THQ's Homefront 2/Resistance Mode

Document Status: Yellow [Ready for iteration through playtesting]
== Current Plans ==
*Resistance mode encouraging the use of guerrilla warfare and irregular tactics against a traditional army
**Prototyping, play testing and iterating to deliver this goal
*Integrating RTS concept of ‘Drone’ Commander
**KPA have access to a Commander vehicle from which the powerful Goliath and Duster drones can be controlled
**Commanders can also direct other players by issuing sub-objectives
*Resistance cells from SP form the basis for character classes within Resistance mode (subject to scope)
**E.g. Samaritans as Medics, Army Rangers as Reconnaissance, etc.
*Compliant with all core MP systems and features such as classes, progression and customisation
**Resistance faction likely to have restricted access to vehicles
 
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==Prototype 1==
*KPA (Attackers) must capture 3 bases occupied by the Resistance (Defenders) within the time limit (15 mins)
**KPA must capture 2 secondary locations before the final Resistance hideout can be captured
**Resistance cannot recapture bases that have been lost
*Resistance have set up defensive barricades and fire walls to slow down the KPA along with weapon emplacements on lookout posts to ambush them
**Map flow and objectives are linear
*Pros
**Resistance team offered a strong defence even though KPA had Commander drones
**Balance works well as match progresses and attackers gain access to vehicles
**Encourages good team play for defenders
*Cons
**Map constraints felt frustrating, not enough flanking options
**KPA capture objectives lack purpose
 
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== Prototype 2 ==
Game rules:
*Similar to Prototype 1
*Map flow is non-linear
**KPA assault on two fronts to capture Resistance bases located either side of a main hideout
**Again the KPA must capture both secondary bases before the hideout can be attacked
*Pros
**Resistance team felt a strong fear of being overwhelmed by the KPA
**Attackers enjoyed a greater sense of freedom
*Cons
**Too difficult to know where attackers would come from
**Defenders could not react in time if another base was under attack
**Combat density across the map was spread too thin
**Nowhere to spawn defenders safely during the final phase
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== Prototype 3 ==
*Resistance (Attackers) must destroy KPA-controlled (Defenders) jamming stations and to send a broadcast within the time limit (15 mins)
**Resistance must plant IEDs on 2 jammers before capturing the radio tower
**KPA can disarm IEDs but cannot repair destroyed jammers
*KPA guard towers are located in defensive positions
**Map flow and objectives are linear
**KPA battle area is restricted
*Pros
**Resistance really had to work together to overcome the KPA
**Objectives felt like they had more purpose and fitted the guerrilla theme
**Resistance able to harass KPA with hit and run attacks
*Cons
**Resistance felt very underpowered, especially attacking with no vehicles
**Resistance didn’t have enough cool things to buy with Battle Points
 
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