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Chapter 302 - Chapter 302: Some Changes to the Content

From a game mechanics standpoint, the mode in Rainbow Six: Siege is actually pretty straightforward.

It mainly splits into attackers and defenders.

There are three different modes in total.

Hostage mode, bomb mode, and secure area mode.

Hostage mode and bomb mode are common in most past FPS games, with just some tweaks to the mechanics.

As for secure area mode, it's basically like a site capture mode, where whichever team takes control of the area wins.

There's also a more unique mode called Terrorist Hunt.

This is mainly for new players to practice, letting them go solo or team up against AI terrorists of different difficulty levels.

Later on, this mode got renamed to Training Grounds, and the suicide bombers were removed from it.

For this mode, Lucas decided to keep the original Terrorist Hunt setup, and with the AI tech, it could make players feel a more real counter-terrorism experience when facing the white masks in PVE play.

The rest is about recreating the maps, which are the most vital core element in Rainbow Six: Siege.

In his past life, lots of players talked about needing 500 hours to get started, which scared off many beginners, but that's really just an exaggeration.

Because in Rainbow Six: Siege, unlike other FPS games, it doesn't demand top-notch aiming skills like those games do.

What's more important is understanding the operators' abilities, how to use gadgets, and getting familiar with the maps.

If you're not familiar with the maps, you'll often run into situations like this.

Who's shooting at me?

Who just killed me?

How did someone end up behind me?

It can turn Rainbow Six: Siege into a horror game without meaning to.

That's all because of not knowing the maps well.

Because in Rainbow Six: Siege, walls, wooden panels, and such can all be broken, creating new paths for attacks once they're destroyed.

Attackers can use their gadgets to smash through barriers and catch defenders off guard in unexpected spots.

Defenders can use this too, by punching holes first to widen their view or hiding in a small room to hold it down—though unless it's a specific map, it's not a good idea to do that.

Attackers also get two small drones that can slip through gaps under wooden panels or vents to scout inside and gather intel.

Defenders get access to the building's cameras to watch different areas.

Right from the start, the game turns into a battle of gathering info and mind games between both sides.

On the movement side, since it's a VR game, Lucas is thinking about making it more realistic.

Of course, there will be a player version and a military version.

But the two versions will have some differences.

The military version will include more detailed controls.

Like moving the hostage in hostage mode.

Because in real counter-terror ops, hostages won't just crouch on the ground hugging their heads without moving.

Also, the jumping for characters in the game.

In his past life, some players questioned this, and the official response was that for realism, counter-terror agents carrying over ten pounds of gear couldn't possibly jump high.

That answer sounds reasonable, but really it was just to cut down on workload and bugs.

Lucas plans to add jumping to the military version.

Because compared to the regular version, the military one can focus more on realism than balance.

After all, isn't Game Division aiming for it as a training tool?

And honestly, jumping doesn't play a big role in Rainbow Six: Siege anyway.

You won't see stuff like jumping up and having Fuze blast the ceiling with his cluster charges—that kind of move doesn't exist.

With all that heavy gear, even if you could jump, you wouldn't get very high, just a small hop at most.

Besides that, the player version has plenty of other detail changes too.

Like rappelling with ropes—handling the camera switch in VR is a key point here, or Rainbow Six could easily turn into Dizzy Six.

...........

Lucas was steadily refining the design concept draft for Rainbow Six: Siege.

He kept a low profile about it, but over there, NetDragon—which had already locked in a deal with Nebula Games—was acting very high-key after their talks.

They even held a press conference to announce the latest news on teaming up with Nebula Games to develop a major VR title.

[New game to be jointly developed by Nebula Games and NetDragon! Codenamed 'R6' for now]

[This will be a game using the latest VR tech, bringing players a completely fresh experience like never before]

[Nebula Games platform and NetDragon platform to form a deep strategic partnership]

News exploded everywhere in an instant.

There were official leaks from NetDragon, all sorts of rumors, and wild guesses from players.

Lucas stayed low-key, just posting on the official blog to confirm that the 'R6' codenamed game is real.

The gaming industry shook up big time, leaving countless designers and companies totally confused.

Even the channel alliance was stunned.

NetDragon's stance had been vague before, not like SkyNova, but they figured they were on the same side—at least with some effort, they could team up.

But now, in a flash, NetDragon jumped to the other side?

Compared to the industry buzz about NetDragon and Nebula Games entering a strategic partnership.

Regular players didn't care about any of that—they were only excited that NetDragon and Nebula Games were teaming up for a major VR game!?

After all, even though NetDragon hasn't been doing great lately, it's still a giant in gaming.

And Nebula Games goes without saying—every game under them so far is a hit.

The big question left is what kind of game this 'R6' codename really is, in terms of genre and theme.

(End of Chapter)

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