THE RIM
The game takes place on the barely settled fringes of the explored
galaxy, in a region of space called “The Rim.” In The Rim,
intact settlements on planets are few and far between, but beyond the
influence of the civilized forces of The Mu Arae Entente. The Entente
was mankind’s central governing body spanning hundreds of star
systems. The Rim was settled by and flourished under free-minded separatists
from the Entente. However, Mu Arae fleets and marines eventually attempted
to “reintegrate” the worlds of The Rim by force, leading
to hundreds of years of conflict which left all of the worlds of The
Rim largely destroyed and abandoned.

The Entente has since become embroiled in its own civil war, leaving
the scattered remnants of the once great cities and colonies of The
Rim to their own devices in the remote emptiness of rim space. Civilization
crumbles slowly in these isolated places as technology and higher knowledge
gradually erode. The surviving settlements have been left vulnerable
to incursions from predators who hunt The Rim for loot: a new brand
of Viking who pillages from the rubble for survival, who has honed the
military tactics of planetary assault to a fine art.

Some in The Rim look into the distant heart of the galaxy for their
salvation. They look toward the stars of The Entente from whence their
ancestors came, where civil war still rages with weapons of incredible
technology, so advanced that the colonist-descendants of The Rim would
perceive it as magic. Some of them wait for the return of Integration
fleets, bringing the law, order, and the technology of past generations.
But for most of them such things are the stuff of ancient legend. They
only long to survive the next raid by plundering Vikings from the stars.
ENVIRONMENTS
DropTeam™ models large playing areas ranging
from 100 to 900 square kilometers: areas large enough to realistically
simulate mobile armored combat. Terrain is deformable, so explosions
and engineering vehicles actually change the landscape dynamically during
the game. The physics engine accurately models different types of terrain,
so a nimble vehicle on asphalt roads might become slippery and hard
to control when driving on frozen ice. Since combat takes place on a
broad variety of planets, you will have to adapt your tactics as you
play; the maneuvers that worked well in an Earth-like environment might
not work as well on a planetoid with no atmosphere. Different atmospheric
densities and planet gravities also have a drastic effect on the performance
of your weapon systems. Solid AP projectiles are devastatingly effective
at long range when there is no atmosphere to slow their flight, but
in very dense atmospheres you might find yourself using HEAT munitions
instead.

COMBAT SYSTEM
DropTeam™ simulates combat realistically. The
detailed armor penetration model takes all important factors into account:
armor angle and thickness, projectile penetration angle, velocity, and
performance characteristics based on projectile type and size (HEAT
vs. AP vs. exotic ammunition, caliber, etc.) Projectiles that penetrate
their targets have detailed, specific effects on the target, including
modeling of armor fragmentation, fire due to kinetic friction, and direct
damage of internal components within the target. For example, individual
crew members such as the driver or gunner, or systems such as a vehicle’s
ballistics computer, ammunition magazine, or engine might be damaged
when a projectile penetrates the vehicle. The loss of these systems
directly impacts the target’s performance. A vehicle without a
ballistics computer will have to manually elevate its shots for range,
a dead driver will prevent the vehicle from being driven, etc. Under
the right circumstances, a penetration might even cause the target to
catastrophically explode, scattering pieces across the landscape.

HE and ICM artillery support munitions are also modeled accurately,
causing specific damage effects on targets that are hit by their fragmentation
and munitions. Units on the terrain such as the SP Mortar unit can perform
indirect fire, ranging to their targets with the help of team mates
who can act as forward observers, or automated orbital artillery support
can be called in, including HE and smoke fire missions.

ROLES
You can stay immersed in combat by taking your vehicle into the thick
of the action, driving and gunning in real-time against the opposing
team. Or you can play an indirect supporting role by dropping engineering
vehicles to dig revetments for your team and lay obstacles for the enemy
and by dropping support vehicles that provide benefits to your team
mates. Or you can play the role of your team’s Commander, spending
more of your time on the Tactical Display, coordinating the actions
of your team mates, issuing direct commands to the AI players on your
team, and deploying sensors, sensor jammer's, mines, and turrets to
bolster your team’s position. Or you can play with your own mixture
of these different styles.

MODS
The DropTeam™ engine is quite flexible. All
scenario and unit data is stored in simple XML files so it’s trivial
for the technically-minded player to modify existing game elements or
add entirely new ones with a simple text editor. Terrain data is read
from industry-standard topographic and geological file formats, so players
can use software such as Terragen, Bryce, MojoWorld, or even simple
paint programs to add their own custom landscapes to fight on.

APPEAL
DropTeam™ is unique in that it strikes a balance
between realistic, tactical combat simulation and pure, accessible fun
for the novice. It will be enjoyed both by hardened grognards as well
as by more casual “twitch” gamers who are more interested
in “run and gun” game play. Its layered complexity allows
for a wide range of play styles and tactics, so a vibrant user community
is expected. DropTeam™ will also offer a steady stream of new
content to players over time, thanks to its highly extensible architecture.
Finally, DropTeam™ is a truly cross-platform game! Both its server
and its client run on Windows, Linux, and Mac OS-X. This will no doubt
lead to a broad, diverse and vibrant fan community.

GAMEPLAY OBJECTIVES
The objective of the game is to score points for your team. Each scenario
runs for a fixed length of real time (typically between 30 and 60 minutes.)
When time runs out, the team with the most points wins. Points are scored
by attaining objectives such as capturing the enemy team’s flag
or defending/attacking specific objectives on the terrain. Other gameplay
modes are currently in development including a "Ogre" mode
where one side controls a single super-heavy unit and the other tries
to use all assets available to stop it.

SCALE
From planets with lush forests to those with vast desert scapes or
frigid arctic wastelands, battles in DropTeam™ will be waged across a
variety of planets and environments. Battles take place on maps that
are typically between 50 and 400 square kilometers in size (maps as
large as 1000 square kilometers are supported). This achieves a good
balance between having enough space to exercise creative tactics, while
not making the battlefield so large that players have difficulty finding
some action.

GAME OVERVIEW PHILOSOPHY 'The Layered Onion'
DropTeam™ is simple to play. Using a few keyboard
keys and the mouse or a joystick, the player drives vehicles over the
terrain and fires weapons at other vehicles in a "point and shoot"
manner. The game is instantly accessible to the novice player. This
simplicity of control belies the fact that DropTeam™ is actually
a game of depth and tactics. In order to win, players must utilize tactics
and teamwork, use the terrain to their advantage, formulate and execute
plans for defense and offense, use shared team resources such as fire
missions, smoke missions, and autonomous turrets, and take advantage
of the unique traits and abilities of each of the game's vehicles.

BELIEVABLE COMBAT
DropTeam™ depicts futuristic armored combat
in a believable way that doesn't insult the intelligence of mature gamers.
We eschew such misguided, entrenched mechanisms as "hit points",
"healing", and unexplainably short weapon ranges that are
found in many games today. Instead, weapons have specific effects on
their targets. For example, a projectile that penetrates a vehicle’s
armor might disable its engine, kill individual crew members, damage
the ballistics computer, etc. Most weapons have effective ranges in
excess of 4 kilometers.

DropTeam™ is first and foremost fun to play,
but fun does not have to be won at the expense of a reasonable level
of realism. A believable simulation of combat actually adds to the fun
rather than detracting from it.
