Zero Hour (Online Tactical FPS)
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monk3ybusin3ss




Posts: 11155

PostPosted: Tue, 11th Aug 2020 19:37    Post subject: Zero Hour (Online Tactical FPS)


Quote:
A tactical FPS with online team-based action game play that takes place in a variety of locations in Bangladesh with Real-life scale & resource management. Inspired by various other tactical shooter games, Zero Hour tries to bring a very grounded Team vs Team experience in locations with real-life scale (no video game scale) and resource management. Both sides are tasked to wipe out the other team and complete objectives. The defenders are tasked to protect the bomb from being defused and keep their hostage from being rescued and running away. On the contrary, the attackers are to defuse the bomb or rescue the hostage held captive



TACTICAL GAMEPLAY
Zero Hour brings a very grounded 5v5, team vs team, Close quarter combat experience to the game that focuses on two teams with each player having their own roles. The attackers utilizing shields, weapons and the planning table and the terrorists utilizing traps and gadgets in order to fortify the area.



PLANNING TABLE
At the start of each round, MS-09 Unit (The Attacking Team) can come up with strategies by drawing in the planning table with a 3D miniature version of the location being played similar to the use of blueprints. It can be used to direct teammates where to spawn and/or advance from. There are 3 types of marker that you can place around the planning table which can indicate danger and objectives. During this phase, The Terrorists (The Defending Team) will be given time to place traps and gadgets to aid in their defense strategy.



RESOURCE MANAGEMENT
Both Teams have resources that they need to manage per 3 rounds. The Attacking Team has 2 sets of 5 types of weapons while The Defending Team has 5 sets of 5 types of gadgets. This is crucial in terms of saving your resources, picking up and utilizing your opponent’s weapons, and not giving an advantage to your enemies



HOSTAGE
The hostage held captive by the defenders will have its own mindset which means it would run away if not careful. This indicates that it would be critical to keep an eye on the hostage and move it around wherever a player feels necessary.



DOORS
In order to bring a realistic approach, the doors help in encouraging slow and tactical gameplay. It would cause both teams to hesitate before entering a room since it will be oblivious to know what’s going on behind the door.



BREAKER SWITCH
The switch causes a complete blackout of the whole operation building that you're playing on. By doing this, the players won’t be able to visualize their surroundings unless they use the tactical flashlight.


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Wubbajack




Posts: 769
Location: Polandball's right eye
PostPosted: Wed, 12th Aug 2020 00:31    Post subject:
Sooo... R6: Siege, but with more "R6" and less "CoD"? I'm in!
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Interinactive
VIP Member



Posts: 29401

PostPosted: Wed, 12th Aug 2020 01:00    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:56; edited 3 times in total
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Wed, 12th Aug 2020 03:23    Post subject:
Oh yeah a planning phase to draw dicks
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difm




Posts: 6618

PostPosted: Wed, 12th Aug 2020 11:02    Post subject:
Looks kind of clunky and the ropes were clipping through the ceiling in the trailer but other than that, it's worth to try I guess.


i5 6600k @ 4.3 GHz | MSI z170 Gaming M7 | 32GB Kingston HyperX Fury | 850 Evo 500GB | EVGA 1070 SC | Seasonic X-660 | CM Storm Stryker
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monk3ybusin3ss




Posts: 11155

PostPosted: Wed, 12th Aug 2020 20:16    Post subject:
Quote:
User reviews: Mostly Negative
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