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-Gameplay Mechanics & Systems-
Will there be a character progress or ranking system?
We are doing a very, very simple rank system at the moment. It's a three tier system designed to show players your relative experience in the game so that they know you're probably a good source of advice. Currently the rank system is based on games won: 15 games won is a bronze star, 100 games won, a silver star and 500 games won - a gold star. It's designed as a long running incentive - not as something to be immediately obtained. The only role so far that would be "rank locked" (and that's after a good deal of time after release) would be the Commander.
Will there be a cosmetics or customization system for uniforms and/or weapons?
At the moment we are trying to work out exactly how cosmetics will break down. We like the idea of entire platoons appearing in the same but also recognize that individuals will want to customize themselves to a degree. For us, it will be about striking a delicate balance while maintaining authenticity and historical accuracy at the forefront.
Will there be a suppression system / mechanic and if so can you explain a bit about it?
We're going to be implementing pretty brutal suppression tactics to the degree that'll match or exceed RO2 and PR. We really feel they're critical to MGs and other high ROF weapons, and suppression will be a large feature in the game. We don't want to talk about it too much, because it's subject to testing.
How will the in-game voice communication system work?
There will be three VOIP channels. A proximity VOIP for your team. A Platoon-based VOIP, and then a leadership VOIP between the commander and all Platoon-leaders. We also have text chat at each of those levels too, and will look at a vehicle VOIP.
How will the medic system work?
Our health and medic system is a three tiered system based on the triage criteria used during the war.
Wounded: Wounded players have suffered non-fatal injury that has resulted in bleeding and will be required to either apply a bandage or have a bandage applied to them in order to control that bleeding. If left uncontrolled the player will bleed out and become Incapacitated.
Incapacitated: Incapacitated players have suffered a life threatening injury (gunshot to the chest or thighs) that has resulted in incapacitation. The player will be knocked to the ground and unable to move. The platoon medic can apply a morphine syrette to the incapacitated soldier and place him into a wounded state at which point either the player or the medic will need to apply a bandage to control bleeding.
Death: Players who have suffered mortal injuries (headshots, multiple gunshots to the chest and thighs, immolation, dismemberment, etc) will not be able to be resuscitated by a medic and have to respawn.
Can you shed any light on how Hell Let Loose will handle player spawning?
No spawn point costs resources to deploy, but each role has an inherent value. If a Rifleman dies and chooses to respawn (instead of being revived by a Medic), the cost of that role (1 Manpower) is deducted from the team’s manpower pool. More valuable roles cost more Manpower. While it does not directly affect the individual player, losing many valuables roles continuously will reflect in the team's Manpower (the less they have, the more likely they are to lose the game). Additionally, there are three types of spawn points in HLL:
The Base: All players can respawn at their main base.
The Garrison: This is a spawn that can be used by the entire team.
The Observation Post: This is deployed by the Officer of a Platoon as is one of the most important functions of the Officer role. It allows all Platoon members to spawn at this location.
Will there be a limited amount of specialty roles per platoon or per team?
All roles are limited to 1 per Platoon - except the Rifleman (which is unlimited). The only role that is limited per team is the sniper and spotter roles (because you can only have 2 recon platoons per team).