The goal of Resistance and Liberation is to realistically portray the events and actions taken by the 82nd Airborne during their stay in Normandy. We will attempt to follow the regiments through the campaign that was taken by the men themselves. We will also introduce various other World War II setting maps. The campaign will begin with players dropping into Normandy in the early hours of June 6th with the ultimate goal of capturing the town of Sainte-Mere-Eglise. From there, subsequent maps will include missions based on locations such as Montebourg Station, La Fiere, Carentan, and other key areas.
- Windows XP or later
- 1.7 GHz Intel or AMD Processor (3.0 Ghz recommended)
- 512 MB of RAM (1 GB recommended)
- DirectX 8.1 graphics card (DirectX 9.0 recommended)
- Sound card with speakers or headphones
- Internet Connection
- Input - Keyboard & mouse
- Source SDK Base 2007 (Source SDK)
Our approach in recreating these events is quite different than that of most standard first person games. The principal of our focus is on playable realism. This realism we are referring to is beyond that of Counter-Strike or Day of Defeat. We are attempting to recreate the environment, weapons, challenges, and feeling of WWII combat to the best of our ability while still providing a game that feels fun and comfortable for at least a significant subset of gamers.
Some fundamentals of this form of realism are:
- No crosshair
- No HUD
- No death messages
- Revised score display
Now we'll explain the above details a little further.
The idea here is for the player to familiarize themselves with their weapon. Each weapon will have three positions of sighting. First you have the "shoulder" position. This will be your typical position of the weapon while moving at a steady pace. The only effective use of this position would be for extreme close quarters combat, or covering fire on an enemy position. The following two positions are both supposed to be "iron sights". The first one will still allow the player to move the weapon around almost at a free aim but will set the player's eye close enough to the iron sights to gain some accuracy. The second one will bring the iron sights up all the way to the player's eye and tie the weapon to the player's view. This position does not feature free aim, but significantly improves accuracy.
RnL will not include a HUD in first person perspective. Instead, all details normally accounted for in the HUD will be presented in individual and unique ways. For example, instead of having a teammate blip on a radar, players may have to communicate with an NCO, who will carry a map, to determine the location of their team.
No Death Messages
To further extend the realism of RnL, servers will no longer display the typical death message associated with today's first person shooters. Players will need to re-think their tactics when assaulting an enemy location as they may not know whether or not the enemy they shot is dead.
Revised Score Display
We're going to the extreme here and taking out a scoreboard. Instead, players will be shown a recap of the map objectives and which force was victorious. The idea here is to promote team play. Players should not be focused on who got the most kills, but how their team is performing as a whole. As a member of an Airborne unit, your personal objective is to assist the unit in taking its objective.