THQ's Homefront 2/Smartphone Gameplay Mechanics

Document Status: Green [Ready for implementation]
==Goal==
*To present methods for how the smartphone could be integrated into the core minute-to-minute gameplay of Homefront 2
 
File:SGM1.png
==Enemy / Intel ID==
How does it work?
*Through the smartphone camera view key information is presented to the player including nearby enemy positions, resistance troops, objectives, resistance stashes, drone consoles, and hobo symbols
*Moving and zooming the camera to highlight these entities will provide additional information in accordance with the Resistance database (such as details of the drone type or the meaning of hobo symbols)
*Putting the camera away will leave subtle icons above these elements for a short time in the game world, allowing the player to monitor enemy movement and locate resistance stashes without needing the camera or radar equipped
Why is it a good thing?
*Promotes (and rewards) a more tactical, considered form of play
*Allows the player to locate, identify and react to key points of interest in regular gameplay quickly, without needing to continually consult an additional device
 
File:SGM2.png|Visible intel will be highlighted through the camera
File:SGM3.png|Icons will remain for a short time after the camera is holstered to allow the player to carry out their approach (see red icons in image)
==Building the Resistance Database==
===Enemy Intel===
How does it work?
*The smartphone camera acts as a mechanic for building data entries in the resistance database (RD)
*Highlighting enemies with the camera will display information about that enemy type from the RD including weapons carried, armour levels, weak spots, etc. However only fragments of this information will be available from the start of the game
*The RD will call out the required camera images needed to build up any missing Intel, with each picture needing to be of a specific attribute in order to acquire the relevant data, eg:
**Photo of Enemy Weapon – Acquires Intel on the carried arsenal
**Photo of Enemy Armour (Front) – Unlocks Intel on armour level and any weak spots
**Photo of Enemy Back (Back) – As previous but for rear armour
Why is it a good thing?
*This mechanic can also be used to unlock special abilities related to the enemy type, eg:
**Photo of Wolverine Control Box – Unlocks a Wolverine melee takedown ability
 
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File:SGM5.png
===World Fiction===
How does it work?
*Scattered throughout the mission environments are hidden objects that reveal backstory information in the Resistance Database
*The number of hidden items per level will be shown to the player through the frontend, with the player potentially told what they are, but no clues will be given to their whereabouts
*Items could take the form of:
**A KPA propaganda poster
**A book / newspaper on the occupation
**A child’s toy / drawing
*Items will be signposted to the player in the game world by a subtle glow
*Through Near Field Communication (wikipedia.org/NFC), being in close proximity of these objects will allow the player to delve deeper into the world fiction of HF2
Why is it a good thing?
*Exploration driver, encouraging mission replayability
*Offers the more dedicated players opportunities to create a richer narrative experience
== Resistance Intel Messages (Text Messages) ==
How does it work?
* In addition to communicating to the player during missions through audio messages, at scripted points throughout missions a Resistance character could send the player Intel via the smartphone
* These Intel messages would take the form of a text message with the player notified on-screen about their arrival (with a context-sensitive shortcut button allowing them to jump straight to that message)
** Some messages may be deemed as mission critical so we might want to automatically display these upon arrival
* Message contents could include:
** An image, blueprint or map
** A hacked audio file
** A new objective marker
Why is it a good thing?
* Helps the player feel part of a bigger, connected resistance group
 
File:SGM7.png
==Sonar==
How does it work?
*Rather than a conventional minimap the smartphone instead has sonar (Sound Navigation And Ranging) functionality
*Similar to the tracking device in Aliens the smartphone will detect audio within a limited proximity of the player and both ‘beep’ when it detects something plus also display a visible direction-relative pulse to communicate that position
*With the sonar app enabled the player could hear the detection beeps without the phone visible, then choose to consult the phone for additional information
Why is it a good thing?
*Feels more grounded / ‘underground’ than a conventional minimap
*Can be of use to the player without needing to see the phone screen
==Map Functionality==
How does it work?
*The resistance have established access to map data of Philadelphia and, through the Smartphone, the player can view their surroundings as a near full-screen image
*Pressing LT or RT allows the player to zoom in and out of the map
*There may be areas within levels where map data isn’t available (represented by blurred ‘image unavailable’ grid sections as in the image bottom right)
**Moving into these areas would allow the player to establish the data
*Tagging enemies and objects through the camera will highlight the positions of those elements on the map
Why is it a good thing?
*Allows the player to get a sense of the environment around them (and their navigation options within the environment)
 
File:SGM12.png