THQ's Homefront 2/Atlantic City Part 1

Previous mission: Comms Dish
Next mission: Atlantic City Part 2
==Overview==
Document Status: Yellow [Requires design revisit] [Date: 15 Dec. 2011]
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==Level Background Questions==
Document Status: Yellow [Pending signed-off overview] [Date: 6 Jan. 2012]
===Level Style===
*Time of Day? Late afternoon
*Atmosphere? Overcast, light shafts, impending stormyness, brooding.
*Mood? Calm before the storm, oppressive.
===Environment Storytelling===
*KPA Occupation
**Stage of the KPA occupation? Coastal defence. Garrison defending the beachfront. Preparing for the assault on the beach.
**Signature effect(s) of the KPA occupation? Defence platforms, coastal defence works, completely cordoned off sections, broadcasting propaganda for morale.
**The Effects of the Curfew on the Mission? None.
*EMP 
**Any Visible Effects of the EMP? Everything out with the immediate area is shut down. The KPA have repurposed, and repowered, certain sections to prepare their defences.
**Abandoned cars in car parks moved out of the way or used as barricades. 
*"Horrors of War"
**What depicts the "horrors of war"? Injuries and casualties within the resistance cell as they assault the KPA defences.
*“The Familiar becomes Alien” (Repurposed Environment)
**What has been repurposed under KPA rule? The casinos and boardwalk. Towers used as sniper nests. Pier contains gun emplacements. Beachfront contains anti vehicle traps.
**What are the elements of the level that drive home a foreign occupation of a familiar land? Completely KPA controlled boardwalk.
===Resistance Involvement===
*What group is used in this mission? All resistance cells
*Are there any links to other groups?
*What main Goal is the group trying to achieve (why are they involved in the mission)? Signal the EU fleet.
*What is the motivation for the player helping this group? At this final stage of the campaign the player character is the leader of the resistance.
*What is the reason for the mission?
*How does the resistance group act towards the player during the mission? Friendly, loyal committed. The resistance cells are willing to sacrifice themselves for completion of the mission.
*Where is the resistance cell based? Resistance cells establish small strongholds as you advance.
*Where do you meet the resistance cell? You begin the assault with the cells.
*How does this mission help the setup of the Invasion? It signals the fleet to begin bombardment of the beachfront.
*How is the story advanced by this mission? It triggers the EU invasion.
*What role does the McGuffin play in this mission? None.
===Visual Highpoints===
*What are the WOW moments? Beach vista view, missile barrage, blowing up turrets.
*What is the "Back of the Box" visual? The EU fleet on the horizon bombarding the beachfront.
===Gameplay===
*Level Theme
**What is the central gameplay theme of the level? Pressing forward assault style scenarios, sabotage, coordinated teams working together.
*Objectives
**What are the primary objectives of the level? Establish Goliath missile platform, assist combat medics in casino, dispatch sniper nests, disable AA turrets, reach bunker, set signal.
**Do the primary objectives need to be done in a fixed order? Yes.
**What are the secondary (optional) objectives? Any of these objectives could be turned into a secondary objective.
*Guerrilla Warfare 
**What elements of this mission convey the Guerrilla warfare feel? Sabotage, coordinated attacks, non-military personnel performing military tactics.
**What guerrilla warfare abilities are used during the mission? All of them. (Please see //assets/Production/Homefront2/Design/Campaign/Guerrilla Warfare/HF2 Guerrilla Warfare Core Abilities.ppt)
*General Gameplay
**What are the different gameplay sections of the level? See objectives. (section 1 = sniper section, section 2 = armed vehicle attack on the KPA, section 3 = chase, section 4 = on-rails section, etc)
**Is the player accompanied by AI during any of these sections? Yes.
**Roughly how would you describe the pacing of each section? Each objective should escalate the importance of the mission.
**What choices does the player have available during each section?.
**How long do you envision each section taking to complete? 10 - 15 minutes each.
*Level Mechanics
**What are the different mechanics the player will need to use during the mission? The player should have access to all the tools he has earned up to now in the campaign.
*Moral Choice
**What moral choices does the player have to make during the mission? Choose to aid fallen tem mates.
*Puzzles
**What are the puzzles in the level and how does the player solve them? No puxzzles established yet. Could introduce environmental puzzles to access roof.
===Gameplay Highpoints===
*What is the stand-out gameplay moment (high point) of the level? Push toward setting the signal for the EU fleet.
*What gameplay style / moment / mechanic do you feel is unique to this level? The culmination of the resistance cells as well as your array of gadgets and weaponry.
===Vehicles/Equipment===
*What Does the Player Use?
**Drones? All
**Vehicles? None.
**Traps? All.
**Weapons? Heavy, AT, assault rifles, shotguns, snipers.
**Pickups? C4, smoke, emps nades, flashbangs.
*What Does the Enemy Use?
**Drones are used? All.
**Vehicles are used? Any if required.
**Traps are used? All.
**Weapons are available? All KPA weapons.
===Characters===
*Allied NPCs
**What resistance cell characters are in the level? Members of each cell with individual specialities.
**What non-cell NPCs are needed? None.
*Enemy NPCs
**What KPA enemy types are in the level? All KPA types.
**What other enemy types are there? None.
===Collectables/Unlockables?===
*Does the level environment / setting lend itself to any types of collectibles? Yes.
===Multiplayer===
*Will this level work for Multiplayer? Unlikely.
*What area will be used for the MP component?.
*More to be added...