SPERONER Pediatrician
Number of posts : 14 Age : 25 Reputation : -1 Points : 4644 Registration date : 2012-03-28
| Subject: SOCOM 1 & 2 Creative Director Making SOCOM-Like Game H-Hour! Tue Jun 25, 2013 6:19 pm | |
| They are raising money on kickstarter right now. They are at 50% of their goal.http://www.kickstarter.com/projects/1687497632/h-hour-worlds-elite-0 Details: - Quote :
- Release / Important Date(s)
- Full release January 2015, but i'm hoping they move it up to Nov 2014.
- There will be a Developers vs Kickstarter Backers tournament at some point.
- Mobile app March 2015 (tentative).
- Single player is scheduled to launch 6 months post the multiplayer release of H-Hour. It is likely to be less than 20hrs of gameplay, DLC will add to the single player.
- First H-Hour DLC will launch 3-4 months after the initial release.
Beta Timelines
- There will be a beta for PS4.
- July 2014 (closed beta - early kickstarter backers, etc.)
Technical
- 7.1 Surround sound.
- 1080p on PC and PS4 @ 60fps.
- Patching / Content will generally be simultaneous, however patches may be developed per platform to fix bugs.
- LAN play will be available.
- There will be no map editor, however you can make your own maps, for LAN use.
General
- H-hour will be very akin to SOCOM I & II: realistic, tactical, close quarters, but certainly fun ("arcadey" where necessary).
- Game will ship as a multi-player experience only, at first. A campaign will follow down the road.
- H-Hour will be round based.
- H-Hour will only take 2-3 bullets to kill, keeping the game tactical and cover based.
- H-Hour will be 3rd person, with a 1st person view ala SOCOM I & II (Zoom), the camera will be centered behind the back, like old SOCOMs.
- There will be similar maps to some of our old SOCOM favs, but of course will different names and likeness to limit liability (ie, being sued).
- Vote to Kick (thank GOD!). Will address the issue of votes giving warnings to alive team-mates.
- DLC will always be free for "maps, guns, etc." (aka: non-exclusionary & non-pay-to-win). Vanity, etc., will be paid for.
- Every map will be focused on a particular game mode, if it happens to support more than one game mode naturally, it will, otherwise there will be one map per game mode - ala SOCOMs of yore.
- There will be 2 DLC packs per year (currently scheduled).
- Personnel / Characters: Special Forces (globally) vs Terrorists (awesome!)
- May have a training mode to play SF vs SF, but all other games will be SF vs Terrorists
- Lean will return, ala SOCOM I & II, no sticky cover system.
- Victory Dances of course will return, along with taunts and more...
- After action reports with detailed stats / anayltics (largely built from the server backend and may be delivered as long as a day after game complete). Basic stats will be displayed at end-of-game screen.
- No vehicles in MP.
- All weapons will be available from the start of the game (no-unlocks).
- There will be customizable taunts: text & possibly speech.
- Customizable dances!
- Game modes will be 8v8, larger modes are still under consideration.
- Rounds will be alternating (for now, per Sears).
- Map sizes will vary, ala SOCOM II.
- There will be segmented lobbies (ala SOCOM II) whereby the top 1% can play together (Admirals) , the top 10% can play together (cookies & wings - commanders & captains), top 50% can play together (Lieutenant), then everyone else.
Gameplay "Feel"
- No health regen (thank God!)
- Strafing is likely in the game - Sears stated that he likes it!
- Movement and running speed will be similar to SOCOM II.
- Likely no body armor.
- Jump to climb.
- Re-load animations and weapon swaps will happen at "special forces" speed. AKA really fast, but still realistic.
- Draw distances will be more realistic than SOCOM I & II.
- Seeing around walls is confirmed via a static 3rd person camera, ala SOCOM 1 & 2.
- Grenades will have to be selected via gear switching ala SOCOM I & II.
- There will be a quick select, custom available by the user (pick 2 items for quick select) at the beginning of each round (may have a default option as well).
- Melee / knifing is not likely. But the knife may come to be a discrete weapon.
- The game will feature push 2 talk.
- You can open and close doors!
- May have limited or no environment (aka wall) destruction due to how it can be abused online due to changing cover vectors from debris / lag.
- May not be able to throw grenades from either hand.
- Limited ammo count (no exact number, will vary slightly per mag size).
- There will be asymmetrical maps (the demo will be asymmetrical as well).
- Analogue stick will be used for analogue based running; faster as you push the stick forward.
- Grenade arc is currently in. Hopefully we can get rid of it lol
- No encumbrance planned ATM.
- Proxity chat is in!
- There will be ghillie suits (like in DLC).
- Weapon equipment (attachments, etc.).
- Likely infinitely hand-gun ammo.
- There will be a thermal scope.
- There will be tie-breaker style maps with very balanced layouts for either SOFS or Terrorists.
- Night maps are in.
- Ligths can be destroyed, affecting the lighting.
Discrete Features
- There will be separate rankings for non-traditional SOCOM players, which don't affect lobby access.
- "Eshla grenadaaa" is in!
- Weapons will have attachments.
- Backblast from rocket launchers is in.
- Medleys will return (composite of most game modes)!!!
- The game will feature a ton of stats / analytics on player performance (exposure analysis, cooperation, responsiveness to orders, sportsmanship, hits, hotzones, etc), & clan performance, probably akin to KZ2, with a lot more stat tracking and details.
- Spectator slots will be available for matches on top of the 8v8.
- There will be BADGES! to show off your good or bad, deeds - ala MAG
- H-hour will have dedicated servers, not player hosted.
- Anti-cheat systems will be in place as well as analytics to identify "superhuman" behavior which can be auto-flagged and banned.
- There will be a clan ladder system and in-game clan battles.
- Lobby GFTU (green up) aka ready to play game will be a feature, likely after 70% green- game will launch ala SOCOM II.
- Mobile App for clan management / community features (leader-boards, analytics, etc.)
- Shooting will be from the hip with cross-hairs, to zoom you must hit up on the d-pad ala SOCOM I & II.
- PS4 & PC players may co-exist at some point, it's under research.
- PNM mines will return in H-Hour.
- Lobbies: text chat & voice chat will be enabled (no word on P2T or Open Mic in lobbies, likely P2T).
- There may be some extra "bonus" content, ala SOCOM I & II with videos.
- There will be blood.
Ranked Games
- No re-spawn in ranked games, but again, there will be options for non-ranked / custom games to have respawn on as an option- ALA SOCOM I & II.
- Grenade launchers are not in Ranked games, but allowed for custom games. No word on un-ranked "standard" games...
- Infinite Tie Breakers are in ranked, but there will be options for non-ranked / custom games to have an easier system.
- There will be a main ladder for ranked games which are to be similar to SOCOM II.
Room Customization
- In non-ranked games you can choose the number of player for each side down to 1v1...
- User created rooms with savable configs, ala SOCOM II.
- Custom Ranked rooms is open to the community
- Overall room customization will have features similar to SOCOM II, with some additional options:
Clan Features
- There will be practice modes for clans and players in general.
- There will be a clan constitution.
- Detailed clan management features with different roles (ala Dust 514 / Eve).
- Built-in clan match rooms / lobbies.
- Built-in clan forums / communication features.
- Every clan will have a dedicated clan room that enables larger than 16 players.
- There may be a clan-deploy option (not clear yet).
- There will be in-game clan battle & tournaments with moderation capabilities.
- There will be a ranked clan leaderboard.
Single Player
- Co-Op may come later after SP launch.
- SP AI will have a sense of emotion: fear, surprise, anger, etc...
Game Modes
Grenades
Deployables
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