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Six Days in Fallujah News

SITREP: GO! Commands Overview

[h3]“I don’t have eyes in the back of my head, and I don’t have eyes in the side of my head. Everywhere you can look, there has to be somebody watching.” – Sgt. Elber Navarro, USMC 3/5[/h3]

Most military shooters reduce your responsibilities to following someone else’s plans. Go here. Do this. You’re an actor playing a role. In contrast, Six Days in Fallujah is all about the plans and choices you must make instantly under duress. And, these decisions will impact every single member of your team. Three points stand at the forefront of our design—leadership, command, and control.

Please remember all assets shown are currently a work-in-progress.

Until now, the few military shooters that have given you leadership of a team have often slowed down, or even paused, combat to give you more time to make decisions. The reality is that combat does not, and will not, wait for you. In Six Days, the tempo of battle and the constant pressure of combat are critical to our experience.

We created GO! Commands because it must be as easy for you to give orders to your team as it is to fire your weapon. Old-fashioned radial menus slow things down too much to be real. You must be able to point and tap a button. That’s it.

[previewyoutube][/previewyoutube]
DEVELOPER COMMENT
Just like Marine fireteams, solo players commanding AI fireteams in Six Days operate in “buddy pairs.” As Team Lead, you issue orders to the Automatic Rifleman (FIRE) and Assistant Gunner (ASSIST) while the Rifleman (READY) follows and supports you. With Buddy Pairs, each fireteam role can rely on the other half of their pairing for cover and security.

There are five basic types of GO! Commands available, and their success very much depends on the Team Lead issuing them:

[h3]Watch![/h3]

By default, your team will always try to provide 360-degree security around the team. The “Watch” command orders the fireteam to watch a specific area marked by the player. While these are most commonly doors, windows, and stairs, players can also order Marine AI to watch barricades, courtyards, streets, and alleyways. Once ordered, Marine AI will move to the position in which the command was given by the Team Lead and hold this position while scanning the target area for threats. “Watch” is just one of the many ways in which Team Leads can split the fireteam to assault enemies from multiple sides.

[h3]Advance![/h3]

“Advance” orders the fireteam to move to a specific area marked by the player. Once issued, Marine AI will traverse any environment created by Procedural Architecture to execute your order. This means that your teammates will navigate through rubble, staircases, doorways, and windows to reach their destination (all while eliminating potential threats). Once completed, Marines provide 360-degree security, continuously changing sight lines and covering all angles.

[h3]Suppress![/h3]

“Suppress” allows players to execute one of the most basic of all military tactics – but something that is unavailable in other military shooters right now—Fire and Maneuver (one example of which is Fix and Flank). The “Suppress” command orders your fireteam to suppress enemies by achieving fire superiority. Once ordered, Marine AI will move to the position in which the command was given by the Team Lead and unload firepower on a specific area marked by the player. Suppressed enemies hunker down and hold their position, allowing players to make strategic advancements on the battlefield.

[h3]Form Up![/h3]

Marine fireteams try to move as single units whenever possible to provide security all around the team. “Form Up” causes the FIRE and ASSIST roles to return to you as the Team Lead. Similar to “Advance,” Marine AI will eliminate potential threats along the way. This is most useful after the fireteam is split using other GO! Commands and allows the fireteam to reset positioning, tactics, and strategy. Once they’re with you, the team will automatically try to provide 360-degree security around the team, helping your team move as a single unit.

[h3]Context Sensitive Commands[/h3]

Additionally, there’s a series of other context sensitive GO! Commands available, depending on what you’re pointing at. When pointing at a door, for example, issuing an “Advance” command will order Marine AI to stack on that door to prepare for a breach.

DEVELOPER COMMENT
The fatal funnel is one of the most dangerous obstacles in urban combat, and breaching doorways was life or death for Marines in Fallujah. Breaching can take many forms in Six Days, depending on the desired tactic. Players can order Marine AI to kick open doorways and flood inside for abrupt and chaotic entries. Cracking open the door is another, slower option for more methodical strategies. Once cracked, players may toss a frag grenade inside or issue a combination of other GO! Commands to chain tactics together. Team Leads can also perform these same actions to open doorways themselves, with Marine AI following thereafter.

You can also issue a variety of other context sensitive commands. For example, you might have your team plant C4, open doors, disarm weapons caches, and much more. We want to offer players the functionality required while maintaining the speed, efficiency, and precision real-world combat requires.

In case you missed it, we announced our next major content update—“Command and Control”—launches on Thursday, November 7. For the first time, players can lead a fireteam of Marine AI completely solo in Six Days.

We also announced for the first time that the first two narrative campaign missions of our documentary videogame, one additional cooperative mission, a major graphics overhaul, as well as hundreds of bug fixes, will also be included in this -huge- update to the game.

[previewyoutube][/previewyoutube]
Thank you to our passionate community of players for being so patient with us. The next chapter of Six Days is coming, and it’s our biggest one yet (in fact, our next biggest ones don’t even compare). We’re anxious for everyone to experience a modern iteration of friendly AI, digest our story missions, and dive into our latest cooperative mission as our Early Access content catalogue thickens.

Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame

25% Off - Six Days Sale!

Six Days in Fallujah is 25% off through the weekend!

Experience the most authentic military shooter to date, recreated from participants from the Second Battle of Fallujah. With seven cooperative missions and a battlefield that changes every single time you play, you'll never know what to expect - just like actual combat.

The promotion ends on Monday, September 30th.

Grab your copy here:

https://store.steampowered.com/app/1548850/Six_Days_in_Fallujah/

Patch 0.3.2.5

Today’s patch adds a text string to the main menu, announcing the November 7th release date for our “Command and Control” update. Patch 0.3.2.5 is available now on Steam!

Please restart the Steam client to download the latest build.

ADDITIONS
  • Added the following text string to the main menu: “Coming November 7: Lead an AI Fireteam + 2 Campaign Missions + More”
For a full list of bugs we're currently tracking, please see our Known Issues.

Join the community conversation and offer us feedback on our official Discord server!

https://discord.gg/SixDaysGame

Gameplay Trailer: Fireteam AI Coming in November

For the first time in 15 years, command an AI fireteam with authentic military tactics. Watch the gameplay trailer now.

[previewyoutube][/previewyoutube]

DEVLOG: August 16, 2024

Welcome back to our next DEVLOG in a series of diaries covering our most anticipated feature—Fireteam AI. We’re excited to offer this short preview of one of the many, many ways players can command their fireteam.

Please remember all assets shown are currently a work-in-progress.

Let’s start with the fundamentals of a four-man fireteam. It’s become far too common in the genre to refer to four-person units as “squads” instead of fireteams, and we’re here to correct this today. Fireteams consist of four Marines or Soldiers, each with a specific set of responsibilities and weapons that contribute to the team’s overall success. These are Team Lead, Rifleman, Automatic Rifleman, and Assistant Gunner. Our first-hand witnesses of the battle recount just how efficient these fireteams can be as long as each member fulfills their role while also filling in the gaps members of their team cannot fulfill themselves.

Consistent with Marine doctrine, in Six Days in Fallujah, solo players commanding Fireteam AI operate in “buddy pairs.” While the fireteam often operates as a unit, there are many opportunities in which splitting the team will determine the outcome of the mission. As the Team Lead, it is your responsibility to determine when and where these opportunities present themselves. And, it is critical to execute these orders with efficiency and precision.

Literally speaking, this means the Team Lead pairs with the Rifleman while the Automatic Rifleman pairs with the Assistant Gunner. Upon issuing an “Advance” command, the Automatic Rifleman and Assistant Gunner will advance to the position you’ve designated, while the Rifleman provides security for you, the Team Lead. With Buddy Pairs, each fireteam role can rely on the other half of their pairing for cover and security. It’s a perfectly balanced scale that ensures the survival of each member of the fireteam, and it works well.

Speaking of the “Advance” command, here’s a quick demonstration video. The Team Lead has the authority to issue a GO! Command just about anywhere, and the Fire and Ready roles will execute this “Advance” command. With their heads on a swivel, these two AI Marines will advance through terrain, over obstacles, and down alleyways and then find the best cover within the target area and hold this position marked by the command. It’s then your decision to follow or re-route for a flanking opportunity with the Rifleman role accompanying you.

Below, you’ll also see a “Watch” Go! Command. While your team always provides 360-degree security as best they can, there are times when you’ll want to direct their attention to a particular vulnerability—like a door, window, balcony, or hallway, for example. The “Watch” command will cause your Automatic Rifleman and Assistant Gunner to move to the position where you gave this command, and then watch the target area until you direct them to do something else. This allows you to then move or look in a different direction knowing your teammates will stay put, watch this vulnerability, and eliminate any threats that try to come through it.

[previewyoutube][/previewyoutube]These are just two of the GO! Commands available in Six Days, and we’re anxious to show the community more. With that being said, we want to remind everyone that there are no complex radial menus or dropdowns in Six Days. Combat happens in the blink of an eye, and command and control requires more innovative solutions that haven’t been offered by other shooters over the last 20 years. We’re here to change that as real-world combat requires faster decision-making than ever before.

As a reminder, we’re planning a roadmap re-factor after we’ve released our Fireteam AI feature. Feedback from one of our most anticipated features will inform our next steps, alongside our much larger development and content plans.

Join the community conversation and offer us feedback on our official Discord server!

https://discord.gg/SixDaysGame