Operator speed and armour.

Although only a little detail I felt that as part of my project it was important to think about all aspects of the operators and their designs. In Siege, there is a system named the speed and armour system and all operators in the game have their own amount of speed and armour. Both of these statistics are ranked from 1 to 3 and each operator is different. Although fairly obvious the higher your operators speed the faster they can move whilst the more armour you have the more bullets you can take before you die.

Speed operators are often used for aggression and rushes, allowing them to quickly manoeuvre around the map. They are also very useful for flanking as they can swiftly move from one position to another very easily which is highly beneficial to confuse enemies. As of right now, the community believes that speed is much more viable than armour due to several reasons and a lot of operators are often much quicker than more armoured.

Armour allows operators to take 1-3 extra bullets before they die which although doesn’t sound useful it can be very helpful in many situations. The majority of the time high armour operators will stay in objective rooms as they are much more durable in fights.  However due to their extra weight these characters are much slower and also much louder. Due to how important sound is in Siege this can be a massive disadvantage and this is mostly why many people believe higher speed is much better.

2 armour, 2 speed operators are operators who have a blend of the two, they are still quick but are able to soak up a small amount of damage before they fall.

To provide evidence for this I found a helpful chart on the SiegeAcademy reddit page which provides people with the damage resistance that armour provides. As the max health in Siege is 100 (unless altered by either Doc or Finka who can boost health for a short while) it usually takes around 4-5 bullets for your death. As we can see from the post, 3 armour operators can block 1-8 damage overall which can actually be extremely useful at points in the game. This can be seen below:

Screen Shot 2019-03-12 at 09.41.52.pngReddit.com. (2019). How much of a Difference is 3 armor vs 1 armor : SiegeAcademy. [online] Available at: https://www.reddit.com/r/SiegeAcademy/comments/7xq650/how_much_of_a_difference_is_3_armor_vs_1_armor/ [Accessed 12 Mar. 2019].

the post also mentions Rook, a defence operator, who places down armour pates which as can be seen helps to resist against even more damage than usual. he is very popular in the game and I enjoy playing as him a lot.

For my DLC I feel that both operators have to be 3 armour as personally I don’t feel that there are enough in the game and as I plan on pursuing the idea of a Norwegian/Viking theme heavy armour would make sense. Higher armour operators have a place in the game but they are often overlooked by higher speed as in most situations they are better to use however I think that it is time to add more into the mix of operators.

 

Chosen software.

For this project I have chosen two different softwares to use, Affinity designer and Photoshop. Both of these chosen programmes will really help me create this design for my characters and map and I think that they are both great. As of right now I feel very confident with Affinity however I struggle a little with Photoshop so I will have to go through the process of working on my skills to help aid my project. For me personally I believe that these programmes are the right choice as I will be able to make some realistic and well textured designs by combining the ease of Affinity with the ability to create realism in Photoshop.

I will be using Affinity to create the majority of my idea such as the operator icons, their bodies and details, weapons, gadgets and the map whilst Photoshop will be used afterwards to help texture them and make them seem much more realistic. This is for several reasons. I personally prefer Affinity and believe that great designs can be made in a fairly short amount of time. I am also much more confident using it which for me will help me create these ideas quicker to avoid time pressure. the only real downside to me is that it is a little harder to get ultra realistic results but I will be using Photoshop to help addd shadow, texture and blends to my characters and map to help make them look real.

As part of my research I intend on looking into techniques I can use and where and when  should use them as I feel this is very important. As a side note I will also be using Word to create the backstory of the operator as well as their gadget description. As of right now I feel that there isn’t much else I can discuss regarding these softwares but in the future I will work on this and see what else there is to talk about.

The history of Rainbow Six Siege.

Rainbow Six Siege was released on December 1st 2015 on PC, Xbox One and Playstation 4. The game was created by Ubisoft Montreal, a massive game company in charge of the Rainbow series. Due to the rise in E-sports at the time, Ubisoft wanted to build a game which created a tactical shooter which combined quick thinking, teamwork and skill to build a competitive game that any form of gamer could play.  The game is extremely unique due to it’s range of operators, destructive environments and range of three game modes, Secure the area, bomb and hostage. Each game mode is very different from the other and requires a different method of play.

The game received praise and great reviews when it released however this fell short due to the lack of content and progression in the game, as well as a lack of balance and a large amount of bugs. This crippled the game slightly however Ubisoft continued to support the game, adding new operators, gun and character skins, maps and fixing bugs along with working on the ranked playlist, the competitive side of siege.

When siege was released there were 3 modes, casual (for a more casual and relaxed time), ranked, a much more competitive and team based mode and finally terrorist hunt which requires you to band together as a squad to eliminate terrorists and defend objectives. As of 3 days ago, a new mode was added named the newcomer mode which allowed new players to play with other new players on 3 maps rather than the usual 22 in the game. To counter the weak sales at launch, Ubisoft released all their DLC as free content, allowing all players to access the new operators, map and other updates in each season. this allowed the game to expand and grow overall which has allowed it to amass over 40 million players by October, 2018.

There have been a multitude of seasons in the game, each releasing new operators and map and these are listed below:

Operation Black Ice: February 2016 which included a new map, yacht, two new operators from the JFT2, buck and Frost.

Operation Dust line: May 2016 which included a new map, Border and two new operators from the Navy Seals, valkyrie and Blackbeard.

Operation Skull Rain: August 2016 which included a new map favela and two new operators from the BOPE, Caveira and Capitao.

Operation Red Crow: November 2016 and included a new map, Skyscraper and two new operators from the S.A.T, Echo and Hibana.

Operation Velvet Shell: February 2017 and included a new map Coastline and two operators from the G.E.O, Mira and Jackal.

Operation Health: May 2017 which released no new content but helped fix bugs, smooth the game out and added balancing changes to operators.

Operation Blood Orchid: August 2017 which included a new map, Theme park and two special Duties Unit operators, Lesion and Ying.

Operation White noise: November 2017 and included a new map,tower as well as two operators from the 707th Special Mission battalion, Vigil and Dokkebai.

Operation Chimera: March 2018 which released a special zombie outbreak mode for a limited time as well as two biohazard specialists, Lion and Finka.

Operation Parabellum: June 2018 and contained a new map, Villa as well as two operators from the G.I.S, Maestro and Alibi.

Operation grim Sky: September 2018 which reworked a current map, Hereford base as well as releasing two new operators, Clash and Maverick.

Operation Wind bastion: December 2018 which contained a new map Fortress an two new operators from the Moroccan elite force, Kaid and Nomad.

Operation Burnt Horizon; March 2019 which released a new map, Outback as well containing two new operators from the SASR, Gridlock and Mozzie.

All these updates have helped to strengthen the overall feel of the game and what it has to offer in terms of progression and fun for all audiences and overtime I feel the game will only expand and grow further. I have to ensure that the DLC I create are balanced and fair and have a place and purpose in the game as well as being fun and interesting.

All the information throughout the blog as well as information on each season was taken directly from the Rainbow Six Siege website at this link below:

Rainbow6.ubisoft.com. (2019). Tom Clancy’s Rainbow Six Siege | Ubisoft (UK). [online] Available at: https://rainbow6.ubisoft.com/siege/en-gb/home/index.aspx [Accessed 12 Mar. 2019].

 

Project Proposal.

After some deliberation I decided to fill out and complete my project proposal after thinking of some new ideas. I had always intended on creating some Norwegian operators as I felt that this was something the game was missing. Naturally my initial idea was to pursue norse mythology and giants etc as this would be a great concept. This entire proposal can be seen below:

Screen Shot 2019-03-12 at 13.31.40

I believe that my 2 operators, Goliath and Thor will be great additions to the game with their two gadgets being especially unique, Thor’s thunder grenade and Goliath’s Kjempe suit being incredibly versatile and definitely useful in game. I need to make sure that I take balance into account when thinking of these abilities and ideas and also need to begin thinking of operator icons. I have also thought of a  map idea which will be a viking museum, it’s centrepiece being a large longship in the centre hall. I also need to take into account the operators backstories along with the weapons they use.

This is a good start but the proposal will be updated in the future.

FMP Idea.

As this was my final project for this year I wanted to create something that I was passionate about and would enjoy doing as well as learning new skills and creating a variety of different media forms. Very recently I have been playing a considerate amount of rainbow Six Siege, a very popular 5v5 tactical shooter which is on most platforms available. It has a massive following throughout the world and is very popular within E-sports, massive championships often occurring all over the globe. This would be a great project for me I think and I feel the best route to go down would be a new DLC.

A DLC is new content for a game which are often released to fill a game with new features, characters and events. Every 3 months R6S releases a new DLC which contains 2 new playable characters (or operators), a new map and new skins, uniforms, features and balancing changes. Each season focuses on a new branch of special forces such as the Navy Seals, SAS, GIGN, Spetsnaz and GROM just to name a few. This adds a unique feel to the game as each operator has their own look, uniform and race. The new maps that are released alongside these operators also help to create a new experience for players and avoid boredom as there is a new map to learn and play on.

My plan is to create two new operators their gadgets, backstories, icons and look, a new map, a name and layout and then a website to display the operators and map on. This will be a great project to work on and I am excited to start.

The thing I started off doing was creating a mind map of ideas such as gadget, special branch, uniform and weapon. This was to just generate some potential ideas that I could have. I think that this was a great foundation to create some thoughts and feelings and this is displayed below.

Screen Shot 2019-03-07 at 10.56.12.png

This I feel is a great start and I believe that there is sufficient information here to begin this project confidently. I also believe that I have already begun to think of some great ideas for the project.

Project schedule.

As part of my project I have to make a schedule to help organise the project and support what this project will entail and how I will structure it all. Although not 100% accurate I will try to stick to this for the project. I have designed the schedule like this as I felt that for the most part it is the right amount of time to spend on each category. This schedule can be seen below.

Screen Shot 2019-04-25 at 10.50.40.png

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