Steps for a basic combat experience –
- Establish a front
- Layer setup
- Establish a combat focus
- Useful and clear cover
- Send enemies in waves
- Have a clear flanking route
- Re-direct the front
- Effectively use high-priority targets
Give players an immediate read of the space
Front -> Needs a No Man’s Land
- Sides from enemy and ally
- Use architecture to establish
- Establish with effective cover placement
Layered Setup
- 2 Distinct setups that require enemies to be present at the start
- Divide enemies into deal combat distance
- Use verticality when layering setups
- Nerf the second layer, the player focuses on first layer, but needs the 2nd on screen to give noise and urgency
- Regroup 1st w/ 2nd when 1st layer nearly depleted
Combat Focus
- Where is the player’s attention?
- Associate focus with architecture -> what’s unique about the area?
- Tight cover
- Intro enemies in tight space and keep them there
- Player’s goal is behind combat focus, it lets them see their goal
Cover Placement
- Start with cover placement, don’t wait until the end of your LD process
- Shape of cover is important, needs to be elongated, flat, and facing the enemy
- Rectangles > squares
- Lure player around space with cover
- Have multiple cover locations
- Don’t scatter randomly
- Be conscious of your ideal combat distance -> make in-editor helper objects to give you strict distances
- Need 1-2 pieces of flanking cover
- 2+ pieces of cover per shooter
Waves
- Bring in enemies over time
- 1st wave is the Gimme wave
- Each wave should be unique and focus on one type of enemies
- Filler dudes are okay, but make sure the wave isn’t homogenous
- Separate melee and ranged waves
- Pace to a crescendo
- Intro new waves on the last 1-2 enemies or when Big Baddy at <40% health
- Bring new waves in through the current combat focus
- Long intro paths are cool, must be perpendicular to player’s line of sight
- Stagger spawns in time and space to give good pacing to wave intros
- Only pause waves for story moments and exposition
- Lulls are boring -> player might turn around and then stuff happens behind them
Flanking
- Solid focus and frontline is good
- Have a single path to define where enemies will flank player from
- Wait at least 8 seconds to bring in flankers, let player get actioned
- 1st Shot Miss -> let player see that shot cross the screen so they know where it came from
- This is to announce the flanking group of 1 – 2 guys
Redirect the Front
- You can move your front around on the entry of a new wave
- Retreat the remainder of the 1st wave to establish the new front
- ANNOUNCE that you’re moving the front
- Use this to attract the player’s attention to the exit/goal
High Priority Targets
- Focus of a wave
- Tougher than usually
- Highlight entrance with geometry
In Tight Environments
- Hand-script enemy behavior
- Give them a single position to stick to
- Chance for quick surprises
No surprise for writer, no surprise for reader -> Do something unexpected
Dropships/Enemy spawning vehicles should travel all the way around the battlefield before dropping enemies in, this lets the player see where they’ll enter from, and gives them a chance to knock out a big baddy
This all establishes BASE rules for combat encounters