[Planning] Project Designation

Varine

And as the moon rises, we shall prepare for war
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805
Since I happen to have a little bit of time and now we have a new forum, I figure I should take advantage of it, because I'm cool like that.

www.aedesignation.blogspot.com

The game is currently in Pre-Alpha Development.

Project Designation is a real time tactical-strategy game that takes place in New York City.

The player oversees the large scale battle, allocating time and resources to ground forces in an attempt to repel the invasion.

April 24, 2020 - 13:04 Eastern Standard Time
A coalition led by Russia submits a declaration of war against the United States, just hours after negotiations regarding the development of a US-controlled defensive ICBM shield across Europe broke down.

April 24, 2020 - 13:12 Eastern Standard Time
The United States returns the declaration of war.

April 24, 2020 - 13:42 Eastern Standard Time
The last member state of the North Atlantic Treaty Organization submits a declaration of war against Russia.

April 24, 2020 - 18:18 Eastern Standard Time
Russian forces invade Ukraine. NATO forces move to the defense of Ukraine.

May 5, 2020 - 06:53 Eastern Standard Time
Ukraine falls.

May 20th, 2020 - 14:46 Eastern Standard Time
Russian forces push into Germany.

June 5, 2020 - 07:23 Eastern Standard Time
Russian forces invade the east coast of the United States.

June 6, 2020 - 00:00 Eastern Standard Time
The United States begins conscription.

June 6, 2020 - 04:00 Eastern Standard Time
A mandatory evacuation of all states east of Missouri takes effect.

June 22, 2020 - 12:16 Eastern Standard Time
Washington, D.C. falls.

June 22, 2020 - 18:41 Eastern Standard Time
Maryland is surrendered.

July 4, 2020 - 06:29 Eastern Standard Time
Russian forces advance into New York City.

Confirmed Features:

Using data provided by the government of New York City, NASA, the IRS, and various other private and public institutions, we are developing highly accurate overhead maps that include information such as building footprints, sidewalk and street edges, foliage cover, emergency routes, and water and power supply lines.

Using revolutionary concepts in syntactic linguistics, we are developing algorithmic syntax structures combined with advanced metalexicography systems to simulate natural language, inspired by the work of such linguistic scholars as Noam Chomsky.

Though you don't control the ground forces directly, you will have a large array of options at your disposal. Support options include air strikes, capret bombs, reinforcement and supply drops, artillary strikes, and much more.

The AI will be more than capable of managing itself. Developed with the aid and oversight of former combat veterans and strategists, units will react to situations in a realistic manner with real-world strategies and tactics at the backbone of the decisions.

You will forget you're not at war. Ground forces need support. Planes are shot down. The front is always moving. There is an entire battle to oversee: sacrifices will have to be made, resources will be low, and decisions will have to be made that could turn the tides of the war for New York.

Designation will provide a robust set of information on the war, to get you caught up at a glance, as well as innovative tools that will help you predict outcomes and make accurate, informed strategic decisions.

The customizable and modular interface lets you set it up how you want it, quickly and easily. A variety of control options put you in control, including command line entry, point and click interactivity, and menu-based context menus.

Providing both cooperative and competitive multiplayer options, Designation will allow for a new kind of online experience. Games vary from custom take on classics, like versions of Deathmatch and Capture the Flag, to large-scale strategic wars. Options for play can vary from quick ten minute games to intensive ten hour sessions.

Features in Consideration:
These are options that have not been confirmed as to whether or not we will include them in the development due to time and budget constraints. Any input would be appreciated specifically regarding these systems, and what you would expect from it.

This would allow for a more intimate view of the battlefield, giving you a view of the battle from the soldier's perspective.

Using a combination of our work in generative syntactic arguments and advanced vocal models, the system would interpret your voice and be able to issue commands and interactions with the game could be made without the use of the keyboard or mouse.

Planes are shot down, and bombs collapse buildings. The system would change the environment on the lowest levels, affecting the movement of ground forces, and the tactical advantages of the area in general as routes become blocked or units trapped from debris.

The game features both ground and air units that are in some level controllable by the player.

Riflemen make up the core of the ground forces, comprising of a team of soldiers that have some offense in almost any scenario.

Anti-Armor units are comprised of a small, heavily armed team that carries a rocket-based weapon system highly effective against armored vehicles, such as tanks.

Anti-Air teams are, similarly to Anti-Armor units, comprised of only a few soldiers heavily armed with surface-to-air weapons most effective against helicopters.

Sniper units are two-man teams. They are extremely vulnerable if attacked, but are typically behind heavy cover, far from the front of the action.

Engineer teams typically work away from the combat, repairing vehicles and setting up and maintaining forward bases and field hospitals, though they can be embedded with combat brigades, operating in the midst of the front.

Close Quarters Battle, or CQB, units are especially designed for restricted combat, such as in small allies or the interiors of buildings. They are especially useful in clearing rooms.

Medical teams are, like engineers, more often than not in a safety area, operating triage and field hospitals. They, too, can be embedded into combat brigades when applicable.

Military Police operate behind the front line, guarding prisoners of war and acting as a last line of defense against the hospitals. They are also essential in the organization and evacuation of rescued civilians and critically wounded soldiers.

Airborne units are similar to Infantry, however are trained for rapid insertion. These are the primary QRF reinforcements, as they are able to drop directly to their AO. They are more adaptable than standard Infantry units, and are able to be relocated much faster than most other units.

Special Forces units are designed to act alone behind enemy lines. They are the most flexible units, and normally will be equipped with medical and demolition supplies, anti air and armor weapons, as well as the capabilities to call in air support.

The Abrams is a slow-moving, heavy assault vehicle, equipped with a large cannon and multiple machine guns. Abrams tanks are ideal for supporting infantry and laying siege dug-in enemies.

The Stryker is designed to drop infantry directly into combat. It is a great vehicle for transporting medical and engineering squads around the battlefield, due it it's heavy armor and offensive capabilities.

The Bradley is designed to be deployed in the frontlines, effectively mechanizing infantry units and providing heavy fire support. Great for suppression and for use in advancing the line.

The Paladin is a self-powered long-range howitzer. It's mobility makes it easy to move and aim to provide indirect fire support to infantry.

The Wolverine has limited uses, however will undoubtedly be beneficial as the war rages on and the city becomes destroyed. This vehicle lays armored bridges, to rapidly get vehicles across rivers and over obstacles.

The MLRS is a long-range rocket system that, alongside the Paladin, will provide the majority of the indirect fire for infantry across the city.

A very adaptable vehicle, the HMMWV (Humvee) is a light and fast vehicle that has uses in assault, recon, transport, and medevac.


The largest of the available UAV's, the Gray Eagle is a high-altitude combat-oriented drone that can be outfitted with a variety of offensive weapons.

This is a small, disposable drone used primarily by ground forces for recon and supply transport. The Shadow can be equipped with small mortars to drop on units, and as a last resort will attempt to crash into enemy targets to damage them. Units can also equip the Shadow with medical or munition supplies to send to nearby allies.

This is a low-flying drone that can be equipped with an automatic machine gun, or a long range sniping weapon system. It's primary use is in assisting assault forces, and has uses in defending stranded and dug in units.

The Apache Guardian is the primary attack helicopter in the game. It has multiple armament outfits, depending on the environment it's headed into.

The primary troop transport, Black Hawks are equipped with light machine guns for defense, and are primarily used to insert forces.

The Little Bird is a small attack helicopter that has uses in inserting sniper and special forces teams, as well as providing immediate close air support with it's large armament.

This large helicopter is typically used for inserting and evacuating large numbers of soldiers quickly, as well as inserting vehicles into combat. It is used largely as a mass medical transport alongside the UH-60Q, but operates away from the front lines in non-combat activities if possible due it's large size and vulnerability.


This VTOL aircraft is used for rapid inserting and exfil in combat. It's unique capabilities are ideal in combat, with the capacity to drop units off like a fixed wing aircraft, and pick them up like a helicopter.

This is an unarmed helicopter used for medical evacuations in combat situations. Under normal circumstances, conventional enemy units will not actively attack the UH-60Q due to it's pacifistic nature.


This gunship can be equipped with both rockets and heavy machine guns for it's primary use in sweeping areas with rounds to allow ground infantry to advance.

This large gunship will provide heavy support to ground forces. It can remain in an AO for long durations, making it an ideal supplement to the battle.

This troop transport is used for the large insertion of airborne reinforcements and the delivery of vehicles to allied air strips.

The Galaxy provides a similar function as the Hercules, but on a much larger scale. The Galaxy is rarely used to insert forces into combat, but rather is primarily used for delivering large vehicles.

The Raptor is used primarily for air strikes.

The Strike Eagle, though used for some air strikes, is primarily used to maintain air superiority. It is the main aerial combat vehicle, and will actively engage in enemy planes and helicopters.

The F-35 provides similar functions as both the Strike Eagle and Raptor, however it's hover capabilities make it a great asset in combat as it can move much slower and lower than conventional fixed wing aircraft, allowing it to provide much more accurate and direct support for longer durations.

The Lancer is the primary bombing aircraft, and use used for deploying large offensive ordinance at the enemy.

The B-2 provides similar support as the Lancer, however with a much more limited use. It's primary function is to perform bombing runs that are too large for the Lancer to carry out in a single run.

Designation's gameplay revolves around the player coordinating the military efforts in the battle for New York City.

Rather than directly control the units, ordering them specifically where to move and attack, you take more of a supportive role in the events of the game. The AI will handle the vast majority of the movement of the units. Though the overall strategic and tactical plans can be modified, the units will ultimately decide the best way to carry these actions out themselves. They will assign and move towards objectives, engage in combat, take cover, and retreat on their own, without the need for you to watch the thousands of units in the war.

Altogether, that seems to be fairly boring thus far. Where it gets interesting is in how the units react in situations, and that's where your role comes in.

As the AI carries out their objectives, they'll require support. Forces will need air support and reinforcements. They will get injured and need medical evacuation. Field hospitals need to be defended. Vehicles will break down, get destroyed and planes shot down. Straggling civilians will need evacuated, and prisoners of war need to be escorted and held.

Your role is to coordinate these efforts. Units will call in requests for what they need, and your role is to attempt to get what they need to them.

For instance, a team on the front needs a medical evacuation, but you only have six DUSTOFF helicopters within access, and five of them are out on missions already. One helicopter will go nearby the team and can pick up their wounded on the way, but it will take almost twice as long, and the wounded may not survive that long. But if you send the one you already have, you might find yourself in trouble with more calls, and no helicopters that you can readily get there. All the while, other teams need air strikes and permissions as well.

Resources are extremely limited. When planes and helicopters get shot down, they don't come back, and you can't rely on getting more; after all, the rest of the country is at war too.

In addition to the chaos on the frontline, there is just as much work going on behind it in the relative calm. Field hospitals must be set up to tend to wounded units. The airfields have to be maintained to ensure transport aircraft can come in and out.


The majority of the game is done using the various interfaces. You have control over two navigation satellites that you can use to oversee the battles. In addition, you have access to information about the units you have available, as well as an intuitive system for collecting intelligence, so you can make as informed of decisions as possible regarding your strategy.

The gameplay, though straightforward, is unforgiving. Mistakes rapidly can become unrecoverable, and successes short lived.


Project Designation's development is outlined in our blog, www.aedesignation.blogspot.com, with posts updating readers on the game's progress.
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
805
I'm getting restricted on the amount of images I can attach, so I'll have to make them in different posts. I'm tired now though... so I'll deal with updating this later. Maybe tomorrow I can fix the blog up and get some images in there.

EDIT: Here's two shots of downtown Manhattan's mass models.

 

Accname

2D-Graphics enthusiast
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1,462
I think you are overdoing it with the details on the units. I doubt anybody would like to read detailed information about all units without seing anything about gameplay.
And for sure you are adding too many spoilers. Its like spoilerception here!
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
805
Organization is difficult on the forum. Gameplay is difficult to explain, working on it. And I need to go to bed.
 

FireCat

Oh Shi.. Don't wake the tiger!
Reaction score
533
Holy Shit, that's alot of info for a "strategy game" Well, Just keep going anyway!
 

Varine

And as the moon rises, we shall prepare for war
Reaction score
805
Holy Shit, that's alot of info for a "strategy game" Well, Just keep going anyway!

Yes, there are a lot of moving parts. It's less of a strategy game and more of a simulated war.

It's acting as something of a tech demo for various projects I've had over the past few years; mostly it's just a matter of integration, however that's difficult to do as none of them were ever designed to work with anything else.
 
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