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.
