Clandestine Services



(Important note: The character of Nataliya Aleksandrovna Volkova is the sole intellectual property of Jazz, a registered member at deviantart.com. Pursuant to this, Sammyfun1 (Tim Rogers) does not own it.)

The game Clandestine Services is a stealth action RPG designed to play on the Xbox 360 and PS3. The game is about a CIA agent named Nataliya Aleksandrovna Volkova who is investigating a political assasination and ends up uncovering a major conspiracy (note I haven't really thought about a plot this is just a general idea).

My main source of inspiration for this game is yes, SC games (not really Conviction, I'll get there later) and the Tom Clancy book Without Remorse. Hopefully some people on here have read it. I don't mean the killing drug dealers part but the overall "feel" of John Clark and what he does. Preparing a plan, observe, accomplish task (kill, get info etc...)

So for this game, I think it would be interesting to have this "modern/improvising" stealth. But it's also light and shadow stealth. When I say improvising, i don't mean, SC 2007 hobo Sam. But it would be interesting to have the player using improvised gadgets, possibly weapons etc...

So I'm thinking of this...

Let's say you need to get information from a guy and he's going to have a meeting. You could have a mission where you must ghost to get into position, plant mics or cameras or whatever and get out all without being detected. You, the player, would have to investigate the area, decide where the meeting might take place (like maybe a meeting room ) and plant mics WITHOUT game assistance. You have to decide.

Update 1:

 * 1) Let's say you need to infiltrate a building of some sort. Include levels like having your equipment placed in a secure warehouse and you can only use stealth and CQC to go through the level.
 * 2) Repetition of levels: Not really in the SC books but that's what made me think of it. Say you need to sneak in and out (ghost) and his objectives are to hack security cameras, mess with surveillance equipment, etc... without being detected. Later you use information you gather to go in and eliminate an important target or perform some other objective.
 * 3) Modern locations: balance levels so you're not always just sneaking into some building or base but include levels that typically define the modern spy/assassin. Now to be clear, I can draw inspiration from non stealth but assassin like movies, books, games etc... Meaning, I don't know, like Jason Bourne. Not the same type of thing, this game SHOULD, no, MUST be stealth! But the locations and environments you see, Bourne, Bauer, Bond, John Clark, etc... could be utilized. Not just have the player in the dark somewhere. This also presents opportunities for social stealth (which should be used for a few levels, even if it's only with a simple detection meter similar to AC:B)
 * 4) Similar to above but the player could/should be performing investigations into his targets in daylight/social stealth environments. This would include using laser mics to hear phone conversations, planting bugs (mics, not grasshoppers) under a table or in a phone booth, or perhaps using cameras to overhear conversations.

Last little bit:

If this game is going to be about a modern/improvising spy, I think it would be useful to have projected texts. (but no emotions projected!)

Update 2 (2-10-11):
Alright, here's some more updates.

MISSION LEVELS: For the game, I would like to see more varied locations. I want to see pure stealth levels in isolated areas as well as (perhaps optional) areas with social stealth. EXAMPLE: This is just one level I think would be interesting. The player needs to get from one level to another, say across the country. The level could be a MASSIVE airport where you have to choose what to do. You could have options such as...


 * A: At the location you're going to, you have a contact who can supply you with weapons, gadgets etc...so when you go to the airport level you don't need to carry a gun.
 * B: At the location you're going to, you DONT have a contact...so its up to you whether or not to try to bring your weapons/gadgets through airport security
 * C: You could buy a ticket to board the plane or try to sneak your way in.

PERHAPS MY MAIN POINT

The main point with levels like this is that I would want these options to be available, however I don't want to have the game tell me what my options are. I want to think through and decide what my plan of action should be, not have the game say you can do A,B or C. Same as above when I talk about sneaking to a level to plant bugs: don't tell the player where to plant them, leave it up to us. I want to feel like I'm the spy, I know what I'm doing and how to do it.

I would also like to see intelligence gathering in public areas. Say you need to hear a conversation someone's having. Again, have options. For this example, the target could be in a cafe or something. A: Go to the cafe and sit nearby to overhear. B: Go somewhere out of the way of the public and use a laser mic. C: Pay someone there to listen. (Don't include a money system like AC but you could have this be an option.) D: Plant a bug at the table where you think he might sit. Previous levels you could trail him to find where he likes to sit at, or maybe infiltrate his house/hideout and see if he's got reservations at someplace.

Again, DON'T tell us what we can do, let us come up with something and try it.

Which brings me to another point. Levels don't have to be in depth finding intelligence that is groundbreaking but what you would think would be something more normal. Where someone's going to be (reservations), trips they're taking (tickets), who they're talking to (tap phone lines, hack computer on site). These can all be small bits of information that will help you later on. You shouldn't have to do something you don't want to. At least to some extent. Meaning the game designers shouldn't make you do a level to find (in the example above w/conversation at cafe) where the guy is going sit at; it would be up to you. If you don't want to and you just want to go to the cafe and wing it, you should be able to.

UPDATED 2-17-11
I've been thinking of more ways to improve the game and really get ideas that would put the game on top. I've got a LOT of ideas now.

(Updates of each numbered topic will be lettered)

1. Include the use of discovering and using contacts.

2. Hand to hand combat both armed and unarmed.

a. I would just say add more moves, and have the enemies likely to counter attack. It also wouldn't hurt to be able to have or choose what H2H style you use.

3. Include real functionality with projected texts.

4. Use projected text with environmental interaction and CQC.

a.Ok, here's how this would work. Let's say that the player gets into a hand to hand fight, a big one, a bunch of guys or whatever. Say it's in a public place like some back alley or something. (It helps to visualize this!) You could have a function where say you're standing near a dumpster or something since you're outside. When the enemy starts his H2H move you could press a button to block or dodge his move but then on the dumpster there would be a projected text of a button. The button that appears would be random, it could in fact be a direction for the analog stick, but it would be quickly flashed onto the object. If you press the corresponding button in time you would use that object (that had the projected text upon it) and use that to smash a guard's face into or whatever else. This functionality could then be used for any object in the game, if you were only engaged in H2H fighting. Also, if you were close enough to multiple objects (say in an office) perhaps the button A would project onto a desk, AND the button X would project onto a nearby door. You can choose what objects to interact with this way. The purpose is to make it more fun than simply walking a guard over to an object and pressing B (like in conviction). That got kinda lame.

Also, not only could this be implemented for unarmed combat but a similar feature could be used in High profile interrogations (see below). For this feature to be used in interrogations, the projected text of the button wouldn't have to be flashed onscreen but could stay there as you decide what object to use. This would also mean we would need more than 3 objects to interact with though...

5. The ability to interrogate all guards.

a.That's self explanatory.

6. Include a high/low profile interrogation method. Low knife to throat, High-like Conviction but improved.

a.Say you have been tracking a target. He looks important, (maybe walks differently, more pronounced, looks like an officer, whatever). You would have two options for interrogation, high or low profile. If you are going to do a high profile interrogation, you would be best off to clear the surrounding area first. High profile interrogations would make a lot of noise. You could use something (as described above) for object interaction rather than the boring press B w/back to object in Conviction. Make it more exciting. The general use of the high profile interrogations would be the same as conviction but include more objects to interact with and the use of projected text (again, explained above).

Low profile interrogation would be like in previous SC games. It's nice and quiet. you sneak up behind someone and use your knife to the throat to make them talk. However, you could also have times when if you use a low profile interrogation on a guard and he claims that he knows nothing, you would need to decide if he does or not. If you think he does, and the knife isn't threatening enough, you could switch to high profile and start smashing his face into random ojects.

UPDATE8-5-11
ON INTERROGATIONS

It has been brought to my attention that the reason that you could interrogate so many of the guards in CT is because the AI was programmed as static AI and in Conviction the AI is programmed as dynamic. Being able to interrogate dynamic AI where they actually know what going on around them, how many guards are up ahead etc... would be something very difficult to do. So I suggest including both dynamic and static AI into levels. For instance the majority of the guards in an area would be dynamic. But in certain locations such as security/camera control rooms, generator rooms, or a variety of other locations, these guards would be static. When interrogated they would drop hints about what might be ahead etc..

Another interesting idea would be that you really need to analyze the guards especially in high profile interrogations. For instance if a guard is the typical solider guy, crew cut, spits in your face when interrogated they'll give you perhaps bad intel. But on the other hand if your interrogating an officer he'll be more likely to think only of himself and will tell you information that's probably truthful. Or if your just interrogating a guard and he's sweating profusely, knees shaking, crapping himself, he'll tell you everything.

Now receiving bad intell could play out in certain ways. The tough guy might say something like "yeah well my men got the door up ahead rigged with C4. You go through there, your dead!" As a player you can make decisions. First: Is he telling the truth? Second: What if the door is rigged? Third: Can I do something to see? Now without the game having a box pop up and say this, you just gotta think (once again: GIVE US OPTIONS BUT DON'T TELL US WHAT THEY ARE! IT MAKES US FEEL LIKE WE'RE THE AGENT, WE'VE GOT THE IDEAS) perhaps you take the guard and you run him through the door. If it explodes, well he was telling the truth, if it doesn't he's on the floor, pulls out his gun and starts shooting you. It wouldn't be a glitch it would be bad intell and you would have to decide.

END UPDATE OF 8-5-11
ON INTERROGATIONS

7. Include levels of counter-surveillance.

a. These would be daylight missions where you could be trying to gain intel on someone and you realize you're being followed. you would need to loose them. Also, there would be the potential for another chase sequence if that happened.

You are being followed and rather than try to loose the tail, you decide to run. (Give the player options like I've said before) As you're running away, the different objects that you could flip over (tables, chairs) and other things to interact with (slide over a car Conviction style) could have a projected text with a button on it. While you're running you could press the corresponding projected button the make pursuit more difficult.

8. Include more options for weapon customizing.

9. Environmental/cover takedowns-think last level of Conviction w/Reed and Sam grabs his gun.

a. This could be implemented in daytime (social stealth) levels. you could decide not to bring a weapon along if you think it would draw too much attention. If an enemy pulls a gun, you could disarm him and shoot him.

10. Mark and Execute (ideas for both CQC use only as well as gun usage)

a. MARK AND EXECUTE OVERHAUL: w/gun My main complaints of M&E in Conviction is that 1. it was too easy, 2. it required NO skill, 3. we had no control other than pressing Y. The way I envision mark and execute is similar to an OLD PS2 game. 24: the game, let me explain. There is a feature in the game which is really just how you aim/target in the game. When you aim and there are enemies within range, little arrows (in the direction of the enemy from you) are displayed outside of the target reticule. If you quickly move the right analog stick in that direction twice, you snap to that target. How this would be implemented for M&E... basically the same. you could have the marks rewarded for hand to hand kills (maybe just one mark for one kill, haven't thought of that yet) and even include the Y button to execute. However when you press Y you'll have little arrows on the outside of you're reticule. You decide which enemies to engage in what order and you would fire the weapon when you want. Also, at long ranges you wouldn't get headshots, even at close range it should be rare. When you double tap the analog stick to snap to the target, you have to decide how many times you need to shoot that target for them to go down. Also in this mode time will speed up.

UPDATE 8-5-11:
b. MARK AND EXECUTE wo/weapons

Since all complaints deal with the use of the weapon, why not just remove the weapon completely. You could still mark targets and you could wait for them to gather up close together, talking or whatever. When you execute, you could take out the guys with just hand to hand moves. (Think the Jason bourne scene at the train station, protecting that reporter in that little hallway.) Now if people don't like this idea, think about this. It's really not that different than having the player pull off perfect headshots except hand to hand could be somewhat more believable.

11. Bring the knife, OPSAT, NV, IR, and EM vision, the whistle, high tech stuff like lasers, computer hacking

a.Why? Because we all like them! That's the stuff that made games SOOOOOOOO much fun! The high tech, sneaking into places w/laser trip wires and stuff, come on that's fun!

12. PMC options-generic custom adjustments, functionality for using guard outfit once or twice...

a. I wouldn't say that you should be able to do this on every level but once or twice wouldn't hurt. Even AC:2 and AC:B had levels like this.

13. (Just to be funny) needs a ship level. Every other SC game has one except Conviction. I wonder why...

a. Not only a ship, but we need a plane level. Anyone thinking like the beginning of Rainbow Six book?

UPDATE: 3-14-11
Ok, it's been almost a month but I got some more ideas.

1. Include computer hacking-both on-site, and off-site. Off-site would include in depth mini game.

2. Mini game for forging documents or ID. Towards the top I explained an idea for going through an airport. Another option is this.

Go to the airport, find uniform or whatever and steal them. Find a guard and take pictures, (yes, include a camera for observation and recon) of his ID badge or whatever. When you are ready to go through the airport level, you include another level where you make sure that guard (whose identity you'll use) doesn't show up to work.

WEAPONS LIST

HANDGUNS:

FN 5-7 MK 23 Desert Eagle USP 40 Glock 18 Glock 1911 Browning 9 mm

P229

M1911A1 Custom

MP-443 Grach

H&K USP .45 Tactical

Beretta 92FS

SUB-MACHINE GUNS MP-5 SR-2 H&K MP5K-N FN P90

MP-7

RIFLES

FN2000

Colt M4 CQB-R

GWS XM8

FN FNC

FN SCAR Light FNAR

GADGETS -lock pick -camera jammer -optic cable -door lock charge -door breaching charge -sticky camera -sticky shocker -ring airfoil round -motion sensor (use if hacking PC, or high profile interrogation to warn if guard is coming)

LEVELS (yeah, kinda generic and not much detail but what i'm getting to is a wide variety, not all in US)

-airport -some third world country (Kinshasa like level) -Russia -train -ship -warehouse -harbor/dock -PMC base -New York -Israel

UPDATE: 3-19-11 1.
Skills training

Skills training would be a part of the game where basically you improve H2H combat skills and M&E skills. When you first start the game, the player would know H2H moves, however the enemies would be able to resist the moves, push back like in Conviction, or even put you in a chokehold. If you go through training, you would unlock (learn) new moves, new animations, more brutal moves, and once you max out training H2H you can't be blocked.

With M&E training you would be able to pivot faster to track targets and your aiming reticule could be sharper/faster. The training should be interactive though. you shouldn't just go to some menu and move sliders around to balance your skills. We actually perform the training to improve.

2 Interrogations- off site Personally I loved the interrogations in conviction but I got another idea. Say in a level your objective is to capture some high ranking officer. After you capture them you have to decide how you want to extract. Again, give us options but don't tell us what they are. Let us figure it out. It makes us feel like we're the super agent if we decide what are options are and what we do. You could decide if your extraction point was far away to knock out the target and carry the body with you. Or if it was nearby you could human shield walk him to the extraction.

When you capture a target of high importance you bring him to a hideout. He's in a chair, bound, and you interrogate him. From Conviction you could still slam his face into a table or something, but let's go farther. You could have different "tools" of interrogation. Where basically you choose a limb and rotate one or both of the analog sticks to twist that limb. If you go to fast or too far, the limb breaks, (possibly killing him) and you get no intelligence. This could be used for low profile interrogation.

For the tools, you could choose from different things like butcher knives, scalpels, scissors, cigar cutters (like Jack Bauer ) or whatever else. You choose how or where you want to cut, stab, slice or whatever. Now, don't make it super graphic or anything but you can be brutal. You could have something like where basically you select/equip whatever weapon/tool and you use it for interrogation. Pull the LT and it's a stab, pull RT and it's a slice, move the analog stick and you get a cut or whatever else. Think of the buttons as modifiers.

3. Continuation of H2H As stated above use buttons as modifiers during H2H combat. Example: you could still have B as the initiate H2H move, after you press it and before the animation is complete you have options. (These options are available during the combat animation)

-(pressing B default is a lethal attack) -LT-makes the move non-lethal -RT-makes the move more brutal -if LT AND RT is pulled you get brutally rough non-lethal attack -if just RT is pulled you get more brutal lethal attack -Y-involve some type of head butt move -A-throw to the ground (non-lethal, not even knock out, just stunned/winded)

4. I like the idea of having the player being able to pull up his hood or something to draw less attention.

5. Chokeholds If an enemy gets to close, they should put us in a chokehold. Flash a projected text on screen at random and you would throw the guy off. If would need to be fast though, similar to the timing required in AC to perform counter kills. Note: Going into training would reduce the likely hood of that happening, and could/would increase the amount of time given to the player to be able to press a button to get the guy off. Example: no training= .5 seconds, with training=1.5 seconds (just example time, that still probably too much)

6. If we are going to infiltrate a building, we need to be able to self infiltrate. Meaning we choose when we start a mission. Example: In CT bank level, you start the mission already inside the gate of the bank. If we want to search around and perhaps find a main power supply to disrupt or something first, (before we infiltrate) we should be able to.

7. Levels need to be big If a level (think Kobin's mansion) starts with us on the streets or leaving a hideout, we should be able to duck into small shops and use social stealth (both on the streets and in the shops) to loose tails. Also, levels should be designed so that we have multiple ways of infiltrating an area. If we prepare, do investigations beforehand, we'll be at an advantage (know how/when/where to infiltrate/exfiltrate)

8. Award the player for performing investigations If we take time to perform social stealth levels to find extra intel about upcoming levels, it should actually feel like it was worth our time. However it should also be balance to the point that if we just want to go the mission and improvise the whole thing, we should be able to as well.

9. (this ties in w/#7) When performing investigations we should be able to note guard patrol routes, poorly guarded areas, best ways of getting in and out of the area etc... Example: (think a mission like Kobin's mansion again) We investigate (entire levels of just performing investigations) and find where the guards patrol, if they are likely to respond to car alarms or if they ignore them, find out that a delivery section (not in kobin's level just making something up) is poorly guarded. So when we actually go forward to perform the mission, we choose to go in through the delivery section rather than say over a wall or something. NOTE: The investigation levels can be L&S stealth (old SC games) and rely on COMPLETE GHOSTING, (if we are seen, mission over, they know your investigating), social stealth (daytime levels, public building investigations) or both. If you are spotted using L&S gameplay, you use crowds of people and duck into shops or back alleys to loose tail. The gameplay should switch seamlessly from L&S to Social Stealth and back and forth.

If you duck into an alley or even a shop, you could then confront your tail and fight them (see the unarmed combat w/projected texts above) or you could run (see projected texts during pursuits above).

UPDATE: 4-19-11
With this update I would like to address enemy archetypes. This was severely underplayed in conviction and I'm going to take a stab at it now.

A. Street thugs -this enemy appears in social stealth environments -may be more common in run-down areas TACTICS: -shouts curses like everyone else in Conviction, charges into battle, doesn't really think WEAPONS: some unarmed, some w/handguns, no weapons training INTEL: random stuff

B.Hired Mercs (low class) -in both L&S and SS environments (two variations) -next in progression of more difficult enemies TACTICS: thinks somewhat about what to do, still makes stupid mistakes, shouts somewhat but is usually more reserved WEAPONS: handguns, SMGs, some weapons training INTEL: small stuff (some are lies)

C.Hired Mercs (high class) -appear in L&S and SS -some are ex-soldiers TACTICS: think about tactical situations, respond like normal soldiers (flank, suppress etc...), shouts orders during combat WEAPONS: assault rifles, grenades, SMGs, good weapons training INTEL: what they give you may or may not be truthful

D.Officers -appear mostly in L&S levels though may be in SS levels if off-duty -walk more profoundly -have intell= need interrogated TACTICS: not really involved in combat so this is N/A, talk to other enemies WEAPONS: handguns, good weapons training INTEL: care only about themselves and will usually give truthful intel

E. Agent Operatives -appear in L&S and SS -will resist H2H moves unless you are fully trained TACTICS: fast cover chaining, moves rapidly, think how the SCs in Conviction where more assault geared, it's kinda like that, no yelling tactics, they're good enough to know what to do WEAPONS: whatever is in the game should be in here, extensive weapons training INTEL: lies

F. Super secret agents -appear in L&S levels -resist H2H moves unless fully trained TACTICS: stay in shadows, come from behind you and grab you (have to break out w/quick button press), no yelling, no noise, these are SCs like Sam was in games 1-3 WEAPONS: special INTEL: unknown - it depends

For social stealth mission since you aren't really hidden just incognito you could have the player appear in gray. For the environment, places that attract a lot of attention (like a kid screaming in a park) those areas could be either brighter or have a higher contrast, or more vivid colors. However, the whole game would still be in color it's just that those specific areas would be more noticeable.

UPDATE: 5-20-11
Anyway the levels need to be sandbox. We need to have different ways of infiltrating and exfiltrating from an area. But we need to have scouting missions as well. These "scouting" missions could take place w/SS or LS stealth. The point being is that you would know for instance what building you need to search in for your objective and it's general area. With these "scouting" missions you would set off and discover things like possible points of infil/exfil depending on your play style or what you think would be cooler. For instance: let's think of the classic CT map the bank. you already start the mission inside of the bank walls. If a level like that were in SC6, w/these "scouting" missions you could find out that you could 1.climb over the wall, 2. find a tunnel entrance (like a water line or something) 3. find a less guarded area etc... These missions would encourage you to explore your environment before actually moving in. This would give a feeling of tactical superiority which is a great thing. If you get into a gunfight, you don't have time to look at a map, you remember from the scouting missions that "hey, there's an alley that goes around here".

Sandbox environments also open up possible new gameplay measures. In a big city like NY looking for clues about a connection w/ an organization? Fine. What can you do? Follow some guy with a taxi, if he discovers you, you got to decide what to do. Or what about simple things you could do in a city or even just a small town. For social stealth you could buy accessories to help you blend in: jackets, hats, hoodies, sport coats, sunglasses, newspapers, ect... You could approach your appearance in two different ways.

1.Go into a store, find something you like and reach out and take it and automatically use/wear it 2.Once you go into a store, you could simply access a menu to change your appearance.

Of course option 1 sounds better but for simplicity you could go with the second. I feel it's important to note as well that these accessories wouldn't be like disguises or anything like that, it would just help you look (ideally from a gameplay perspective: help) the part. If your in a higher class environment your not going to look like a bum. That would draw more attention to you from a SS perspective. Sandbox environments and having shops and such could also allow you to have a greater chance of making and employing improvised gadgets but since that idea hasn't really caught on, I'll just leave it at that.

For LS missions and/or gameplay, sandbox environments would allow you to find safe place or hideouts you could use. If the police or some other enemies are after you, you could find places to hide. The best way I can describe the uses of these safehouses is that they would be nearly identical in function to the safehouses in the SC books.

UPDATED: 7-28-11
Erm, well its been awhile and I've been brainstorming with ideas as much as I could.

Multiplayer should be a critical component of any game. Single player story is very important and of course it's the main draw. In splinter cell conviction I liked the fact that the story was a prequel. Not that multiplayer would have to be I just like the idea. Now as far as ideas go I'm thinking back to the 2007 ideas kinda. And also DON'T FLIP OUT - Army of Two. (I've never played it so be hatin'!) What I'm thinking of is possibly a solution to the old fans new fans thing of splinter cell. New sc fans like conviction because of the gunplay. Old sc fans like previous games because of stealth. So why not have both? One player could play the more traditional sc role. Ghosting, infiltrating, scouting etc... and the other player could support by drawing enemies away (im talking like across a map) and having the convictiony feel of having action/stealth. Levels should be designed to support two different play styles and levels should be large enough that two players can work together without actually seeing each other.

Players should have their own set of objectives. Some are mission require objectives, others are just to support the other player. Here's where my idea of giving the player options but not telling us what those options are could come into play. Player needs to infiltrate building. You could just sneak or shoot (i suppose) your way in. But say there cameras and such. Without having some projection or notification pop up the other player might look around for a generator or power supply. If he was playing a stealth role he could disable it with his knife. If his playing action he could blow it up. The explosion would draw enemies away to investigate leaving less enemies for the other player to encounter. All of this should be done with the player just thinking through his options. No game objective pop up saying "hey do this so other player can do this". If you want to do it fine. It'll help, if not, you can find another way in. Take the same scenario. If the other player was playing action he could blow an entrance hole in the building for the stealth player. Not that that is the best idea what I'm getting at is having multiple ways of helping your co-op partner but not necessarily directly.

UPDATE: 10-27-11
LIGHT AND SHADOW GAME MODES

Mode: Ghost Description: Two players start on one side of a map. They must work to get to the other side without being detected. Guards investigating noises, switched on/off lights, etc... cost you minor points. Guards detecting you cost major points. The winner is who has the most points once reaching the other side. Notes: Would encourage ghosting, old style SC games gameplay, memorize guard routes and timings, not leaving a trace Co-op capable: No

Mode: Ghost race Description: Same as ghost except to give a bit more urgency to the game mode, a timer would be included. Points (major and minor) would still be deducted but speed would play a bigger role in winning. Notes: Would encourage more cover to cover gameplay. Would also be as aforementioned faster paced. Co-op capable: No

Mode: Bomb Defuse Description: Two bombs would be set in the map. Their locations would not be given to the player. Each player must find and defuse the bomb. If a guard or security camera or other device detects you, the bomb timer is reset for ten seconds. The player would have to overhear conversations between guards to determine where the bomb is. Also, detecting a large number of guards in an area would probably mean that they are keeping that area clear because that's where the bomb is located. For the conversations between guards an example would be like "Man, it's so cold down there with that thing! I don't know why he (implied bad guy) wants us to guard it, no one's here." From this example you could rightfully infer that the bomb would be downstairs somewhere and perhaps in a freezer or other cooling unit. Notes: Players would need to act stealthy to avoid having the bomb going off. The player who defuses the bomb and extracts from the area first is the winner. Co-op capable: Yes, same thing but instead you work as a team and you would receive a score based on how quickly you could find and defuse the bomb (add points) as well as how many guards investigated something because of your actions (deduct points). This score would be on a leaderboard and like you know, people try to beat the score...

Mode: Search and Rescue Description: Two targets are in the area and need extracted. The players must work to find the targets and extract them without being detected or the guards will kill the prisoners. Once you find the targets you need to extract them from the area as well. Winner would be whoever completes this task first. Notes: Targets are not trained in stealth so when you are making your way to extraction your options would consist of A: Taking a route that bypasses guard locations or B: Neutralizing the guards in a stealthy manner. Because the targets are not trained in stealth their footsteps may be louder or they may perform other unstealthy actions which may perhaps blow your cover. Co-op capable: Yes, both targets would still need extracted but you may work together to accomplish the task.

Mode: High Value Target Elimination (used with permission by michaelanjello) Description: You begin a level with guards on full alert. An elite team of soldier/mercs/goons etc... is protecting an HVT. Their mission is to get the HVT out of the area and extract. Your mission is to get to the HVT before they extract. You would also need to use distractions/lures to delay the enemy. Notes: This game mode would encourage players to keep moving forward while thinking of ways to distract enemy soldiers. Would tend to be faster paced while still being light and shadow stealth. You would win if you kill or secure the target (kill wins but secure gets more points). Not direct competition, your time and score would be recorded and uploaded to leaderboards. Co-op capable: No

SOCIAL STEALTH GAME MODES UPDATE: 12-16-11

Mode: Assassination Description: This mode is played cooperatively with another friend vs another team, so 2 vs 2. Each team consists of one spy and one assault/sniper guy. Before deploying on the mission the spy has the ability to play a "pre-game preparation" session. In this session you as a spy would go into the area your mission is about to take place in. You would need to survey the area and begin preparations for the actual mission. This could consist of bugging security cameras that are already in position, finding ideal locations to place your own cameras, planning escape routes, and overall just familerizing yourself with the level. The only catch is that you do not raise suspicion on yourself by anyone, not at all. Once this pre-game prepartion is done you may then start the actual mission. Each team of 2 (spy and assault/sniper) is given the same target to kill. You are briefed on who he is and if you have performed intelligence gathering missions (say in a separate co-op mode) then you may get a picture as well. The assault/sniper guy must move to a location that is hidden. The spy's job is to sneak around the area and relay to his teammate, where and who the target is. But there's a catch. You must play cooperatively as the spy, even if he finds who the target is, can not eliminate the target as his cover would be blown. The actual elmination of the target would be up to the assault/sniper guy. The opposing team players have a choice to make. The other spy can attempt to track down the assault/sniper and kill him. If so, there are no respawns and voice communication is ended between the players (meaning the spy doesn't know his buddy just died). The other team may then kill the target and extract. Notes: This mode would force each team of two to work together. It would be extremely difficult (as no respawns, coms cut off) but would also reward the players who perform the pre-game preparation as you could find your targets faster and more efficiently. Co-op capable: Yes, this mode requires it

Mode: Assassination (Part 2) (because I can't think of another name) Description: Much the same as above but consists of only two spies. Each spy is given the intel of who they need to kill and nothing more. It is up to the player to find them. Perhaps there will be a security detail. If you're clever enough to spot them, you could interrogate them (but out of sight of the civilians). Each spy must eliminate the target discreetly and escape the area without being detected. You could also allow for one spy to go kill his target without opposition, but in order to win, you would need to eliminate the spy, then extract. So spy A kills his target, moves to extract, spy B kills spy A, spy B extracts, spy B wins. Spy B would not know who the other spy is, whoever is playing as spy A would need to ensure they are doing a good job of blending in with the crowds or they themselves will be killed. Notes: Would focus highly on social stealth and observation skills. Co-op capable: No

Mode: Security Detail Description: One spy is tasked with discreetly escorting an HVT across the map while the other spy tries to eliminate the HVT. The spy on assault would need to cause distractions in an attempt to lure the protective spy away. The assaulting spy also could place bombs in discrete locations that he reasons the HVT might walk by, things like trash cans, under tables, cars etc...If the protective spy finds a bomb, they can defuse it for additional points (perhaps used in a PEC system?) If assaulting spy kills the HVT and extracts without being killed, they are the winner. If the HVT is killed and the spy assaulting spy is also killed, the protective spy wins. The protective spy also wins if they escort the HVT to the target area without being killed (duh!) Notes: Each player would switch roles at the end of the round. Would test your observation skills and nerve. (do I react to this or is this the decoy type of situation) Co-op capable: No, but see below

Mode: HVT Protection Description: Exactly the same as above except in the fact that a team of two, perhaps four spies acts as security detail for the HVT. Same objective, get him to the other side etc...The catch is this: You are playing against a team of four assault guys. They are special forces, highly trained in gun combat. They'll remain stealthy until the target is located and then will go guns blazing but very tactical in there approach. Spies must protect HVT, if he dies the assault team wins. If the spies kill the assault guys (this would be a VERY difficult experience) they get points (PEC perhaps? and the round is a tie) If the spies can escort the HVT to the area, they win. Notes: Would be the most demanding of social stealth and complete mastery of being stealthy. Could switch from a stealth experience to more action experience if the assault team discovers the spies. High damage (one or two shots would kill) and no respawns. Co-op capable: Yes, required.

There are a couple of things i thought of :

- keep the brutal interrogation but add more moves and more environment to use, and bring back the every guard interrogation but keep the last one simple but give the guards funny lines like CT (killed by a ninja)

- Add more different costumes like DA did

- Have the slide into cover from conviction ( i can be running and then just slide into cover, it is really helpful)

UPDATE:
- Mark & Execute Development :

Principle : A strategic tool, to dispatch few enemies fast and efficient, clear some vast rooms when combined with certain elements, a way out of death situations

Development :

- Make it a strategic tool, if i use it while i am visible to enemy, may be he will shoot me before i can shoot him and i will die

- the ability to mark lights so that i can create darkness and then take out my enemy silently

- Also add the ability to mark surveillance camera, for example i want to go through that door, but there are 2 guards patrolling near it and a surveillance camera, so if i shoot them the camera will detect their dead bodies lying on the ground and i am identified as an intruder, so i have to mark the camera first then the other 2 guys, then execute, efficient right ?!

- When under fire make it impossible to M&E, either by disabling the ability, or by making us fall dead before we can execute that will make it harder and more hardcore.

- Grab execute, let's say for example :

a- there are 3 guards, 2 far aways and one coming to my poition during his patrol, and i have 2 marks, so i mark the far 2 guys, and wait for the 3rd to come closer, and then grab execute, i grab him and Sam automatically execute, so that guy is more of a cover to me (realistic) and no slow grabing but fast like when Sam grabs Reed b- the same scenario but i have only 1 mark available, so grabbing the 3rd guy will grant me the 2nd needed mark to kill the 2 far guys

UPDATE:
- We will use the unreal 3 engine.

UPDATE:
- When shooting an enemy and if we removed the body or hide it, it always should have blood trail which guards would investigate, and start searching for the missing one.

- if you step in a muddy area, you should leave muddy footprints. if its currently raining though the footprints should disappear after awhile. in mud you leave indented footprints and once off of mud again you leave muddy footprints on ground. in snow you leave footprints unless it is currently snowing in which case they disappear after awhile as they get covered with new snow. when its raining you should be able to slip when climbing walls and pipes and things. you then press the designated "catch" button. lets say the catch button is LB. whever you slip you have to be sure to press LB to catch and balance yourself.

UPDATE:
- Hand to hand combat

{C}1- the enemy is not alerted (his weapon isn't equipped) then a lethal take down will kill him, or non lethal take down will ko him 2- the enemy is alerted and investigating the place the h2h combat will be like Arkam city UPDATE: - Now during some takedowns the guard will scream while standing two feet from another guard, when you grab a guard, they typically don't scream but if they do it should alerts the other guards around you - The player should be able to climb/jump in the environment freely, you should be able to climb and jump whenever, the player shouldn't be bound to just one or two types of movements. Smooth movement across random terrain -Also if there is going to be cameras, we have one computer or camera control room (not mandatory) on each level where we can shut all cameras off, but all guards nearby become more suspicious in that case. Or we can shoot out one camera, and guard in camera control room become more suspicious and could order to somebody to check what is happening around that camera. Or we can delete all camera records like it was in Chaos Theory (Bank level). Or i could be like this : 1. If you destroy the camera and guard see what you did, then he will call back up or be more careful in case of the attack. 2. If you go into control room and turn of the camera, the guard will call someone and ask what is wrong with the camera. 3. If you go into control room, kill/knock out the guard in the room, and that camera later spot you, the alarm shouldn`t start because there is no guy who can see you on the camera and sound the alarm. - Game Modes : --> Hunter - same as SCC. You have to kill a number on enemies in a specific area before proceeding, However the amount of enemies as well as their random placing increases in difficulty based on your setting --> Infiltration - retrieve files from a computer/interrogate a specific enemy/etc, and then reach extraction, you do not have to kill everyone but you can if you desire, the point is to beat it with no alerts, On Easy you have 4 Alarms that you can sound before reverting to your last checkpoint, Normal you have 3, Hard also has 3 but also has more lasers and things, Realistic you have only 1 alarm that once is triggered fails the mission. --> Last Stand - the game starts with an alarm going off in a specific area (or in the game mode "arena") of the map and waves of enemies that come in to kill the intruder. You do not have to protect anything other than yourself (or you and your teammate if co-op), Waves start off easy but progressviely use smarter tactics, more enemies, better equipment until at the end they have all the equipment you have including night/thermal vision goggles but not the iconic goggles, or we can try to escape out of the building while the keep coming at us, making us slow down, take out as much as we can to make a path --> Spy vs. Spy - like Face-Off where you can play as a single spy against another or as a team of two against another team of two. If you are a "ghost's shadow" while hiding no enemy will be able to see you however your teammate can. you cannot use your vision modes in this game mode to avoid being able to spot enemy agents. --> Package - you have to "escort" an NPC through a mission where at times he is stopped by a group of 2-3 and then eventually attacked and killed unless they are killed by you first. however all other enemies previously passed (or any in the area) will be alerted and come to kill him (and you if caught) unless you stealthily take them out before the NPC is stopped in the first place. --> Assassination - where you have to kill a V.I.P. who is protected by enemies, who can’t be marked and who doesn’t show up on sonar goggles, You could have to search for him through the whole level (not split up in zones) take him out and have to escape from the level, If you are not detected by the V.I.P. then they are just moseying around with a small posse, but if u get deteced many more enemies surround him. He might also try to escape to the end of the level and you have to catch him Intel Gathering - you have to reach somewhere stealthy and listen to a V.I.P conversation, and then escape without getting detected, and to make it different than Infiltration it should be without equipment, and only one gun (Five-Seven for an example, and only 20 bullet) while the level would be full of enemies at their alert state, searching every where, keeping an eye for any intruder, yet they don't know you are there UPDATE: - AI Reaction Ideas : a)Base Stage - the alert level that they start out on, generally it is the Unaware Stage, but near the end the enemies may be more alerted. Unaware Stage - this stage is where enemies have no idea that there is anything wrong with where they’re at and so go about their basic patrols or habits. b)Suspicious Stage - they saw you for a split second in partial shadows or you foot in the light for a split second. They go and investigate for a few seconds and if they can’t find anything they go back to the Unaware Stage. if you get them into what would normally be the Suspicious Stage again, it will instead turn into the Scared Stage. c)Scared stage - they saw you for a little bit longer and investigate with a flashlight for a little bit by themselves but if they cant find anything they go back to their normal routine albeit more jumpy and by flashing a light down halls and then turning them off to proceed. d)Aware Stage - is just the term given to the stage of whenever they investigate something out of place. There are several different variations of Aware Stages in the other stages ranging from a quick peek to a full scale hunt for a ghost for a minute or two. e)Alert Stage - this is the stage of when they know there is an intruder and actively search to find you and do not stop until they do or you take them out. if the guards reach this stage it usually means they will also run to sound the alarm however some areas may not have any alarms (like a camp in a foresr). Also guards know where you are no matter what. f) When you hide, they will throw a frag grenade or some other grenade where you hide with 100% accuracy and come closer or shoot as soon as you come out of cover. g)IF you dont press the take down button on time (they notice you), the AI should use their rilfe to smash you and when you get far enough, they start to shooting at you. When AI are much tougher they should use their knife to defend and then kill you. Also if you see anything like self defence, you press the take down button and resist their attack. h)When you grab a guy and use him as a body armor, It will be usefull if AI can defend. I think it would be much better if you are worried when you hold a guy. Normally if you don't point a pistol into AIs head or hold his head in a break stand, he will try to defend himself, because you can't kill him when you are busy shooting others. so If you are aiming with your pistol for 15 seconds he will try to resist. On each difficulty is shorter: Easy 15 sec Normal 10 sec Hard 7 sec Realistic 5 sec i)"Force" I think it would be good if you can also force AI to do something. When AI is afraid to die you can tell him to do some things like: 1. Force him open the door (locked, keypad locked, retinal scanner locked, fingerprint locked, voice scanner locked - door) 2. When they spot you and you grab a AI, you can force him to tell the others that you vanished or that someone already killed you UPDATE: a) Add camuflages: Arctic Desert Digital Night Woodland which we can choose according to what map we are playing

1)HEAD:

- add various forms of hats (to look better), add helmets (for bigger armor)

- add various forms of Special masks -with which only the eyes can see- (to look better), camuflage on face (to look better)

- add various forms of goggles (to look better)

2)ARMS: - add various forms of protection for the shoulders (for bigger armor) - add various forms of protection for the elbows (for bigger armor) - add a various forms of watch (to look better) - add a various forms of gloves (to look better

3)BODY: - add various forms of armor - add a various forms of bag on the back (for ammo or gadgets) - add a pockets over armor – like in the previous SC's – (for ammo or gadgets) - add various forms of shirts (to look better)

4)LEGS: - add various forms of protection for knees (for bigger armor) - add various forms of pockets (for gadgets) - add various forms of pockets (for ammo) - add various forms of boots or various forms of shoes (to look better) - add various forms of trousers (to look better)

UPDATE:
- The enemy should have the ability to push and hit you melee when you are near, When an enemy is in arms reach they will always opt for hitting you, as appose to shooting you at pointblank range like it has been in all SCs to date, the enemy will melee you a little in SCC but nothing to the level they should, so the hit should be harder and have an effect

- Every electronic device in a level(also lights of course) should be connected to a greater electrical network. In this way you could cut an electical wire and depending on its location in the network this would cause one light or all the lights in the room to be switched of. Every building should also have a circuit breaker panel where you can choose to turn off the electricity of some or even all rooms, And of course the enemy will act accordingly so it's isn't a "win" option, we can also shut the whole building off, guards should react and try to respond to it and bring the electricity back on, if there are guards near the main switch they will investigate faster, if you killed them or KO them farther guards will come to turn the switch on, after they do so they will search for their friends, if they found them they sound an alarm if not you are safe, if the electricity didn't come back, and with high trained soldier maybe make them wear Night Vision goggles.

- Tackling and Throws :

Ah, well basically a throw would be a defensive move, like if someone is going to hit you, you will counter their attack with a throw, When an enemy is in arms reach they will always opt for hitting you, as appose to shooting you at pointblank range. So to initiate a throw (or counter attack) simply press the B button after the NPC has started their attack but before they hit you, your character will use a defensive throw to hurl the enemy to the ground, this will not KO or kill the NPC but rather just send them to the dirt for several seconds giving you ample time to finish them or run.

And a tackle is initiated when you attack an enemy (from all angles, but the noise/ferocity of the tackle will differ depending on the direction you’re coming from) while running at full speed, and is always a KO if successful. A tackle will not be successful if the NPC has to much warning of your approach and has prepared himself for you attack, in this case you will both end up on the ground but neither are KOed, you will rise roughly together and will then most probably have to counter him or just shoot him while he’s getting up. (No matter where you are you can always equip and fire you’re pistol even when lying on the ground.)

- Additional Info on M&E :

After a successful execution you cannot mark any enemies for at least 10 seconds (or 20 if the execution was poorly timed)

Mini-Additions :

- Some upgrade ideas : upgrade's :

Acog scope (2x and 4x) Bigger magazine More Suppressor Grip (for more accuracy) OR Gun stock

- Put a hiding technique for the dead/knocked out bodies, like being able to put the body in the closet or something like that - Give A.I some some random patrols every now and then, for example a guard makes his normal patrol 2 times but in the third he change it or do something else

- Guards connected to each others for example : a) a guard goes to check something out, after a while his friends check on him but he is not responding so they go searching for him b) a guard goes to check something out, after a while his friends check on him but he is not responding so the guards chat and laugh about how he maybe fooling around or something c) goes to check something out, so he tells the other guards that he suspect something and go check it out, if he didn't find anything then he tells them that it's okay, but if he didn't respond to their call they start searching for him

Update:
Ideas on how to use your knife: -The ability to cut through fences, tents and other cutable materials (maybe glass too, now the only option is to smash it and that's way to loud) -Also let us cut a tiny opening in for example a tent so you can use a snake cam -Let us cut any electrical wire in the game (e.g. someone's on the phone, you cut the line and the the connection's lost)

- Some Extra stuff :

The weather changing option, if you played like half and hour, it will start to rain or wind will effect on the clouds or if you are playing the mission and it's sun set, later it will be darked and darker.

If It's raining add small dots on player's outfit that will start to appear in first 2 minutes when the rain starts and after 2 minutes, the entire outfit will change color, the color should be much darker to look like It's really wet.

People who are selling books, cds, mobile phones... and some of them who actually buy some of that stuff and leave the location, add group of people who are talking about something or standing somewhere and listening to music... add people who will ask you like: * „What time is it?“ * „Do you have a cigarette?“

At the bottom right of the screen there would be [however many magz you're carrying] little magazine shaped thingies.

(The mag that is currently in your pistol would be significantly bigger then the others.) Each one is like a white outline with little white bars inside of it symbolizing the bullets. As you shoot the little bars (bullets) deplete. To reload: Press and hold the reload button to do a tactical reload, this takes time but you will exchange the mag in your pistol for a fresh one thus keeping your unspent bullets, however if you tap the reload button you will reload much faster but drop your mag and loose the unspent bullets. (you can of course pick it up later)

Note: Your character will always put the fullest mag in his\her pistol when reloading.

One last thing, if you try to pick up a magazine from the environment but are already carrying the maximum amount you will automatically exchange the least full one. But if all your mags are fuller (or completely full) then picking up a new magazine is impossible. However, you can go into your advanced inventory and put some of your bullets into your reserve and then exchange the now empty clip. Your reserve supply would also have a believable limit.

Update:
- The Mobile Sticky Cam (Mobile as in able to be moved around, not mobile as in cell phone) :

The mobile sticky cam is able to be launched/thrown out into the open just as a regular sticky cam, but after it is on a set surface, it can be remote-controlled to move/crawl around anywhere that the player chooses. Just think of it as controlling one of those remote controlled battery-operated racing cars, like Tyco RC, miniature monster trucks, etc.

The mobile feature option that will be added to the sticky cam's screen display will read 'move'. It is activated by the pressing and holding the RT button (xbox 360) or R2 button (ps3), which at that point, the sticky cam will extend 6 minuscule flexible antenna-like legs with a special adhesive that leaves no residue yet enables the cam to be mounted onto virtually any surface. You can steer the cam to crawl around to any position by using the Left and Right joysticks.

Update:
- Give players the ability to turn off any light source that's within arms reach by either unscrewing the light bulb, unplugging it or switching it off, even blowing off candles.

- H2H against 2 guards :

You can take out 2 if they are standing together, like the player sneak into 2 guards and by pressing the button (or multiple) he takes the 2 guards out (Either kill, or ko), same goes with death from above where you can death from above someone and then ok/kill the 2nd guard, as long as they are standing next to each other

- Cover to Cover system:

You are doing cover to cover. Normally your cover arrows are pointing left or right, but what if I'm in cover and the place I'm pointing is a pipe. Arrow should point up and if I press space and hold right mouse button I will jump on pipe, just like i can do cover to cover. Instead of runing to pipe I used cover system, but if I want to jump somewhere before I climb I can just aim there, hold right mouse button and press space and I will jump and go at that place. If I decided to climb on the pipe and I'm above the entire place, if It's not to high I can aim on the cover, right or left arrows will appear and press the right buttons.

There is something I want to explain, arrows. If you are jumping on pipe or the wall they will point up. If you want to jump down or move from cover to cover they will be right of left. If arrows are pointing down it means that you can jump down like through the window

Another Explanation to it (my point of view) :

- C2C system is evolved into Cover and action, you are in cover, you aim and there is a pipe, the arrows are pointing up, so when you use the cover system you will run to the pipe and climb it up to a certain high then you regain control

- You are on a pipe, and you want to go into cover, instead of jumping down and running, you just aim to the cover, there is left arrows/right arrows, you use C2C system and you will drop and slide into cover

- You want to take cover on the opposite side of your cover (example big stone), so there should be arrows pointing up, when you use C2C system you can slide on it and take cover on the opposite side

Update

- If AI is standing near glass, we should be able to push him like Sam did to Kobin, but from greater heights.

- Able to (first include ladders) swap sides of ladders like in POP or AC I/II.

- I think It would be cool if we are on the ladder and we see the enemy right straight from as, to (press C) pick a knife and stab him in his hearth, or push him down with both our legs, it should be a surprise element to be effective, also the AI should react to that, if he falls he stands up and begins shooting, if it was a long distance then he is KOed, if we killed him then it is done, but he should also be able to take out his gun and shoot us while on the ladder too.

- Let's mix up the previous two ideas :

If we want to stab somebody on the ladder in pitch black area, of course, we need to swap the side of the ladder and change position of our hands and legs with one button. So enemy could move down along the ladder.

And then, when you and the enemy will be at the same height, the player stabs the enemy with his knife or punches him into face. Just before the moment when enemy could spot us and sound the alarm.

Update:
- When we are playing the game and we press escape (Esc) a menu will open.

Continue Friends PEC Retry last checkpoint Restart mission Load game - load checkpoints or mission Player Options Difficulty Quit

You do know what all this things do except Player, Once we enter player we can see things like this:

Character Story Targets Unlocks Tutorial Score

If we choose the Character option it will take us to the personal files (bio) of the character that we play with. In there we can also find the Memories. In memories we can find the things that somehow changed this character.

If we choose the Story it will give us a part of the story we know and it will show us important videos of interrogations, or some documents of that story. If you lost your self in the story or go to your friend and you don't know the story, you can read some this or watch some videos to get in game, not playing it allover to understand the story.

Targets have similar things like the story. It shows you the important enemies that you have to kill, interrogate, but only if you already heard for them or saw them. It also shows you the enemies you killed or have to kill.

- If we are swimming and get out of water, when we are getting out water should burst and drops should seep from our body 3-5 seconds.

Update:
If you’re undetected, I.E. sneaking up behind someone, press and hold ‘B’ (for a moment) when in reach of, you will extend arms and assume a takedown-ready stance, (but will not touch the NPC, so the NPC remains un-alerted) remember what Sam did in chaos theory when you were really close to an NPC (the regular Closer Then Ever mode will still be present) he’d reach for his knife, well it’d the equivalent of that, only player initiated.

Since the NPC is unaware of you will keep this takedown-ready stance until either the NPC walks out of reach, or you back away.

While the player is like this you can pull the Right Trigger to kill the NPC or pull the Left Trigger to KO him, or pull both Triggers to take him in a chokehold. And as expected, if you’re undetected all your takedowns will be undetectable.


 * When doing the Death From Above
 * Hold ‘B’ (for a moment) to pounce on the NPC, and then choose one of your three options. Could work for corner grabs too, and inverted takedowns, I.E. when you’re hanging from a pipe and an NPC is within arms reach bellow you.
 * Hold ‘B’ (for a moment) to pounce on the NPC, and then choose one of your three options. Could work for corner grabs too, and inverted takedowns, I.E. when you’re hanging from a pipe and an NPC is within arms reach bellow you.


 * When attacking an NPC from the front, or front sides
 * Holding ‘B’ will command the character to reach out and grab the NPC, securing him, but for only a moment. In the short moment you must choose one of your three options. The more skilled, or harder NPCs, will break your momentary hold faster, so you must also act faster.
 * Holding ‘B’ will command the character to reach out and grab the NPC, securing him, but for only a moment. In the short moment you must choose one of your three options. The more skilled, or harder NPCs, will break your momentary hold faster, so you must also act faster.

Also, the player will use his knife for lethal attacks if he is barehanded or has a pistol and is undetected. If his position is known he will often disarm and enemy and kill them with their own gun, before dropping it, this is slightly faster then drawing a knife, thus more efficient when you’re on the run. If he has a two handed weapon he will improvise and kill the NPC in whatever way is most efficient. In other instances, such as the ‘Death From Above’ he will snap their neck.


 * NPC can also counter you
 * Basically, if you’re in reach of an NPC he will almost always opt for a melee strike. If you’re too slow and initiate your own attack, then too late, the NPC prevent your initial grab from seizing him. He will then attempt to strike you. To counter an NPC is rather straight forward; simply press ‘B’ after his strike has started but before it lands on you. (Do not "hold" 'B' as this will command you to try and grab the NPC, which is impossible if they're striking you. Doing so will cause you to get hit.) Counters play out like a normal takedown but perhaps a slightly longer and more complex animation. So it may be more fun to watch, but it is a slight penalty as your character is occupied for longer, thus can be shot by other NPCs more easily. Also, your counter attacks will not KO/Kill NPCs with full health; they work similar to Batman’s counter strikes in Arkham Asylum.
 * Basically, if you’re in reach of an NPC he will almost always opt for a melee strike. If you’re too slow and initiate your own attack, then too late, the NPC prevent your initial grab from seizing him. He will then attempt to strike you. To counter an NPC is rather straight forward; simply press ‘B’ after his strike has started but before it lands on you. (Do not "hold" 'B' as this will command you to try and grab the NPC, which is impossible if they're striking you. Doing so will cause you to get hit.) Counters play out like a normal takedown but perhaps a slightly longer and more complex animation. So it may be more fun to watch, but it is a slight penalty as your character is occupied for longer, thus can be shot by other NPCs more easily. Also, your counter attacks will not KO/Kill NPCs with full health; they work similar to Batman’s counter strikes in Arkham Asylum.

Tapping ‘B’ has various effects. If you're out in the open you will do a judo style throw, this is moderately harmless but very fast; it will only keep an enemy off his feet for a few seconds, giving you time to get away. However, tapping 'B' really shines when there are usable items in arms reach, such as chairs, toasters, LCD screens and other random objects of similar size. you will automatically grab said object and use it to attack the enemy, these attacks are unblockable and are always a KO/Kill. They are, however, unpredictable, so it isn't impossible for the NPC to be killed.

Tapping 'B' whilst in cover is also a viable tactic: you will quickly grab the NPC and slam him into the surface that he's taking cover against. This is a quick, albeit unsubtle way to KO people, it never kills.

An example: You're taking cover against a waist high box. There's an NPC on the other side of it. Tap 'B' and the player will reach over and grab the NPC, then slam his head into the box, Ko him. If you leave your finger on 'B' in this instance you will drag the unconscious body all the way over and drop it beside himself. If the NPC is just around the corner, or right near you but in reach you can tap 'B' to quickly grab him and slam him into the box.

Tapping 'B' can also be used in context to devastating affect. For example, if you tap ‘B’ whilst running into an NPC you will tackle him, or if they’re running towards you, you will clothesline him.


 * Grab Execute
 * Like the end of conviction when Sam grabs and disarms Reed then uses his gun to kill the splinter cells. To do this, press and hold both ‘B’ and ‘Y’ with an enemy in reach, and a few marked targets. Demonstration: You have two marks; there are three enemies, two are far away (but in range) the other is patrolling and currently on his way towards you. You mark the two more distant enemies and wait for the 3rd to come closer. When he’s in reach you press and hold ‘B’ and ‘Y’ to grab him and simultaneously execute the marked targets. This is as quick as grabbing an enemy normally because the player is shooting the targets whilst subduing his hostage, also, it would be cool if the player moved around his hostage to use him as cover, as appose to turning with him in a headlock. This feature is incredibly bada$$ but it can only be accomplished if no one is aware of you at the time. Also, once the execution has finished you must either pull L/RT or both to KO/Kill/Grab, otherwise your temporary hostage will pull free. Not particularly threatening, but something to hamper Grab-Execute spamming.
 * Like the end of conviction when Sam grabs and disarms Reed then uses his gun to kill the splinter cells. To do this, press and hold both ‘B’ and ‘Y’ with an enemy in reach, and a few marked targets. Demonstration: You have two marks; there are three enemies, two are far away (but in range) the other is patrolling and currently on his way towards you. You mark the two more distant enemies and wait for the 3rd to come closer. When he’s in reach you press and hold ‘B’ and ‘Y’ to grab him and simultaneously execute the marked targets. This is as quick as grabbing an enemy normally because the player is shooting the targets whilst subduing his hostage, also, it would be cool if the player moved around his hostage to use him as cover, as appose to turning with him in a headlock. This feature is incredibly bada$$ but it can only be accomplished if no one is aware of you at the time. Also, once the execution has finished you must either pull L/RT or both to KO/Kill/Grab, otherwise your temporary hostage will pull free. Not particularly threatening, but something to hamper Grab-Execute spamming.


 * Grab From Above
 * If you press and hold the 'B' button to perform the Death From Above your character will take the enemy hostage instead of KO/Killing him. Though, if you try this and the enemy sees you, you will fail to take him hostage or KO/Kill him because the NPC will defend himself. You will however still knock him to the ground, but you will be on the ground also.
 * Note: If an enemy sees you when you're doing a DFA in the usual manner, I.E. only tap 'B' then he still get's KO/Killed.
 * Note: If an enemy sees you when you're doing a DFA in the usual manner, I.E. only tap 'B' then he still get's KO/Killed.

Combat Moves
All the combat moves you can perform in game.


 * Strike
 * Your basic close range attack. Do it thrice and you enter free flow mode. Continue in free flow mode by engaging enemies without getting hit by any enemy. Free Flow increases power of each strike and knocks out most of the enemies to the ground.


 * Aerial Attack
 * Surprise your enemies by attacking from the above. If you are up against enemies using shield defenses, use this move to attack from above – Shields can’t block this attack. You can perform it by pressing B,A, A – for aerial attack or X – for a directed aerial attack.


 * Counter
 * You can counter any enemy attack by just tapping the counter button. This helps to fend off any enemy attacks that come in your way while effectively maintaining your upper hand. If you really don’t want to get cornered in combat, practice counter. You can counter multiple enemies by tapping Y for each attack.


 * Projectile Counter
 * You can catch and throw back objects using the counter button. When an object is thrown at you, press the counter button to catch and through it back at the enemy. You can also redirect that object to attack a different enemy. If you want to redirect it towards different enemy, push the direction keys as you catch it.


 * Evade
 * It is another defensive maneuver you can perform during combat to escape any enemy attack. It reduces the damage taken and gives you time to settle yourself before your next attack.


 * Redirect
 * Flip over enemy’s head and leave them wondering what happened. It will give you time and advantageous position to start your next move.


 * Ground Takedown
 * When the enemy is down, finish it off by performing a ground takedown. You are vulnerable in ground takedown so make sure you have enough time to complete this move successfully. You can press RT+Y to perform ground takedown.


 * Beat Down
 * Unleashes a strike furry. You can perform it to finish off the armored enemies and if performed long enough can finish an enemy in one attack. It’s a powerful attack but leaves you vulnerable to attack by other enemies. You can perform it by pressing B and then tapping X.


 * Special Combo Takedown
 * It’s a special move that will knock down an enemy in a single move. You can only perform this combo after your combo score has reached x8 or above. Combo meter will flash signaling Special Combo Moves are available and it is then, you can press B+Y for special combo takedown.

All the moves above will be available at the start but the moves that follow need to be unlocked first.


 * Critical Strikes
 * Time your strikes and it will increase the probability of landing a critical strike. How? press the strike button just after your first move has finished.

Tapping early or repeatedly tapping the strike button won’t help. You need to time your attacks and if you do, it will also increase the combo by x2 for each strike.


 * Special Combo Multi Ground Takedown
 * Jump into the air and throw several objects simultaneously to instantly incapacitate all enemies that are now knocked down. Timing it correctly will increase the effectiveness of this move. You can perform this combo move after you combo score has reached x8 or above. To perform this combo move, press A+B.


 * Blade Dodge
 * Helps you dodge attacks of enemies armed with sharp objects. Hold the counter button and pull down the left thumb stick on your controller to successfully perform Blade Dodge.


 * Blade Dodge Takedown
 * Another special counter move which will instantly take out an enemy attacking with a sharp object. You aren’t going for block this time, instead you are going for the kill.

It’s a bit tricky but you will manage after few attempts. To perform this attack, hold counter button and pull down the left thumb stick similar to what you do in Blade Dodge, after that release the counter button and hold it back between each swipe (attack).

Predator Moves

 * Silent Takedown
 * Allows you sneak behind an unaware enemy and take them down silently. Make sure your enemies aren’t equipped with heartbeat monitors because if they are, nearby enemies will rush the place to investigate what happened so it is recommended that you move to next place following a takedown. To perform silent takedown, press Y after sneaking behind an enemy.


 * Knockout Smash
 * Press X during a silent takedown to perform Knockout Smash. It’s a noisy move and will most probably attract nearby enemies but not when you want other enemies to be attracted toward your location. It can help you strategically to move enemies out of their initial positions.


 * Double Takedown
 * Sneak behind two enemies unaware of your presence and press Y for double takedown. Noisy attack but classy.


 * Inverted Takedown
 * When you are on a Vantage Point, drop down and grab an enemy directly below and them hanging from a Vantage Point. They will scream for help so move on quickly after performing this move. This move can also be used strategically to move enemies out of their initial position. To perform Inverted Takedown, press Y while on Vantage Point.


 * Grate Takedown
 * You can perform this Takedown when you are under a floor gate. Use the takedown move to leap out and knock out nearby enemies. It’s another one of those noisy moves so move on. To perform this move, press Y under a floor gate.


 * Ledge Takedown
 * When you are hanging from a ledge, reach its top and grab an enemy on the walkway and pull him off to knock them out – noisy but effective. To perform this move, press Y when you are hanging from a ledge.


 * Hanging Ledge Takedown
 * When you are standing on a ledge above the enemy, drop down and use this move to choke down the enemy. To perform Hanging Ledge Takedown, press Y when you are standing on a ledge.


 * Window Takedown
 * When you are behind a window, you can take out the enemy on the other side of the window by smashing, grabbing and then throwing. Noisy move so be careful. To perform this move, press Y when standing behind a window.


 * Wooden Wall Takedown
 * You can smash through a weak wall and grab your target to knock him unconscious. If you don’t want to attract the attention of the nearby enemies, don’t go for it. If you have planned your escape route, then you can use this move to surprise your enemies. To perform this move, press Y when you are behind a weak wall.


 * Vent Takedown
 * You can perform this takedown when you are behind a vent wall and there is a target on the other side. Similar to Wooden Wall takedown and you can grab the target by smashing through the vent to knock him unconscious. To perform this move, press Y when you are behind a vent cover.


 * Corner Cover Takedown
 * Get yourself in corner cover and press Y to perform a corner cover takedown on any enemy that comes near you. To perform this move, enter corner cover by pressing RT+A near a corner, and then press Y to perform corner cover takedown.


 * Corner Cover
 * When you are in cover, you can take down any enemy that comes in rage. This move will result in you grabbing the target and choking him into unconsciousness and move to the next point. It will help you get rid of enemies silently while staying undetected. To enter Corner Cover, press RT+A near a corner.


 * Update:
 * Hey I'm back, I have an Idea I'd like to put down. As usual constructive critisim is appreciated.


 * 1.) The game should have a unique movement system.


 * A. I thought of this while playing Brink. In Brink there is a system called SMART, it's a movement system that allows the player to engage objects while sprinting. When the player approaches an obstacle, SMART analyzes the type of obstacle and the direction the player is looking and attempts to navigate the obstacle based on this information. For example a player can either climb over, or slide under an airport scanner depending on whether they approach looking at the top or bottom of it. I love this idea and I think the game should have it too. But how about instead of simply pressing a button and have you slid under or over something, we have the player dictate where to go. For example lets say you are running and you press a button to activate SMART, the game then offeres a set of options in the form of projected texts (the text will be projected on the object the player can use), lets say one texts appears on a table and I choose it. At that point the player will slide over the table. While sliding there will be more texts projected onto different objects the player can use and so on and so forth. Untill there is no more objects to navigate or the player switches out of SMART mode. This could be useful in chases, where the player could use the enviorment itself to get away from his presuers.

So my idea comes down to different parts affecting the way you are able to play the game.. Being able to pick from and experiment with different sets of "rated" equipment - While giving you an over-all "Uniform rating" - Telling you whether you're loaded out for "stealth", "combat" or "agility", or which mix of..

Customizable equipment includes:

Upper Body Lower Body Face/Head Boots Gloves Pouches Armour

For ALL the pieces of equipment - The following is true:

- HIGHEST "stealth" rated piece should have the LOWEST "combat" and "agility" ratings.. -

HIGHEST "combat" rated piece should then have the LOWEST "stealth" and "agility" ratings.. -

HIGHEST "agility" rated piece should, naturally, have the LOWEST "stealth" and "combat" ratings..

NOT ALL PIECES ARE RATED IN THREE WAYS* Example - Face/head-wear will not affect your "agility"..

A few ideas/explanations:

- Gloves should be a major factor in "combat" and "agility".. Example: A pair of "climbing gloves" would be great for gripping ledges and pipes, but unfortunately, would not be the best for precision shooting.. Likewise, "precision shooting gloves" would not be helpful for climbing..

- Footwear made for "agility" are not designed for "stealth", nor do they offer support or protection for "combat".. Likewise, "combat" boots do not offer much "agility", and certainly do not offer any sort of "stealth".. So you can see how the ratings relate to each other, there..

- With "Upper Body" equipment - Higher "stealth" rated pieces will have very low visibility/audibility affects in-game.. Higher "combat" rated UB pieces have more possibility for armour upgrades, but naturally decreasing your "stealth" ability.. (Same with Lower body equipment)

- Face/Head equipment would likely only increase your over-all "stealth" rating - Balaclavas have high "stealth" where land ops goggles are designed for "combat" situations, which offer absolutely nothing, in terms of "stealth".. Again - pretty easy to understand..

- Armour upgrades, obviously will increase your over-all "combat" rating, but will drastically reduce "stealth" and "agility"..

The idea is NOT to limit the player of what they can/cannot do.. Full climbing, shooting, and cover abilities are ALWAYS there - But depending on how you load out your guy, relates to HOW WELL you do those things..

Equip FULL AGILITY - Climbing, running, and jumping controls are like SC:C.. Equip FULL STEALTH - Visibility and audibility are drastically reduced, cover-to-cover is quick and silent.. Equip FULL COMBAT - Aiming is more precise (Tighter crosshairs), weapon stability is perfect, and armour is strong..

So the bottom line, and purpose of this entire spy-customization idea, is that YOU design your own in-game abilities, in a sense.. If you dress up with a certain tactic in mind - You will be limited in how you perform in other senses..

Despite this system actually having a use, in-game - It's just completely awesome to be able to look however you want.. That's just cool! - Armor should have available, and applicable "upgrades" or "attributes" that we can choose to apply to them, after being equipped.. Within your collection of (ex)"Upper Body", with any given piece, you will be able to spend points to apply a "combat", "stealth" or "agility" upgrade to it.. Thereby affecting the way your game plays - Not specific to that PIECE of equipment - But specific to the UPGRADE that you applied to it..

- Pieces of equipment have pre-determined ratings but you can add "updrades".. This new idea allows for even more customization.. The only bugger of a thing with this is, it's then possible to have combat ready juggernauts playing 100% stealth-like.. (But that truly is a "Then don't do that" argument)

Update:

As some people love, some loathe the new Black and White/Binary Shadow system of Conviction, I propose these new features of the current system to be implemented in Clandestine Services.

Colorful Environments (In Shadow). When in shadow, the colors of the environment become deeper and brighter, like your real eyes when in darkness, illuminated surroundings are more obvious and brighter. Bringing me to the next point of...

You are in the shadows - You are the shadow. When in shadows, only the player, or whoever become black and white as you are the one using the shadows, shadows are still dark. When you are not in shadows, the environment is at normal color/brightness levels.

Neo-Retro 'Levels of Shadow'. In the old SC games there was that little bar that signified the level of darkness, how well or unwell the player was hidden, I say that the B&W is good but should be upgraded, not only to satisfy die hard fan boy needs but to take the foundations of the feature and make it more streamlined - without crappy binary differences. The concentration of darkness and saturation of color will change dynamically according to how good or bad a player is hidden (how black and white the player is and how deep and bright the environments are).