THQ's Homefront 2/Shipyard

Previous mission: Intro
Next mission: Samaritan
==Overview==
Document Status: Green [Date: 21 Feb. 2012]
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==Gameplay Breakdown==
Document Status: Green [Date: 29 Mar. 2012]
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==Level Background Questions==
Document Status: Yellow [Needs updating based on latest mission design for the Game Overview Document] [Date: 27 Oct. 2011]
=== Level Style ===
* Time of Day? Dawn
* Atmosphere? Overcast, foggy, Occasional beams of morning light breaking through the clouds onto the water.
* Mood? Oppressive, bleak.
=== Environment Storytelling ===
* KPA Occupation:
** Stage of the KPA occupation? Areas of the Dockyard are KPA green zones. They have security areas with watchtowers. The KPA consider the other areas around the dock Red zone. There is little or no power. Areas are decrepit and rotting. Machinery is active as most dock machines have their own generators.
** Signature effect(s) of the KPA occupation? The attempted theft of the liberty arm objective will be a clear effect of KPA invasion, as well as the occupation of the shipyard itself – it will have gone from a thriving American port to a relatively derelict Korean occupied shipping base. Ships will have their hulls stripped of precious metals and these will be present in barges and boats that have been seconded to transfer these resources to factories processing it for the KPA war machine.
**The Effects of the Curfew on the Mission? Little - once the player has successfully made it inside the shipyard they would be in a Korean occupied zone and would be instantly assumed an enemy anyway. Any civilian dock workers remaining are in the area are working for the KPA and during curfew - the live in a basic shipping container based internment area.
* EMP:
** Any Visible Effects of the EMP? Boats that may have lost power and are left beached in the port/abandoned. Most power has been restored to the ground based infrastructure/machinery inside the green zone areas. There may be more litter/junk in the water than before the occupation but on the whole, the dock is functional.
* "Horrors of War"
** What depicts the "horrors of war"? 
*** Dead dock workers thrown into the containers
*** Odd bodies floating in water
*** Messages scrawled in hidden locations
*** Scenes of workers being killed in accidents
*  “The Familiar becomes Alien” (Repurposed Environment)
** What has been repurposed under KPA rule?
*** A shipyard is not a particularly signature location of any nation, but it’s likely that the Koreans would have dressed up the port with flags and brought in their own tech to augment the existing machinery. The ships initially appear ok but then you realise that they are tipped oddly and there are many panels missing.
** What are the elements of the level that drive home a foreign occupation of a familiar land? 
*** Guarded checkpoints and base entrances clearly convey Korean occupation, as well as Korean propaganda broadcasts echoing throughout the city.
=== Resistance Involvement ===
* What group is used in this mission? 
** The Techies
* Are there any links to other groups?
** Not in this mission.
* What main Goal is the group trying to achieve (why are they involved in the mission)?
** They’re attempting to undermine KPA control, and as such require the information on the McGuffin of which the player is in possession. They are also fearsly patriotic and sabotage KPA transports, scuttling them either near the dock or attempt to stop them leaving with salvaged/stolen treasures.
* What is the motivation for the player helping this group?
** The player has been given the McGuffin by Walker and wants to offload it as soon as possible, as well as also wanting to exact revenge on his dead family any way he can.
*  What is the reason for the mission?
** Deliver the McGuffin to the resistance.
* How does the resistance group act towards the player during the mission?
** Distrustful - As they are aware that Walker should have delivered the McGuffin.
* Where is the resistance cell based?
** The derelict husk of an aircraft carrier.
* How does this mission help the setup of the Invasion?
** It provides valuable information on EU activity to the resistance.
* How is the story advanced by this mission?
** This is the first time the player gets more information on the McGuffin and the resistance proper. The player is given his first real set of gorilla skills and learns to both set traps and attract turrets. These skills are used within the level to complete the  mission and are then further built on thorough out the game.
* What role does the McGuffin play in this mission?
** It serves as an interface between the player and any KPA machinery, as well as outlining resistance stashes/objectives. It is also the crux of the meeting with the resistance.
=== Visual Highpoints ===
* What are the WOW moments? The Koreans all-out attacking the resistance towards the end of the level will be the first time the player has encountered the full force of the KPA, and will likely be a large spectacle. The first time the player is exposed to the large drones.
* What is the "Back of the Box" visual? Decrepit vista of the shipyard set against the towering, stripped aircraft carrier.
=== Game play ===
* Level Theme:
** What is the central game play theme of the level? Infiltrating an expansive environment.
* Objectives:
** What are the primary objectives of the level? Finding the resistance cell to offload the McGuffin.
** Do the primary objectives need to be done in a fixed order? There is only one objective so this shouldn’t be an issue, although we may have objective breadcrumbs involving environmental puzzles required to get to the resistance cell.
** What are the secondary (optional) objectives? Sabotaging the KPA’s efforts to ship the statue of liberty arm to Korea.
* Guerrilla Warfare:
** What elements of this mission convey the Guerrilla warfare feel? The infiltration of the shipyard (the first time the player has actively engaged in an actively anti-Korean action) should encompass the main feel of guerrilla. Additional sabotage of the statue of liberty arm theft will further involve guerrilla style tactics.
** What guerrilla warfare abilities are used during the mission?  Most core abilities could be usable, but judging by campaign progression thus far anti-propaganda will be the only one in use – this could take form in disrupting KPA tannoy broadcasts and other propaganda based activities. Trap laying. Stealth take downs. Trapping drones but not reprogramming them - you don't have this ability until after meeting the Tech group.
* General Gameplay:
** What are the different gameplay sections of the level? Section 1 = infiltration of the shipyard. Section 2 = get to resistance hideout/sabotage statue of liberty arm theft. Section 3 = Meet with the resistance and then escape the siege.
** Is the player accompanied by AI during any of these sections? Only briefly during the resistance meet.
** Roughly how would you describe the pacing of each section? Section 1 = slow/tense or high action/frantic depending on how the player chooses to engage. Section 2 = slow/tense or high action/frantic depending on how the player chooses to engage. Section 3 = slower story exposition followed by high action siege escape.
** What choices does the player have available during each section? Section 1 = player can approach the infiltration either stealthily or with a full frontal attack. Section 2 = the player has the option to save the statue of liberty from being loaded onto the boat as a secondary objective.  Section 3 = relatively linear chase scene, options generally reduced to cover choices and movement along the escape route.
** How long do you envision each section taking to complete? Section 1 = 10 minutes. Section 2 = 20-30 minutes depending on secondary objective choices. Section 3 = 10 minutes.
* Level Mechanics:
** What are the different mechanics the player will need to use during the mission? Controlling huge machinery in the docks would be the main supplementary mechanic to regular gameplay.
* Moral Choice:
** What moral choices does the player have to make during the mission? Small events such as discovering there’s a shipping container of American women being shipped to Korea for prostitution (??) that you could rescue could add some moral choices to the level. As the mandatory objectives go,
* Puzzles:
** What are the puzzles in the level and how does the player solve them? Shipyard will be full of environmental puzzles – the main objective, secondary objectives, resistance stashes and stealth routes should all involve occupying some kind of machinery to unblock or create routes for the player.
==== Gameplay Highpoints ====
* What is the stand-out game play moment (high point) of the level? The desperate flee from the KPA siege as you escape from the destroyed resistance hideout.
* What game play style / moment / mechanic do you feel is unique to this level? Large sandbox level involving environmental puzzles in an urban setting.
==== Vehicles/Equipment ====
* What Does the Player Use?
** Drones? No.
** Vehicles?  No driveable vehicles, although controllable machinery should be used extensively.
** Traps? No.
** Weapons? Early game weapons (pistol, submachine gun). 
** Pickups? The odd grenade available in resistance caches.
* What Does the Enemy Use?
** Drones are used? Basic surveillance drones used to inform KPA of player location.
** Vehicles are used? Jeeps, goliath and helicopters in the final siege.
** Traps are used? No.
** Weapons are available? Pistol, submachine gun, mounted machine gun.
==== Characters ====
* Allied NPCs :
** What resistance cell characters are in the level? A small group from the Techie cell.
** What non-cell NPCs are needed? Potentially a few civilians for moral choice events within the shipyard.
* Enemy NPCs :
** What KPA enemy types are in the level? KPA grunt, sniper, 
** What other enemy types are there? Drones/helicopters for the siege.
==== Collectables/Unlockables? ====
* Does the level environment / setting lend itself to any types of collectibles? Lots of potential for parts based collectibles due to the mechanical nature of the shipyard.
==== Multiplayer ====
* Will this level work for Multiplayer? Yes.
* What area will be used for the MP component? Exterior of the shipyard -> main area with machinery.
* More to be added...