High-intensity tactics
CQB games are simulated realistic indoor close combat so the game map is relatively not particularly large and more three-dimensional rather than flat for example the map in R6 games are based on buildings and the complexity of the terrain highlights the importance of tactics so whether it is "ZERO HOUR" or R6 are tactics-based FPS games. In FPS games tactical time and combat time make up the whole game experience for players. So long tactical time inevitably leads to shortened combat time just like in Armed Assault 3 which is often half an hour of tactical planning and execution and ten minutes of shooting combat.
If it is a large map large battlefield multi-person FPS game
Battlefield" "Call of Duty: Warzone" and other games the game length does not have much impact on gameplay but for CQB games the game time is also an important factor affecting gameplay.
And these high fidelity elements bring is more complex game operation
And these high fidelity elements bring is more complex game operation complex game operation will need a long game time to get started
These game details also need more game time to reflect. ZERO HOUR" a game time must be more than R6 it seems that the longer the game time seems to be more interesting but in fact it is not.
But for FPS games
But for FPS games the degree of fidelity in the game is proportional to the degree of hardcore
Just like in "Armed Assault 3" players in pursuit of higher fidelity will make a lot of modules to enhance the game's fidelity. When you install these modules you will find that the use of sniper rifle is required to adjust the distance according to the close position is required to calculate the wind and humidity according to the ballistic solver. Let's not say how many players will use these game design correctly but on the understanding of these professional terms are afraid enough. There are also examples of "Escape from Tarkov" in the damage system different parts of the strong will not bring the impact of the left and right arm hand injuries are brought about by the impact of different.
In addition to lighting
In addition to lighting the props in ZERO HOUR are shared by the entire team
The camera can not mark the location of the enemy and the door needs two steps the first is half open state two is fully open. These details make "ZERO HOUR" exceed R6 in terms of game fidelity but in terms of gameplay may be greatly reduced. In the current game field the game's fidelity seems to be the most concerned element in fact this requirement is very normal for players after all the higher the fidelity the stronger the sense of immersion.
ZERO HOUR has more details compared to R6 for example every map has an electric switch
This detail determines that the lighting is a very important factor in the game of ZERO HOUR. Because the light can be changed this brings a series of game content such as the defensive side can use the night vision camera the offensive side will use the tactical flashlight and perhaps in the future to join the night vision device and other equipment.
Intricate game details
The most common of the player reviews of ZERO HOUR is to rate it as the most realistic tactical counter-terrorism game with R6 being the main comparison.
Real or game
The players who want tactics can get tactics players who want to just shoot can also choose to rush black can choose to collaborate individuals are also able to break into the point in general R6 to meet the needs of all types of players. And from the "tactics" that "ZERO HOUR" is proud of the game mechanics of R6 makes it possible to play with each other with simple communication. ZERO HOUR's tactics are more complex and require more frequent communication which is not a good experience for the players in the road game. So ZERO HOUR is still half-finished but even if the game details are perfected it is difficult to become a tactical game beyond R6 because its direction is wrong ZERO HOUR wants to become the most realistic CQB game while R6 just wants to become a fun game perhaps this is the biggest difference between the two.
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But this requires a strong degree of teammate understanding
But this requires a strong degree of teammate understanding want to play in the road game in such an operation is almost impossible
Choosing to attack separately is the same as waiting for the defender who is stuck in a good position. So ZERO HOUR is more suitable for 5 people to play together and to be honest ZERO HOUR is far less entertaining than R6. The reason why R6 did not continue to improve the game's realism is because the game is currently just the right level of hardcore for R6.
The organisation's process assets
Project Aspect Statement Activity List Activity List Attributes Project Schedule Network Diagram Activity Resource Requirements Resource Calendar Activity Duration Estimates Project Management Plan Schedule Network Analysis Critical Path Method Quarterly Compression Scenario Analysis Resource Balance Critical Chain Calendar Overrun and Lag Schedule Models Used by Project Management Software Project Schedule Plan Schedule Model Data
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Battlefield
A military-themed shooter series developed by EA DICE. The first title in the Battlefield series Battlefield 1942 was released in 2002. As of 2018 there are 17 game titles announced in the Battlefield series. The latest title is called Battlefield 2042 [1] and is about near-future warfare [2]. Battlefield 2042 was officially released on 19 November 2021 [3] for PC PS5 and Xbox S Xbox X [4-5].
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Games in the Battlefield series
The brand's selling point is the massive scale of vehicles and infantry fighting together on large maps with a focus on entertainment while balancing a degree of realism. The Battlefield series has traditionally been an online game with some products designed to be played as an add-on mode to the single player. Some of the Battlefield series games have better expansions and third party groups can create a wide range of modules to meet the different needs of players. Traditionally the Battlefield series has focused on the PC platform; since 2005 the development team has also been focusing on the console platform.
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Diverse vehicles
All Battlefield titles have a wide range of vehicles which can be divided into three categories: land sea and air. There are enough vehicles for more than half of the players on the game map.
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Land vehicles
Light assault vehicles and heavily armoured tanks some games will also have jeeps armoured personnel carriers anti-aircraft vehicles and single four-wheelers. The same type of vehicle from different forces is generally similar in terms of performance settings.
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Strong expandability
However after Battlefield 2 EA DICE has rarely mentioned support for custom modules. None of the Battlefield series games released since 2007 such as Battlefield 1942 and Battlefield: Renegade Company 2 have released modding tools and EA DICE has stated that even Battlefield 3 will not offer a robust modding program but at best will only release modding tools with simple functionality.
Game rules
In the game there are two modes of conquest: Interactive (attacking) and Assault (attacking and defending).
In Interactive mode both sides start with a stronghold (which is usually unoccupiable on large maps). Both sides can only win by capturing more respawn points and killing enemies; in Assault mode one side has one non-captible respawn point while the other side has most or all of the other positions. Some Battlefield games have an extension of Assault mode in which the attacker must capture all other strongholds in order to take the defender's home base.
Other modes