Simetric (both teams have same amount of reinforcements) or Assimetric (Portuguese Armed Forces have a significant smaller amount of reinforcements but communicate a lot faster and use Anti-Material equipment faster)
Spawning - Ability to choose your spawn location from predetermined points or in the vacinity of your Squad Leader (unless you choose a class that is allready filled in your squad)
In-Game Map - Your will phisicly open an actual layout map of the current level (like the
Resistance and Liberation Source Mod) (only areas viewed by your team is visible, the rest has
fog of war, similar to unexplored areas on RTS' like Starcraft).
Delayed Messages - Killed enemies and teammates showup with a delay, relative to the proximity of the kill/death in question. Commands/chat by players is also slightly delayed (except for the Commander wich will not be afected).
Man-Tear Music - In-Game music has a dark tone to enchance the brutality of battle. A comparison of the variety could be Adagio for Strings (sad, brutal moments) and the Old KF Mod 1.1 Main Menu BGM (hardcore, adrelanine racing, fastpaced combat).
Classes
Commander - 1 per map. The Supreme Leader of each team that dictates the major moves in the battlefield. Can order artilery strikes if necessary. Their presence in a objective being captured (even tough dangerous) will cause the objective to captured at a speed 300% above normal.
Squad Leader - 0-3 per team, in charge of commanding a up-to 11 man platoon. They are the right-hand men of the Commander, helping him in commanding the troops.
Recon (Veteran Class) - 0-3 per team. Recon were a bit common due to most of the battles being fought in swampy and bush areas. They play a special role in informing teammates aswell as Officers about the location of pockets of resistance (like MG positions) aswell has being the teams Marksman's.
Machine-Gunner - 0-2 per team. Heavy support, in charge of delivering heavy and sustained firepower on enemy troops.
Support (aka Combat Mule) - 0-3 per team. Their job is to ressuply teammates, deliver info to Squad Leaders and the Commander. Plays a special role in helping Machine-Gunners, helping them reload, unjamming and moving their MG's. An MG'er best buddy, basicly.
Combat Enginner - 0-2 per team. Their job is to take out MG positions, clear objectives using mortars and detecting and defusing landmines.
Infantry - Standart soldiers with a Battle Rifle. Equivelant of the "Rifleman" class in RO. No amount limit.
Game Modes
There will be several game modes so the game isnt' repetitive. Most maps won't have support for all game modes at launch but will be added in future patches after the mod is out.
Demolition - Like the CS "Defusion" game mode, the Guerrilas will place a bomb (in this case a special land-mine) and the other team is tasked with finding it and quickly defusing it.
Maps
Cliff (Rhodesia) - Test map. Will most likely feature all types of terrain for testing porpouses and also for fun.
Canjambari (Guin