Mullahgrrl said:
I guess the closest we have got is The Saboteur but even that one is kind of crumbs.
I'll say Just cause 2 is the closest, but even that is half asked (as guerilla warfare game).
ZigzagPX4 said:
But if the player character was an outsider, how would you simulate the control of a guerrilla force if you're just one character? Sounds odd that all the resource management for even just one cell would be handled by someone new, untrusted, and low-ranking.
The outsider idea is for management of one character and just one character. If you want more than one character, you make it a rookie cell that's not really in the guerilla yet.
A Far Cry game IS the closest you get to guerrilla warfare ...
I say the Metro series is the closest moment to moment gameplay wise. You're not dying by one shot (unless it's a shotgun to your face), but you're weak enough to make it necessary to play strategically.
fisheries said:
Far Cry isn't a guerilla game...
Agreed!
And now that both of you will get a notice for this comment, let me design this thing:
It's easier to explain the mechanics goals within a narrative, so a possible one would be:
The Player Character is a newly orphaned, local youth, living on a tropical island (which only less than 1000 lives on), who has been taken over by Not Boko Haram, because the island is important for weapon shipments for the mainland. The PC, not liking NBH and their occupation, joins 4-5 of his/her (I wouldn't state the gender at all) friends to start a guerrilla cell, with the goal of destroying NBH's heavily defended strongholds and force them to leave.
NBH would have 500 soldiers, spread over their main stronghold, 3 docks, and 6 outpost, plus new soldiers, equipment and resource coming in weekly. All the bases are to strong for the PC to take on directly, and only outposts can be stealthed through. So what can the PC do? Well, all characters(including civilians) has bars representing their need for Food, Water, Sleep and Moral, all with their own debuffs and eventual Death (low enough Moral and soldairs will defect) if not met. And guns and vehicles has a limited number, with limited ammo and fuel.
So the PC has to use their own limited resources to reduce (or steal)NBH's resources/manpower until the bases can be taken on, directly, or stealthily.
The PC should have a low damage threshold (like everyone else), forcing strategic play. The PC should consume Food and water, and need Sleep. Have small Inventory, 2 guns and 1-2 smaller, all with their own weight, plus weight Food, Water, Ammo and everything else they have to carry. The more weight the PC carry the faster they get tired.
The last thing, but most important is NO EASY INFORMATION OR GEAR. No NPS will ever just give you a gun or some useful intel. Ammo have to be stolen, weapons too. The PC have to get their own Intel. So espionage is a huge part of the gameplay.
So a typical "event" (there's no scripted missions, everything is organic)will go like this:
The PC pays a bartender for information: A convoy, consisting of 2 cars with a truck in between, delivering ammo will leave the eastern dock 9pm every Thursday. It will take the shortest route to the Northern Outpost. The player, wanting to ambush the convoy, goes to a mine field to pick up some mines (or you can find a guy that's makes landmines,and give him the materials he needs). Than set the mines on the road next to a strategic hill, where the player (with or without the cell) will wait. The first car of the convoy blows up, stopping the rest. The Player shoots down the soldiars, and takes the truck.
But here's the cool part: There's no script triggers. The convoy will leave the dock regardless of the player knows about it. The mines goes off even if the players isn't there. And then the game will respond to this action by increasing the number of escorts.
Any questions:
Q: Why are you using "they" when referring to the player character?
A: Because "player charater" is both the player and the in-game character.
Any others?