A Design Doc / Proposal for a Propaganda Mod (or a part of a larger overhaul) for your consideration
Posted: Wed Mar 02, 2016 2:31 pm
Good day.
I'm sorry to post in this section, but it seems that it is the one most frequented by Long War authors. First of all, I wanted to thank each of them again for their incredible work.
Second, I'm laid out a design document in which I've tried to introduce the concept of propaganda war, guerilla war realities, and spying into XCOM2 without requiring large amount of new assets (new level cells are optional, otherwise it's a ton of scripts, text, menus, values and possibly my VO for the Intelligence Officer).
This concept relies on gaining local Trust and raising global Propaganda Index, by exposing and broadcasting alien atrocities and countering ADVENT slander. It includes traitor/mole containment, high-profile assassinations, relief/aid efforts and developing local black markets and militia presence. It greatly expands the importance of Intel and allows VIPs to matter in the strategic layer.
In other words, the Revolution is no longer triggered by a 2-minute TV broadcast; it's built over the years.
I would be thankful if some of the LWS authors or fellow forum posters would take a look at it, and really happy to hear what all of you think.
Here's the link:
https://docs.google.com/document/d/1ybI ... sp=sharing
I'll copy the introduction here:
==================================================================
WIP Design Proposal for Propaganda Mod
(or for a part of a total XCOM2 overhaul)
Guerilla warfare was always about interaction with the people.
Guerillas, of course, cannot win by brute strength. They gain popular support from some and intimidate others. "The People" is ultimately who feeds them and shelters them, gives them recruits and tells lies on their behalf. Common people are their Intelligence Division, their Medical Corps, their Treasury and their enlistment office. Often, common people die for the Resistance... or die because of it.
Moreover, guerilla war on such a scale (similar to WWII operations in USSR) includes full-blown spy warfare, extensive propaganda campaigns, centralized and standardized training of new fighters, clandestine equipment production and so on and so forth. It is a huge undertaking.
XCOM tried to look like a bunch of grizzled Resistance members who fight for hearts and minds of the world - with their "shady pasts" and "scrappy beards". Now it has the opportunity to actually lead the real Resistance, win the trust of the fragmented Outskirts, become a "shadow government" of the world's illegal settlements, and finally sow confusion and dissent in the minds of ADVENT city dwellers.
You all felt that it looked "tacked on" when people just "started the revolution" everywhere at once, killing and dying for humanity – after a single TV broadcast. It was like the corny ending to Equilibrium, or an old communist cartoon for children. But life doesn't work like that. Real militias, real revolutionaries have to have a rifle in their hand and a song in their hearts, they have to forfeit their lives to the revolution long before the hour strikes.
And only you can build the foundation of this revolution.
Summary
This document offers a new variable (Propaganda Index), several new strategic mechanics that stem from it, and a large number of new mission types that do not require extensive additional scripting or a lot of new assets. These additions expand the underutilized "Intel" concept: Intel is now the lifeblood of the Resistance, and it is spent and gained constantly. This also adds a large number of new, exciting tactical scenarios. Lastly, it adds a large number of moral choices, greater immersion and emotional involvement for the player.
====================================================================
Thanks again!
I'm sorry to post in this section, but it seems that it is the one most frequented by Long War authors. First of all, I wanted to thank each of them again for their incredible work.
Second, I'm laid out a design document in which I've tried to introduce the concept of propaganda war, guerilla war realities, and spying into XCOM2 without requiring large amount of new assets (new level cells are optional, otherwise it's a ton of scripts, text, menus, values and possibly my VO for the Intelligence Officer).
This concept relies on gaining local Trust and raising global Propaganda Index, by exposing and broadcasting alien atrocities and countering ADVENT slander. It includes traitor/mole containment, high-profile assassinations, relief/aid efforts and developing local black markets and militia presence. It greatly expands the importance of Intel and allows VIPs to matter in the strategic layer.
In other words, the Revolution is no longer triggered by a 2-minute TV broadcast; it's built over the years.
I would be thankful if some of the LWS authors or fellow forum posters would take a look at it, and really happy to hear what all of you think.
Here's the link:
https://docs.google.com/document/d/1ybI ... sp=sharing
I'll copy the introduction here:
==================================================================
WIP Design Proposal for Propaganda Mod
(or for a part of a total XCOM2 overhaul)
Guerilla warfare was always about interaction with the people.
Guerillas, of course, cannot win by brute strength. They gain popular support from some and intimidate others. "The People" is ultimately who feeds them and shelters them, gives them recruits and tells lies on their behalf. Common people are their Intelligence Division, their Medical Corps, their Treasury and their enlistment office. Often, common people die for the Resistance... or die because of it.
Moreover, guerilla war on such a scale (similar to WWII operations in USSR) includes full-blown spy warfare, extensive propaganda campaigns, centralized and standardized training of new fighters, clandestine equipment production and so on and so forth. It is a huge undertaking.
XCOM tried to look like a bunch of grizzled Resistance members who fight for hearts and minds of the world - with their "shady pasts" and "scrappy beards". Now it has the opportunity to actually lead the real Resistance, win the trust of the fragmented Outskirts, become a "shadow government" of the world's illegal settlements, and finally sow confusion and dissent in the minds of ADVENT city dwellers.
You all felt that it looked "tacked on" when people just "started the revolution" everywhere at once, killing and dying for humanity – after a single TV broadcast. It was like the corny ending to Equilibrium, or an old communist cartoon for children. But life doesn't work like that. Real militias, real revolutionaries have to have a rifle in their hand and a song in their hearts, they have to forfeit their lives to the revolution long before the hour strikes.
And only you can build the foundation of this revolution.
Summary
This document offers a new variable (Propaganda Index), several new strategic mechanics that stem from it, and a large number of new mission types that do not require extensive additional scripting or a lot of new assets. These additions expand the underutilized "Intel" concept: Intel is now the lifeblood of the Resistance, and it is spent and gained constantly. This also adds a large number of new, exciting tactical scenarios. Lastly, it adds a large number of moral choices, greater immersion and emotional involvement for the player.
====================================================================
Thanks again!