Assassin’s Creed: Resurgence

Assassin's Creed Rebirth is a historical action-adventure and strategy video game developed by Ubisoft studios and published by Ubisoft. After the multi-year hiatus for the series' development, Ubisoft returned the series to the markets, Rebirth being the first of the re-marketed series. The game is the major installment in the next-gen Assassin's Creed series, and the successor to previous generation, annual Assassin's Creed series. Rebirth covers the intertwined story of various Assassins from the Eastern half of the globe during the mid-1800s.

The game retains the series' third-person open world exploration as well as introducing a revamped combat, character AI, and interactive free-roam systems.

Gameplay
According to Ubisoft management, Rebirth is a "rebirth" of the Assassin's Creed series. It was simply a re-invented game picking up similarities to the first generation of the Assassin's Creed games with much improvement.

NPC Artificial Intelligence
Rebirth sets itself apart from previous AC games using a complex, 3-pillar Artificial Intelligence system that NPCs, enemies in particular, adopted.

Studios claimed that Rebirth was made to be more realistic. As an Assassin, you would also have to adapt in defeating different enemies. That means analyzing enemy conditions and looking for weaknesses.

The way NPCs will act against you will be determined by the initial degree and the change in the degree of those 3 pillars.

The pillars include Suspicion, Commitment, and Confidence. Each of these 3 pillars determines what challenges and conditions your Assassin will face when facing the enemy.

Suspicion
Suspicion is the factor that will determine how an NPC will react to the activity of you and your allies.

Initial Suspicion is the deafualt percentage of "Suspicion" an NPC will have. For example, an asleep "Guard" will have a very low percentage of Suspicion, while a high alert guard will have much initial Suspicion.

Change in Suspicion is the change in the percentage of the "Suspicion" factor for an NPC. Given the aim for a game fitting the "reality" frame, NPCs will possess several senses to help imply their reactions.

The sense of Sound is a major one. The sense of sound is in the form of a "sonar wave", which is released from the place of vibration. Different degrees of "sonar wave" vibration will determine how far the wave travels to be heard and how effective it is. For example, kicking a bottle over will trigger a lower degree vibration that may raise Suspicion by a low percentage. A blood-curling scream from an enemy you have hurt is definitely a very large vibration that will travel far and also raise percentage very high. Physical barriers can also differ sound. A scream across a hall will be shot through the entire hall with a high degree. A scream from the top of a churchtower will not increase the sound degree,

Initial sound affects the sound produced by your actions. For example, if a man screams from a stabbing in the middle of a loud marketplace bustling with people will not be heard by a guard. This is the term called" negative sound degree. Only if the sound succeeds the "negative sound degree" will it affect NPCs.

All of this can be seen by the player himself using Sonar Vision, a new Eagle Vision ability. This ability will allow you to see Sound waves travel in a slowed down time frame, and also detect the degree it has. You can also identify the "negative sound degree" with this ability.

The sense of Sight is also major (more affective than sound), and has existed ever since the first Assassin's Creed. For example, if a "Guard" catches you in the corner of the eye, Suspicion will raise. Suspicion will shoot up if you are met in plain sight.

There are several factors that determine Sight. One is the location. The Sight of NPC is actually target-based, similar to previous generations, but not very clear. The vision length of an NPC will depend. A blind man has no vision length. A common "Guard "will have moderate vision length as will all other common NPCs. There is role which is the "scoper". Armed with a telescope, the scoper may sit on a watchtower and view the surroundings from afar.

The common NPC, a "Guard" for example, has three layers of Sight. The maxiumum layer, or "line of sight", is approximately

TBC

==The Following is from a blogpost I wrote on the Assassin's Creed Wiki. I would like to bring it here and turn in it into a full fledged game idea. Above this message will be all the content meant for the Game Ideas Wiki==

'''Welcome AC Fans, Lovers, and Geeks! Welcome to the Most Epic Assassin's Creed Games Update Idea of AC History. I promise you this isn't some gaming teenager's fantasy and this is a sophisticated, well thought through proposal that is not only a playful/profitable epic game idea for Assassin's Creed but also an update idea that will make AC anew. '''

Before you continue reading, here is an introduction to my work.

'''When Assassin's Creed Unity hit the shelves, a little "protest" began among AC fans like me and probably you. '''

You probably recognize this.

First AC - Awesome game considering the generation

ACII - Took it to the next level

'''ACIII - A Little downfall. Can we make it a bit more unique?'''

'''ACIV - Ah Pirate battles and islands. But this is hardly the "Assassin" theme, and more "Criminal" theme.'''

ACR - Pretty good considering a backward approach to ACIV.

'''ACU - A Disaster. At least Ubisoft tried to make it new generation...'''

AC6 Leaked - Oh no...

'''When Assassin's Creed 6 was leaked recently and was set in Europe (I'm not going to spoil exactly where), with the sell date still annual, there was a huge uproar from gamers everywhere. We claimed that society was tired of an annual Assassin's Creed series, since the series has progressed with lower and lower variety. Quote a Kotaku comment: "Assassin's Creed is becoming as bland as Call of Duty." Quote youtube comment: "No more English accents, please!" They wanted something very new that fit their wishes. I was among them, but I wanted to find a solution. So then I explored history and found the perfect setting for both a good AC game and popular AC game (Dear Ubisoft: Popular = Profitable. Wink wink)'''

'''First, I thought about how all the settings of previous gen AC was in the West. Then I thought, why don't we take the West, then bring it to the East?'''

'''Then I did some research and found the perfect setting. That was 1800s Far East, a time when the West literally came over to the East. Why don't we mark it as the time when Western Templars decided to connect their Spheres of Influence to the East? Alot was happening. Its surprising that these things have been greatly ignored by history compared to other stuff such as the Crusades, Rennasaince, Golden Age of Piracy, American and French Revolution (why can't we do something people hardly know about, and make it popular by creating an awesome videogame about it?'''

'''Then I started point out alot of possible gaming mechanics that me and my fellow gaming Assassins want in the AC games. I came up with a new, quite adaptable, console combat system that everyone wanted: advanced martial arts, and I somehow made it similar yet also unsimilar to the Mortal Kombat series. I created a system that improved character AI and created a system of factors of character AI with a mathematical basis pulled of from what I call "realistic choice gaming". I developed new interesting skills for Assassin's, a more advanced economy, and a highly, player-interactive society. Yes, a society. And I managed to put action into the politcal decisions that are implemented into thus "society." I guarantee what I've come up with will transform free-roam and decision gaming.'''

'''Now there's just a story to write, but that's not very important right now. I'll just give you an idea of what I got.'''

The Background
Western Templars are making their influence in the Far East, causing much trouble and taking over lands. Burma has lost a war against the British and rebels are rising. The Templars seek a Buddhist treasure that may be a Piece of Eden in Burma. The French and Dutch are in a stand-off over Indochina, and pirates are prominent in the Indonesian Archipelago. The Templars have created the Opium Fleet in an attempt to frame the Imperial Qing in China in order to seize Canton “legally.” Warlords raze cities inland of China, and new war technologies have poisoned the East.

The modern story centers on several Initiates of the Assassin’s Order's greatest chapter, the Yinglong (Eagle Dragons), the world’s most notorious international crime syndicate founded in Canton in the mid-1800s by none other than the Eastern Brotherhood of Assassins. These Initiates have been arrested from all over the globe, and they hold genetic routes of Assassin ancestors. People's Republic of China officials led by Templar inquisitor and general of the CNSC, Bei Dun Qin, have imprisoned them in Qincheng Prison. Using an un-marketed, commisioned Abstergo Animus technology codenamed the "Animus 5.0 Symbiosis" or "Animus SBV," Dun Qin uses their imprisonment sentence as an excuse to access their genetic memories and look for an ancient Precursor technology before the Assassins find it.

The "Animus SBV"
Developed by Abstergo Industries as a secret project and un-marketed due to its special use, the Animus 5.0 Symbiosis is an Animus program that has several functions: That "one subject" is you, a recently imprisoned Yinglong criminal grunt who knows nothing about the Templars and the Assassin's nor does he know that the crime syndicate he works for is the Eastern Brotherhood. You have been bribed by the CNSC, whom promise you freedom and riches if you help them, in which you accept since you are a gold-digging criminal. You are chosen to access the memories of all of the other Initiates. Why you? Well, the SBV is a very new technology that has not been well documented compared to other projects, and employing a CNSC agent to use it would be risky since it may have complications.
 * The SBV can look into the genetic memories of multiple subjects in the same time sequence, and can switch between them at the user's command.
 * Subjects cannot access their own memories nor each others. Instead, one subject can access all data for him or herself.

Eventually, you will sympathize with the Initiates and their cause, and become a member of the Order. Affected by the Bleeding Effect, you will recieve Assassin abilities that will be used to plan an escape for the Initiates.

However, in the end, you will decide whether you will help the imprisoned Assassins, or attempt to betray them. In both ways, the results are fatal.

SBV Interface
The Animus 5.0 Symbiosis' interface allows you to switch between characters, unlock skills for them, and increase stats.

Currency/Inventory/etc.
Among all the characters, Currency, Equipment, and amount of Skill points is shared. (However certain equipment requires a certain rank the variety of Skills to implore is limited to each Assassin)

Gameplay Perspectives
The modern, in-Animus perspective is literally you, only you play the role of a former Yinglong criminal agent who was imprisoned by authorities, who has been bribed by the CNSC to help access the genetic memories of captured Assassin Initiates in exchange for freedom from the prison and a job as an anti-crime consultant.

Within the Animus data, there are multiple Assassin subjects you can play as. This function was inspired from GTA V mechanics, in which you could play as several different characters, switching around with them. Each Assassin has his/her own storylines and locations. All of these Assassins play roles in the creation of Yinglong.

Sometimes, you cannot access genetic memories of the Story Mode for specific characters. Usually, this means you need to unlock them by completing missions for other characters. However, you can still free roam or do the available side missions and tasks for the characters you've unlocked. In order to fully complete Story Mode, you've must have completed all the genetic memories for all characters.

Playable Characters: (This is unfinished/discontinued)

 * Yiulin ("The Ghost") ~ Desmond Miles' ancestor, also known as Subject G by the Templar network, was a mysterious Chinese Assassin who was forgotten from history until Abstergo found him when tracing DNA samples found in a destroyed Piece of Eden dating to the year 1886, the year the Yinglong was founded. However, the genetic memories were never found because the Assassins stole all knowledge of him in 1986.

The game allows you too access the SBV anytime you like, or play Special Ghost Missions (playing as Yiulin) that you will unlock after reaching certain points in the game,
 * When you gain trust with one of the Initiates, a good-hearted Assassin named Jackson will show you Yiulin's genetic memories. Using a makeshift Animus made from a hacked Animus console that is disguised as a prison bed frame, Jackson guides you through an memory frame known as the Firewall. The Firewall is a designed Animus anti-virus, only the hacking turned the Firewall into a holed frame with genetic memories seeping through them, causing major disruption in the memory frame. If you desynchronize before passing the Firewall, you may develop a neural disorder. Guiding through various genetic memories, you will have to bring your Assassin avatar, who changes whenever hitting another memory, through the gaps in the Firewall. Memories start off in a Viet Cong attack on US Troops, leading off to a Korean War air raid. It continues to the Pearl Harbor bombing, the Japanese occupation of Nanking, Anti-colonial revolts in French Indochina, the First Sino-Japanese War, the Boxer Rebellion, and finally settling down on the correct memory sequence, Yiulin, known as Yiu. follows his Assassin mentor on a caravan into British territory in Burma. Jackson and the group praise you for achieving this. At night, Jackson tells you that he was part of the 1986 heist at the Centre for Population Genetics in Kolkata, India, where they stole research information regarding Abstergo's latest projects, including fragments of Desmond Miles' genetic memory sequence regarding Yiu. He wants you to go through them and find information.
 * Yiu's parents were killed when he was very young, on a fishing boat, where British naval troops captured them, accused them of esponiage and sentenced them to death on deck.
 * Bartel Noltes, Rank 8 ~ Born an orphan around September 1803, in Guangzhou (Canton), China- Dutch-Chinese Assassin - Chinese name Zhu Shao Ying (Zhu) - Ethnically Han Chinese - Learned English in an Anglican missionary's church - Arrived in Amsterdam, Netherlands in 1810 as a stowaway - Was adopted by Dutch Assassin Herbert Noltes, an important assassin during the Napoleonic Wars - Herbert killed in 1815 by French Templars under Napoleon's regime - Began training as a Novice in 1816 - Full fledged Assassin by 1838 - Sent to China on a diplomatic mission to contact Eastern Assassins involved with the Opium plot and the Ring of Eden.
 * Munah Dara, Rank 3 ~ Born to a family of Burmese fishermen in 1808, Rangoon, Burma, teenage Munah Dara fought as a soldier for the Burmese Empire against the British east India Company during the First Anglo-Burmese War. His family was killed in the war, and Dara held a grudge gainst the Westerners forever. In the late 1200s, Dara became involved with Malay pirates. His fearsome personality and ideologies against Western expansion eventually caught the attention of Malay Assassin pirate, Tuanku Abbas. With permission from the Order, Munah became Abbas' Apprentice Assassin. Munah was captured in 1839 after a failed pirate raid. Prior to the incident, Abbas' had instructed his fellow pirates to "sail for the shipwreck with crimson sails of the coast of Singapore if you run into trouble." The island is a secret pirate haven and Assassin outpost that no vessel dares to go to since those who do have "never returned."
 * TBC

Co-op
There are also areas on the map that are only permitted for specific characters. If two Assassins have the same area available to them, they can perform Co-op missions if another gamer playing one of those characters is available

At some point in the game when you reach a certain stage, you can create an Assassin that has no historic play. This Assassin is basically a mirror character for one of the Assassin's you've played through in story mode. This Assassin is reserved for player co-op only. The Assassin's only background is that he/she is simply a common member of the Brotherhood. This Assassin will mirror the stats a Story character you have by your choice, though you can customize it with any weapon choice as long as the Character mirrored has it available. You can also customize looks. (Gender is included, so you can choose from male or female Assassin). This character's stats will automatically be added to the original Story character that was mirrored. However, you can always play as a Story Assassin you already have.

Co-op gameplay has its missions as well as free roam. Missions are generically up to four Assassins, but you can have as much as 8 Assassins in freeroam. In free roam, you can only interact with gamers in the same guild. You can create an Assassin guild via your console or any other device you are playing on.

Your friends in the database, as long as they have ACA in their system, can join your guild and leave it any time. That way, Assassins in that guild can access the server the guild is playing on by going to a local tavern or captured fort, etc. So basically you can jump in on a free-roaming game anytime.

You can also see if your guildmates are loading up a mission while there is a position in the mission unaccessed. You can join in on that mission with a simple select and click. Completing tasks as a group gives bonus experience and awards.

Gameplay Environment
Unlike previous generation games, AC: Rebirth, free-roaming gameplay is highly interactive with the surroundings, in which many details are applied rather than the stale framework of first generation AC games. It is also very mathematical/statistical, and relies heavily on cause-and-effect, initial character condition, and sometimes chance.

CPU AI is inspired by ACU, as is implemented.

There are also several changes to the environment:
 * Physics Apply: In ACA, physics will apply. Certain ledges that cannot support your weight may fall or break if stepped on for a certain amount of time. Bumping into table's and objects will not have parts of the body pass through, and rather, tip them or push them.
 * Random AI "mood sets": Basically, each CPU character may react to a situation in a variety of ways. For example, most people would run away if they see you kill someone. Maybe among the crowd, 2% may think they are brave enough to challenge you. Some might aid enemies such as guards in tracking you down. "Physics Apply" feature may become situations too, for example, if you knock over some vegetables, the vegetable peddler may attack you, push you, or yell at you (which can cause guards to investigate). Pickpocketing also has this feature: Failing to pickpocket the wrong person may have you end up getting stabbed by that person, or incarcerated by guards.
 * Assailant Suspicion: Guard investigations are a bigger deal now. A huge factor is a the sense of sound. While creeping in silence like the typical Assassin, if you accidently kick over a bottle on th ground, it may increase something called "Suspicion." Another is killing certain guards. If you land a blow that does not kill the enemy, the enemy may begin to scream and raise "Suspicion" significantly. Or another example would be is to be seen by a guarding dog, and the dog begins to bark, raising "Suspicion". Every "guard/assailant" character has a degree of "Suspicion" in the form of a percentage. For example, a guard asleep may have a very low initial percentage, while a fully awake guard on high alert my have a higher initial percentage. A drunk/drugged may have very shaky, but low percentage. Also, every guard's Suspicion will fall if you remain in a certain condition.


 * At 30%+ Suspicion, a Guard will walk over to a spot where they can catch a view of you.
 * At 50%+ Suspicion, a Guard pace up toward around where you are.
 * At 80%+ Suspicion, a Guard will start jogging over, or he might get another to help him.
 * At 95%+, you are fully detected and guards will approach exactly where you are: Hiding in a bush will not help. However, at this stage, they will not be prepared for surprises, so they may not be able to parry if you strike first.
 * At 100%, Guards will see as a threat and immediately prepare for action.
 * Assailant Commitment (Escapes): Commitment is a factor of Assailant AI that plays a key role in escapes, and has a similar basis to "Suspicion". In terms of escapes, Commitment effects the speed of a guard following you, how ithe guard may continue to chase you, etc. If you run out of sight, you may significantly lower Commitment. If you are running in sight, they may raise Commitment percentage. If you climb where a guard cannot go, you may lower Commitment. How well Guards are equipped also effect Commitment percentage. Guards on horses may have very high initial Commitment, and Guards with dogs (Dogs can smell you out even if you run out of sight), may reduce the rate of Commitement falling when you run out of sight. Initial Commitment can be effected by the reason they see you for running. For example, if they know you are possessing a highly important item, they may have high Initial Commitment (this is put into evaulation depending on choices and effects of actions prior to chases).
 * Assailant Confidence (Fights): Confidence is the factor of Assailant AI that is key in what an opponent will do during a battle. Watching you brutally/skillfully kill an ally may lower Confidence. Watching you make a fighting mistake, get tripped or disarmed, may increase Confidence in the opponent. Weapons and other equipment may have Confidence rates as well which can be used to intimidate and lower Confidence. They may also raise Confidence if the opponent think he/she has an advantage/better weapon than you do. Even regular NPCs have confidence rates, which will determine if they will run away (silently or loudly), help tackle you down/incarcerate you, and etc. The same is said for opponents in battle. Confidence has a default to. Hired mercenaries/henchmen may have lower Initial Confidence than a devoted, Royal/Imperial guard. Confidence does not affect skill however. An unskillful attacker WITH high conidence may charge at you, allowing you to parry/dodge/etc on them easily, though if you fail the blow may be fatal. An attacker with high confidence may continue attempting hit you, even if you are on the ground, while a very unconfident person may flee after knocking you down, likely even dropping his/her weapon. If you have a loaded gun pointed at a man he may lose confidence. (It does not determine whether than man will run or succumb to your threatening, however). A drunk/drugged may have very shaky/random/constantly-changing Confidence.
 * Kiilling the Innocent (Desynchronization): Desynchronization is highly reserved for death now, so killing innocent bystanders has a different effect while in free roam. Killing the innocent will have consequences, but desynchronization is not one of them. Killing the innocent will: Highly increase notierety, and make you lose Skill points (due to breaking the Creed), and may also strip you of rank. You will also have Creed Points and Public Credit deducted.
 * Conversation: Having conversations with people may have generical minor but still beneficial effects. For example, engaging in a conversation may find you suitable members for a crew, a man to buy items from at a very low price, etc. You may even find out about criminals and bring hem to justic in the form of bounties.

Creed Points:
Creed Points are a form of currency reserved for Assassin equipment, certain side missions, etc. Creed points are gained by serving the Assassin's order, They can be used unlock (NOT purchase) equipment, spent on attempting side missions for the Creed, and even exchanged for Skill points you can use to alter stats, increase levels of skill, and unlock new skills. Basically, anything you do for the Creed will be an addition to your Creed Points.

Public Credit:
Public Credit is a form of currency gained when you serve not the Creed, but the Public. You can increase Public Credit by hunting Public bounties (You can access them at public Taverns by looking on bill boards or engaging in conversation or find them in the form of Wanted posters). It can be as simple as tackling a thief, defeating bandits (Wanted Dead/Alive/Dead or Alive), to killing an abusive Warlord, giving currency to a Charity (You can find charities near Religious landmarks such as missionary churches or Buddhist temples/pagodas/etc). Public Credit can be used to your advantage for certain locations. For example, if you are trading in a very important port location, you can spend all your Public Credit on that location just to lower prices and increase buyers in that location in your favor. There are hundreds of locations to do so. Public Credit can also affect the expansion of the Creed as well. There is factor to this called "Creed Expansion." Unlocking Creed-related opportunities in certain locations requires a certain degree of "Creed Expansion."

Creed Expansion:
As mentioned above, Creed-related opportunities in an area requires a degree of Creed Expansion. Its not just Public credit: completing Creed missions, defeating Western Templar-influenced regimes will raise "Creed Expansion." This takes place in the form of assassinating Templar-beneficial people in an area to allow the Creed to have more governmental influence over the area (thus destroying trade relations with the Templar influences. Your control over this will be explained next). Other ways include defeating Western naval convoys in naval combat, destroying permanently or sabotaging temporarily, terrestrial trade routes, and taking over naval and terrestrial forts controlled by Templar Influences.

Playing the Game of Government
This topic is so "fancy" it requires an introduction. In the previous generation games, Assassin's Creed was highly reserved on that one little minion Assassin that did all the killing. But there are always these other characters who do all the political work that is actually really important to the Creed's cause only we never get to see it cause Assassin's Creed is for Assassin's only. I'm mean, this game isn't called "Diplomat's Creed" right. Well yeah, that's right, but I think  historical politics will be a  great addition to the game.

Yeah, I'm sure your wondering: "This guys a total history geek..." (Well, I sorta am, since I put alot of research into this and I'm a total videogame nerd)

But what if your political decisions effected your gameplay? You probably already seen my little hint in the "Creed Expansion" explanation. It's that deal.

Anyway, in ACA, as you take over areas via "Creed Expansion," you can make political decisions for those areas. And lemme get this straight: You playing something bigger than governor. Remember when I told you about the Yinglong crime syndicate which is the Assassin Order's greatest public alter-ego? All this political stuff has to do with you making this "crime syndicate" take shape. You can basically set up "gangs" in areas, disrupt trade connections with Templar Influences, and build Yinglong fleets that oppose Western navies. (The higher degree of Creed Expansion,] decisive opportunities as well as the effectivity control will increase. However, decisions will also have consequences. And these consequences doesn't mean you have to handle an economic crisis like the President, but you may go to war. That's right, more action. Who new politics could have action with it? Basically when trade because unsatisfying for our Templar-influenced customers, the Templars throw their navies and armies at us, and we must defend. This will not only bring back the militia battles from AC3, but I have ideas for Guerilla Warfare, massive Fleet battles (It's basically like AC4/ACR only you can control a squadron of warships. Don't forget to invite friends for Co-op in these situations!)

Now that is the power of Creed politics and the awesome action it can bring you!

New Combat System

 * Parry, Kick, and Stun Combat - Let me just clarify this idea of combat. First of all, one of the goals for Ubisoft game creators was to improve the combat system so that it fit the Assassin stealth theme. But my goal was to not only implement this but also help players of AC games prior to AC Unity familiarize with the form of combat so that it isn't to new to them.


 * Also, the combat I have in mind is pretty awesome. It has more Asian-style fighting aspects to it. Its not as untoned as kung fu from martial arts movies, but you can find difference in how it looks. However, the mechanics aren't quite different from the console.
 * So in previous games, players complained about the invincible counter attack mechanism. When Unity was released, some of my peers said the combat was too difficult. So I decided that my idea for combat would be the build-on-build "block-punch-stun-block-kick" type. Of course, this isn't Mortal Kombat it's Assassin's Creed, so think of Mortal Kombat only in 3D free roam and KO assassinations in between. That means players must be quick thinkers in what moves they should make, and find the right time to perform the "KO move".
 * Players also have to act fast because the NPCs can overcome you easily and reinforcements can arrive, just like the nuisance/challenge we have playing AC Unity.
 * In this game [Let's call it Assassin's Creen Asia or ACA], there are a variety of enemy types. While a newbie in the game, enemies you are tasked to choose to avoid or fight are easier to defeat. As you progress, you will meet more difficult, better trained enemies. Easier opponents include deckhands and smugglers, while harder opponents include British Royal Navy commodores or Qing Imperial Guards of the Forbidden City.
 * In both armed and unarmed combat, you can parry enemy attacks, however the parry is timed. Unlike Unity's slow re-parry, ACA has a faster parry period. How many enemies you can parry at once will be determined by your skils, abilities, and choice of weapon. in previous-gen games the counter was a single move in which you'd block and attack. In ACU, it was split in two steps where you need to parry then attack. In ACA if you are fast enough you can perform this very quickly. There will also be Speed stats to change the max time you can carry out a parry then hit. That way, there will be no more staggering, ugly fights, in AC Unity. What you'll see in ACA is like the combination of beautiful, professional fighting from previous gen games mized with the control of AC Unity.
 * In ACA, unarmed hits are weaker than those super-powered punches we saw in AC3. Generally they are stunning. There are also push techniques observed through sped-up Tai Chi Martial Arts.
 * In this game, you can actually make full use of your kicking abilities. If an enemy's lower body is unguarded, you can step on his kneecap to make him buckle forward like in common self-defense moves. Of course, there is a random chance that he will buckle onto you and slow you down, even drag you to the ground. You may blade him, but you can also be quicker and side-step. If your thoughtfully skilled enough, you may even pivot as he falls, and use a pistol to dispatch a charging foe behind him. Indeed that would look badass. but remember, one step is one move, not multpile moves in one step. The system is also highly interactive. People with lesser quick-thinking skills may choose a more patience-oriented, or stealthy approach, while players with quicker minds may think they can evade all risks and take the enemy head-on. That was unity's original intention but it failed for some players (players like my friends).
 * Roundhouse kicks and other powerful Tae Kwon Do kicking moves will be available as well, as a building block to the system.
 * You can also use the famous flying kick ability, and perform air assassin's with a bladed shoe as long as you have unlocked that mechanism. A bladed shoe to the neck? Blade's to the throat just got better.
 * Speaking of better, I created a new air assassination move. Let's say a sniper is hanging out on the balcony, smelling the slaughtering of chickens and barbecuing of pigs in the morning. In ACA, the Assassin can choose to jump down facing the wall, and with the right timing, the Assassin can grab ahold of the guard as long as the guard is near the railing, and pull him over the side mid fall. You can latch onto the wall. If the fall isn't too far and the guard survives, another air assassination from the wall will end him. you might think it is a cool move but that the motive of the move is not strategic. However, the strategy is that this technique will prevent other guards within the building from spotting you on the balcony. Also, if the sniper has already spotted you (Update: I created a new mechanism in which if you slide down the curved East Asian roofs too much, roof pieces may fall and guards from under will be alert), you can dispatch him without the possibility from getting thrown off in the form of a failed Air Assassination. However, you can always choose the traditional air assassination though.
 * Grab techniques observed from Judo are oriented as well, allowing you to grab ahold of weapons, fists, and legs. Long weapons will be very vulnerable to the grab technique. This technique allows you to latch onto enemies to put more force on blocks. You can then choose to trap an enemy's arm by locking it, attacking his head, attacking his torso, or tripping him. But the technique is not OP. Stronger opponent types can swing you off or counter by grabbing you. Any enemy can counter you, particularly the skilled ones who can do it before you react. Lighter enemies with better footwork and detailed skill may even be un-trippable. This combat system requires you to know your assailant before you attack, just like any skilled Assassin should.
 * Ducking is another skill. Since maybe 40% of your assailants will be early 19th-century British/Portuguese/French/Dutch/Tsarist-Russian soldiers, such enemies will be armed with bayoneted muskets (others will have rifles, particularily the snipers). That means approximately 60% spearing, 25% hitting, and 15% shooting. Smoke bombs will increase misfires, but there is always the stabbing and swinging of muskets. One mechanism is to duck under an incoming bayonet or swing of a rifle butt. You can proceed to tackle or blade an enemy, or use the slide tackle kill from AC Unity. The same can we used for long blades and other weapons.

Console Example: (Not confirmed, just an idea of how it would work)
Let's say we have the Keys A, B, C and D. Press A to Parry, B to Hit, C to Kick, and D to Evade. Then you have control stick for Up, Down, Left, Right. Then you have the Upper Frontal Keys (L1 and R1) and the Bottom Frontal Keys (L2 and R2). Here is an example:
 * Up+A = Block Up
 * Down+A = Block Down
 * Left+A = Block Left
 * Right+A = Block Right
 * A+A = Grab
 * A+B = Block then Punch in middle
 * A+C = Block then Kick in middle
 * A+D = Block then Roll escape
 * Down+A+A = Grab lower limb, and pull.
 * L1 = Upper Blade Kill with left hand
 * R1 = Upper Blade Kill with right hand
 * L2 = Lower Blade Kill with left hand
 * R2 = Lower Blade Kill with right hand

Attacker with spear makes a stab at your face. You block up, but that leaves space for him to kick you in the torso with his left leg, aiming at your right. You parry his leg by blocking right, then you grab it and pull, tripping him onto the ground with his back to the ground, You land a killing blow toward the ground and him using your right hand blade.

Now let's put this into sequence (chronological order): (Up+A), (Right+A), (Down+A+A), (R2)

That is the step by step process.

Sorting weapons and Even fighting styles
Every weapon in ACA has its own stats.

Weapon Stats (Melee)
Range - Range is an important stat for all Weapons. Generally long ranged weapons include the "Long" category for Melee weapons. Range determines how much distance a melee weapon can cover in a fight For melee weapons, upgrading "Length" increases Range (It can increase "Weight" thought), Range can also be lowered on purpose, simply to decrease "Weight".

Weight - Weight is important for all Weapons. Generally heavy weapons include the "Heavy" category, and generally light weapons include the "Short" category for Melee weapons. Attacks will high weight can perform devastating damage, disarm foes or destroy their weapons with ease, and send them sliding back into the other direction. However, Weight will also slow you down, allowing quicker foes to land several hits on you as you prepare for a second attack.

Durability - Determines the strength of a Weapon. Generally durable weapons include the "Two-Handed" and "Heavy" category, and less durable weapons include the "Long", "Short", and "One-Handed" category. In ACA, weapons can be damaged (and lost). When a weapon is damaged (or lost), you will have to pay a percentage to repair (or retrieve; if you forget to pick up a weapon such as a throwing knife or javelin) it. Heavier weapons combined with powerful swings from your opponents can destroy weapons. Increasing Durability may increase Weight, however.

Sharpness - Determines how easily a weapon can cut flesh. Generally sharp weapons can be found in all categories in the form of bladed weapons, such as swords, knives, and axes. Blunt weapons such as hammers do not have this factor. Increased Sharpness is increasing damage. However, increasing it can decrease Weight.

Charisma - The Charisma of a weapon will decrease an enemy's Confidence more if increased.

Weapon Stats (Ranged)
Power - Power determines how powerful a blast from a gun is or how far an arrow deepens. Increasing Power decreases Accuracy and increases Range.

Range - Range determines how far a bullet or arrow flies.

Accuracy - Accuracy determines how close a bullet or arrow goes to where you aim it at.

Sound - (Guns only) The louder a Gun's sound is the higher the Suspicion of nearby troops will be.

Weapon Types
The weapons sorting system is similar to ACU. Like ACU, there are also types of weapons, each with their strenghts and flaws.

Default
Default Weapons are weapons applied with the need of purchase at first, and instead, are gained and usable at a certain rank. The direct Kill weapons are the Hidden Blade (Rank 2), Foot Blade (Rank 3), and Hidden Needles (Rank 6).

For the following weapons, you can only carry one at a time until you are at Rank 10, in which two can be carried. The Phantom Blade (Rank 8), the Hidden Gun (Rank 11), the Rope Dart (Rank 4), the Hookblade (Rank 5), Poison Blade (Rank 10).

Special
The special category of weapons are mainly made up of signature weapons. (In dedication to my younger brother, a weapons nerd)

Bowhammer - The bowhammer is a legendary weapon finally perfected by Mongol craftsmen and lost in history. Excellent for calvalry, the Bowhammer is an X-shaped Crossbow that can be automatically folded down by gears. You can plant a small arow at the intersection of the folded X, and when you trigger it, the X shape pops out as do the two bowstrings, sending the arrow flying. A folded bowhammer is also an excellent one-handed hammer that can be used to knock enemies off their horses like it was originally meant to.

Bladed Tri-Musket - First crafted by European Assassins during the the Napoleonic Wars, the Bladed Tri-Musket was a commodity for Assassins in Naval fights. The Tri-Musket had three barrels. A leather string in the interior connected the lock to a contraption called the Hidden Bayonet, which was simply a long Hidden Blade connected to the frontal barrel. Since there were three barrels, three shots are fired. When the Hidden Bayonet was stabbed into an enemy, the Musket would fire all three barrels into the enemy being stabbed immediately without pulling the trigger, the close range causing major damage. You could also plunge it into the shoulderblade so that the Musket would fire over the targets shoulder to kill another behind.

Single-Use
ACA will bring you a new assortment of Single-use equipment in addition to those introduced in previous-gen AC games.

Tar Bombs - Bombs of scalding hot Tar. Ouch. This will cause major damage and disable opponents greatly, but the screams of those you meet this bomb will alert many others.

Pepper Bombs - A precursor to pepper spray, instead of creating a cloud of smoke, the pepper storm will temporary blind their eyes. The duration of the Pepper bomb is much longer than the Smoke Bomb, however those unaffected will see you. Don't forget the screams of pain that with alert others as well as a danger to your own vision if you get too near yourself.

Meteor Hammers - A heavy bronze hammer ball chained to another, this bad boy will knock enemies off their feet if swung at them. It's like getting hit with the force of two metal baseballs chained to each other in order to double its power.

Short (Melee)
Generally light and short ranged

Abilities

 * Abilities - Here is a collection of some ideas for abilities in the game.


 * Anything as a weapon - Well, I had my fair share of viewings on Jackie Chan movies, but I love how he uses just about anything as a weapon: a ladder, a chair, a beer bottle. Any good Assassin should be able to use anything as a weapon. Wouldn't it be crudely hilarious l if you could take a random chair and wack a guard with it? Maybe challenge your friends and see how many enemies you can kill using none other a stool. Of course it would take ALOT of hits to kill someone like that, but its doable. Unlocking this will give you the ability to use basic things as weapons; leveling up this ability will provide more appliances you can make use of it battle.
 * Canvas Split-Drag - In ACA, naval combat and aspects from AC4 will be highly implemented. As their were many rivals in the mid-1800s Pacific and Indian Oceans, Naval convoys will be conducting their own military operations rather than protecting merchant ships like they can in the West. That means attacking the naval convoys alone will be harder yes, but merchant vessels, protected by mercenaries as commonly practiced. Anyway, let's get to the point. The Canvas Split-Drag is a move that requires arming yourself with two swords. You can then jump from your ship, and have your blades make contact with the canvas of the sails. That way you can zipline straight down from the sails with your swords acting as a the grapple, and land perfectly on whatever mast you like. Pretty efficient.
 * Head in a Cannon Barrel - I find this one crudely humorous. What if you could grab and enemy and stuff their head in a previously recoiled cannon and fire it. It sounds like a Hollywood feat but it could be possible.
 * Sink a Ship in a Single Shot - Try saying the ability really fast. But the mechanics will equally twist your tongue.. hard. When you take to the Chinese riverways, a form of fast travelling in the realm of China, fighting rebels, bandits, and angry Qing soldiers on the waterways via riverboats (yes you will need to paddle). Well, first you'll row near the enemy. Armor upgrades will protect you from musket or arrow fire, and you can choose to swim to the boat or leap onto it like a buccaneer. (Note: This ability requires a blunderbuss shot) Imagine taking a blunderbuss and blowing a hole the boat. That boat would slowly sink. Of course, the bad news is that you'd have to buy another blunderbuss shell, and those are more expensive in ACA than in the Freedom Cry DLC, and also you cannot collect the cargo on the riverboat, repair your own riverboat, or get more crew, but you'll get your experience points and the feeling that your unstoppable.
 * Underwater Blowpipe - In AC4 we had the blowpipe armed with Berserk Darts and Sleep Darts. In ACA there will be all those darts, including a Poison Dart that requires killing a poisonous snake, frog, stingray, or Komodo Dragon (There is an island you can unlock that is populated with Komodo Dragons). In recorded history, specifically Japanese, there have been notes of killings using blowpipes from underwater. This mechanism will be implemented in the game, so that you can kill people on enemy riverboats without the need of boarding, like a swivel gun only you get one shot. You can make them go berserk so that they'd brawl on their own boat. that'd be interesting to see.
 * Making Obstacles - In historical action movie chases, there's always the scene where the hero is running, pushing tables and crates of produce and goods over, slowing down chasers in the meantime. In ACA, there are so many options to get out of situations. For example, You run up onto a cargo ship, and armed guards are standing right under a crane pulling up some heavy cargo. By shooting that rope, the cargo may fall down and crush those guards. Or perhaps you run into a market tent with bags of flour inside. You can grab one, and surprise them by unleashing the fury of flour power, disorienting them. Watching them trip on mango would be pretty funny too. But its not just for comic relief... it saves lives.
 * Backward Cartwheel - Now, you can replace rolling with the art of a gymnast. At the same time, you could kick an assailant charging at you with this move.
 * Wall Flip - A famous parkour move, the Wall Flip is great for getting behind an assailant who has folllowed you into a walled area. Basically when you climb up the wall, you can perform a back flip off the wall that will land you a distance from the wall.
 * Wall Stepping - Wall stepping is an even quicker way to climb in a narrow gap between two walls. You can literally climb up or down by stepping on two different walls. This was perfected by Chinese urban Assassins.
 * Flip Stand - A Southern Shaolin fighting maneuver, the Flip Stand is a move that can immediately swing you up from lying on the floor to standing upright against your foe.

New Eagle Vision Abilities

 * Eagle Scan - Allows you to check the stats (strengths and weaknesses) of nearby enemies. This will come in handy in the new combat system. If upgraded, you can even see if they have concealed weapons, personal belongings, and degrees of drunkiness (Drunk enemies behave similarily to berserks).
 * Eagle's Heart - Allows you to find exactly where a dying co-op player is. (Finding your dying teammates have always been irritating in AC Unity, for me and my friends)
 * Eyes-on-Tail - When you trigger this ability, as long as it is functioning, attack attempts behind you will be focused on and slowed down for reaction time. That way you'd have more time to parry a blow behind you.
 * Not-to-Eat - Allows you to detect signs of poison.
 * Superfocus - Slows down all commotion in a fight so that you can plan all of your moves. This will be extremely helpful in the combat system. (This ability was created since some may fear that it would be hard to plan out the step-by-step combat process if there are a multiple attackers unleashing volleys of attacks). Upgrading this ability will increase its duration.
 * Natural Concious - Allows you to detect the degrees of Suspicion/Confidence/Commitment in NPCs. This skill will help you evaluate on what to do in a more efficient way compared to previous generation planning.

Historical Event Ideas:
- First Opium Conflict (1839)

- First Opium War (1839-1842) - Assassins are defeated and Canton is taken.

Interesting Links
John Francis David - http://en.wikipedia.org/wiki/John_Francis_Davis

Tuanku Abbas - http://en.wikipedia.org/wiki/Tuanku_Abbas

Conditions for Ubisoft
For this or somthing like this to work, Ubisoft needs to fix some things:
 * Connect all skill features in the game.
 * Stop making AC an annual series
 * Be patient in everything. Work is better when it is gradual. (In the meantime, more Watch Dogs, Far Cry, etc. please!)
 * Literally pick out some gamers to test it and have them give feedback on their work.
 * Take the time to fix up all the bugs.
 * Really deepen the storyline. (There are alot of characters to manage)
 * Take fan suggestions in consideration

Sequence 1 Memory 1 ~ Singapore, Singapore (British Empire) - 6 April 1839 ~ Anglo-Chinese Opium Conflict
~ Bartel Noltes, Born an orphan around September 1803, in Guangzhou (Canton), China- Dutch-Chinese Assassin - Chinese name Zhu Shao Ying (Zhu) - Ethnically Han Chinese - Learned English in an Anglican missionary's church - Arrived in Amsterdam, Netherlands in 1810 as a stowaway - Was adopted by Dutch Assassin Herbert Noltes, an important assassin during the Napoleonic Wars - Herbert killed in 1815 by French Templars under Napoleon's regime - Began training as a Novice in 1816 - Full fledged Assassin by 1838 - Sent to China on a diplomatic mission to contact Eastern Assassins involved with the Opium plot and the Ring of Eden.

~ The Situation: The British Empire, backed by the Knights Templar, threatens The Imperial Chinese Qing economy by drawing independent Chinese consumers into the drug trade of opium. The legality of the trade was in intense debate... in 1838 the Qing government executed many opium traffickers, and the money of the Chinese people was blown off to the British East India Company; the Qing economy was losing money fast. But the Templars have a greater plan. Western powers backed by the Templar order have seized control of a vast majority of the Far East, but they want the jackpot: China's golden ports. The Eastern Assassin's have discovered a terrible plot to seize Canton for the British and the Templars. The Western Assassin's have learnt of this news, and Bartel Noltes became the first of the sub-order to be sent on the mission to stop these Templars. But this is not a field trip... Bartel returns for his birthland. ~ The Opium Fleet: A fleet of Templar-sponsored merchant ships in preparation for the Templar's mission to get the Qing government to take the bait and illegally break the opium trade, allowing the British to invade Canton with the support of its peers.
 * Bartel, personating a Dutch opium trader, sails the Aalscholver (Dutch for the Cormorant), into Singapore.
 * The Mission: Gain information on the "Opium fleet," and assassinate the fleet general in order to stall the operation and allow the Assassins to investigate
 * Bartel rescues an Assassin Novice and spy from British guards, whom take the Novice for a stowaway.
 * The Novice gives Bartel the basic information on the Opium fleet and the gained information, and tells him that another Novice was supposed to meet him at the dock rendezvous point.


 * The Novice suggests smuggling, but Bartel sees differently since the ship loaders are British soldiers.
 * Bartel goes to an inn to search for the imprisoned colleague, whom is on the mission to find the Opium fleet's captain's location.
 * From a bartender/innkeeper, Bartel learns that the novice was taken away by British police earlier that day, and brought to a district courthouse.
 * Bartel sneaks into the courthouse, and discovers the Novice dead. He loots the body to find an envelope. The door behind him suddenly swings open, and he is then surrounded by British soldiers, led by Templar and British governor of Singapore, Sir Samuel George Bonham. (http://en.wikipedia.org/wiki/George_Bonham)


 * Bartel knows Bonham as a British Master Assassin who was present in the meeting in 1838 that prepared to send him to the Far East. He is angry that Bonham had broke the Creed tenet: "Never Compromise The Brotherhood."
 * Bonham tells him that he knew he'd come all along, and that he was tasked by the Templars to get rid of the threat of an Western Assassin ambassador to the Templar influence in the Far East.
 * When Bonham asks Bartel for information, he does not listen and threatens to kill Bonham, but he is knocked unconcious and locked up in a dockside prison in Singapore's Changi district.
 * Bartel conspires with his cellmates, who are pirates. One of the pirates is a Burmese Assassin Apprentice named Munah Dara, who served a Malaysian Assassin and pirate named Tuanku Abbas. Munah has hidden lockpick tools within the pile of hay he sleeps on. Munah claims the guard is high in the prison, making escape tough. Bartel uses his Eagle Vision to determine the right time to pick the lock and escape. Bartel and Munah make their escape, though telling the rest of the pirates that they will come back for them.
 * Bartel is caught by guards, but Munah saves him.
 * Bartel and Munah reach the outside of the prison. Bartel must find the Captain of the Opium Fleet, while Munah must save the prisoners by conducting a night attack.


 * Bartel reads the letter recieved, and finds that the letter is a letter addressed to the Order of Assassin's in Singapore confirming an invitation to Templar James Hocomb, a Templar spy. At that time Hocomb was selected on a mission to India where he recieved a message to send to the Captain of the Opium fleet.
 * Bartel decides to use the night attack on the prison as a distraction for him to enter the building and assassinate Hocomb and retrieve his message.

Memory 2
~ Munah Dara, Born to a family of Burmese fishermen in 1808, Rangoon, Burma, teenage Munah Dara fought as a soldier for the Burmese Empire against the British east India Company during the First Anglo-Burmese War. His family was killed in the war, and Dara held a grudge gainst the Westerners forever. In the late 1200s, Dara became involved with Malay pirates. His fearsome personality and ideologies against Western expansion eventually caught the attention of Malay Assassin pirate, Tuanku Abbas. With permission from the Order, Munah became Abbas' Apprentice Assassin. Munah was captured in 1839 after a failed pirate raid. Prior to the incident, Abbas' had instructed his fellow pirates to "sail for the shipwreck with crimson sails of the coast of Singapore if you run into trouble." The island is a secret pirate haven and Assassin outpost that no vessel dares to go to since those who do have "never returned."
 * The story shifts to Munah.


 * Munah sneaks into the docks and onto a British merchant vessel. He sneaks past British dock guards and boards a rowboat. He continues to row past the surveillance of the British naval coast guard.
 * Munah reaches the island and sees the shipwreck with crimson sails in the distance. He is taken in by the pirates and meets Abbas. Abbas allows Munah to guide his ship, the Kren Merah, or Red Crane.
 * Abbas leads an attack to bombard powder reserves surrounding the prison. A fight begins on the docks, and the city security is alarmed.
 * Munah attacks the guardhouse with the Red Crane. After succeeding, Munah sneaks into the prison and frees his fellow pirates, who start a fight in the prison against the guards.