Zero Hour

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A tactical first-person shooter with online team-based action set in a variety of realistic-scale locations in Bangladesh with resource management. Inspired by several other tactical shooters, Zero Hour attempts to provide a grounded team-versus-team experience in realistic-scale (not video game-scale) locations with resource management. Both sides are tasked with eliminating the other team and completing objectives. The defenders are tasked with protecting the bomb from being defused and preventing its hostage from being rescued and escaping. Conversely, the attackers must defuse the bomb or rescue the captive hostage.
Features
TACTICAL GAMEPLAY
Zero Hour offers a grounded 5v5, team-versus-team, close-quarters combat experience focused on two teams with each player having their own unique role. Attackers use shields, weapons, and the planning table, while terrorists use traps and gadgets to fortify the area.
PLANNING BOARD
At the start of each round, Unit MS-09 (the attacking team) can devise strategies by drawing a miniature 3D version of the current location on the planning table, similar to using blueprints. This can be used to tell teammates where to spawn and/or advance from. There are three types of markers you can place around the planning table that can indicate danger and objectives. During this phase, the terrorists (the defending team) will have time to place traps and gadgets to aid in their defensive strategy. RESOURCE MANAGEMENT
Both teams have resources they must manage every three rounds. The attacking team has two sets of five types of weapons, while the defending team has five sets of five types of gadgets. This is crucial to save resources, collect and use the opponent's weapons, and not give the enemy an advantage.
HOSTAGE
The hostage the defenders hold captive will have their own mindset, meaning they could escape if they're not careful. This means it would be essential to monitor the hostage and move them where necessary.
DOORS
To make the game more realistic, doors help encourage slow, tactical play. This would cause both teams to hesitate before entering a room, as they wouldn't know what was going on behind the door.
SWITCH
The switch causes a total blackout in the entire operations building you're playing in. By doing this, players won't be able to see their surroundings unless they use the tactical flashlight.
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