How detailed will body armor be? Will we get preset options of “no armor”, “light armor”, “medium armor” and “heavy armor”, or will be be able to select our armor down to individual vests and whatnot? What about head gear? Will there be multiple types of helmets?
We are still exploring how detailed the options for customizing body armor will be. At the minimum, it will be pre-set options that you can choose from. It is important to note that we don’t plan for it to be “class based” like many games, so if you choose to take a heavy set of body armor, you won’t be restricted on weapon choice. If you want to take L3A armor with an SMG, feel free!
Do we have the ability to monitor one squad members headcam, just like in SWAT4 ?
We do want some kind of system to know where your teammates are at relative to your location, but the exact system is still TBD. Helmet cams are a performance challenge because you are rendering multiple scenes (if you do PIP like GRAW’s Cross-Com). Full screen switching is less of a technical hurdle, but provides less functionality.
Will Takedown have a proper manual (digital or physical) that actually explains the game and maybe gives tips too?
That is the plan. It will probably exist in digital form, since printing physical manuals that an extremely small percentage of people actually read is expensive.
Will take down feature difficulty levels that change what features are used in game (such as reticles, weapon jamming etc)?
In SP, that is currently planned, specifically an easy mode that makes it possible for players who aren’t super-skilled to enjoy the game, along the lines of Rainbow Six’s auto-aim feature.
Will there be server side forcing of difficulty settings in multiplayer?
If there are difficulty settings in MP, it would be set for everyone.
Will Takedown feature respawns in team vs team and coop?
Currently, we are planning to focus on no-respawn game modes. While many folks like the “option” of having respawn game modes, there are tons of features that need to be implemented to support this, and we feel the time invested in those could be better spent focusing on the core gameplay, which is round-based non-respawn. Respawn modes are considered an additional feature that would be implemented if time/resources allow.
Will there be the option (after having finished the campaign for example) to set the parameters (enemy morale, enemy equipment, objectives, time limit etc…) for the individual missions as desired by the player in SP? It would enhance the replayability greatly. It would enable the player to raise the difficulty of early missions manually to keep them challenging for example.
That will probably be rolled into a difficulty system, although certain parameters may be made available. Remember that we do plan to offer all of the maps as playable in various game modes, both in SP/Co-Op.
Is fluid/incremental peak/leaning being considered?
It is being considered. Lean is currently implemented in the game, and we are playtesting now. Lean is definitely vital to tactical gameplay, and is already very useful, both in SP and MP.
Will the soldiers be able to earn medals like in Ghost Recon or Starlancer?
We are still working on the in-game rewards system, both for completing missions and individual SP teammates.
Would it be possible to include a feature like evacuating incapacitated but not dead teammate?
It is possible, but not a focus at this time.
WIll the game have a prox mic opp like the original socom comf. game?
We are still looking into various voice options.
Will Takedown have depth of field where certain areas are blurred and such, thus able to create effects like ghost ring sights?
Yes, depth of field is already implemented in the engine.
Will there be the option to customize reticles on optics, or will they be bound to individual optics? ie can i put a chevron style reticule on an eotech
The reticule will be bound to the optic, although we plan multiple different optics to choose from.
What would be the role of less than lethal gear. stuff like rubber rounds, tazers, shotgun tazer rounds, stun grenades and the like.
There will be both certain missions that may require the use of non-lethal weapons, and they can also be extremely useful against unarmored targets. One great use is in hostage extraction, because you can be more sure that a less-lethal round is not going to accidentally kill a hostage. Obviously you don’t want to be chucking live frag grenades into a room where hostages may be. The downside to less-lethal is that certain rounds can be completely ineffective against body armor. They can also be deadly if used incorrectly (at extremely close range or against an unarmored head, for example).
Will there be any consideration for an optional tutorial that teaches players the basics?
Yes, that is planned.
Where does team serellan draw the line between “hard” core gameplay and arcade? Which concessions will you guys make in order to make this game still comfortable for everyone who likes these types of games? I see huge posts from some “hard” core tactical gamers ….but what about the average tactical player? The ones who arent used to all these tactical stories? Will they be overwhelmed by the gameplay and thinking its too hard?
I believe that TAKEDOWN will be accessible to anyone who wants to take a second and get used to the fact that running into a room with guns blazing will just get you killed, and that you actually need to cover your back (or your teammates back), because the game isn’t just a long hallway with endless enemies spawning in front of you.
I’ve said many times that the way this game is being developed is that we start with realism and move to fun. It needs to be realistic, but this is not a battlefield simulator. You won’t need to remember to blink so that your eyes won’t dry out. “Hardcore” to the team means that the game is true to it’s roots, and won’t handhold you to make up for your mistakes. If you screw up, expect to be dead. You can’t hide behind a wall to wait for your health to comeback, and you can’t carry a Mk19 on your back to mow down enemies. Alternatively, you won’t need to worry about an AI spawning behind you or some “boss battle” that has enemies who are immune to your weapons, or trying to shoot down a helicopter with a pistol.