FPS/RTS game concept. My approach of putting these two ideas together balanced between full milsim and arcade.
Endless dictation of my scrambled thought, forgive the AI output style. Really only way to pull my ideas out of my head.
🎮 Game Concept: Echoes of the Front
Tagline: "Command from the trenches—fight, survive, and evolve."
👋 Intro
This isn’t just a weekend idea—it’s something I’ve been thinking about for years. Echoes of the Front is the result of countless hours spent playing, analyzing, and imagining what could exist if the best parts of tactical FPS and RTS games were truly merged. It’s evolved as I’ve discovered new mechanics, learned from what works (and what doesn’t), and kept refining the vision into something that might finally feel one-of-a-kind.
It’s not about being the commander or the soldier—it’s about being immersed in the battle itself. I’m tired of the endless respawn cycle. I want to feel the tension, the fear, the thrill—the weight of every decision. Games like Escape from Tarkov master that intensity, but I want it in a war-based RTS/FPS hybrid. When you build something that can be lost forever or rise to victory, even as a single squad in a larger conflict, that’s when the game truly matters.
I’m sharing this concept now because I think it’s ready to spark discussion, challenge assumptions, and maybe even inspire something real.
🧠 Core Concept
A hybrid first-person shooter (FPS) and real-time strategy (RTS) experience. You fight from the ground, but the battle unfolds like a living strategy game. You’re not just a soldier—you’re part of a company. You deploy a single squad at a time, rotate between squad members, issue tactical orders, and respond to dynamic objectives from an AI commander who sees the whole field.
Every unit matters. Every loss is permanent. You build your company over time, customizing squads, upgrading gear, and forming emotional bonds with your veterans. But when they fall, they’re gone. That tension—between survival and sacrifice—is the heart of the game.
🎯 Inspirations
This concept draws from games that almost got it right—but never fully bridged the gap:
* Company of Heroes – RTS pacing and battlefield flow
* Hell Let Loose – Realistic gunplay and map scale
* Enlisted – AI squad control and class-based combat
* Escape from Tarkov – High-stakes survival and gear loss
* Ready or Not – Tactical squad mechanics and immersive pacing
* Call to Arms – Gates of Hell: Ostfront – RTS with individual FPS control
🕹️ Gameplay Overview
Perspective & Mechanics
* Played in first-person, but structured like an RTS
* Control a squad of AI teammates, switching between members freely
* Issue orders: move, hold, suppress, flank, retreat, heal, repair
* Gunplay is realistic and punishing—every bullet counts
* AI Commander assigns dynamic objectives based on battlefield flow
* Game modes include victory point control, annihilation, and objective-based battles
* Mid-battle resupply, reinforcement, and healing are possible—but costly
* Loadouts are historically grounded and tactically diverse
* Veterancy of each unit greatly affects lethality and survivability
Core Loop
Manage your company at home base
Deploy a squad into battle
Complete objectives and survive
Earn resources and experience
Upgrade units—or mourn their loss
🔄 Squad Control & Rotation
* Free Rotation: Switch between squad members anytime
* No Cooldown: Seamless transitions keep you in the fight
* Command Retention: Issue orders no matter who you’re controlling
* AI Behavior: Squadmates act intelligently based on experience and morale
🌐 Game Modes & Party System
Singleplayer
* Full access to progression, company management, and tactical gameplay
* AI fills both allies and enemies for immersive solo battles
PvE
* Join other players in co-op battles against AI forces
* Matchmaking scales difficulty and objectives based on team composition
PvP
* Full-scale multiplayer battles with human players and AI support
* Matchmaking considers company strength, selected unit loadouts, and battlefield demands
* It aims to pair players with similar overall force levels—but not exclusively
* A wide range of matchups is possible, especially when the battlefield needs specific roles
* Risk scales with reward:
* Deploying fresh recruits carries low risk—and yields modest returns
* Fielding elite squads or rare vehicles increases your impact, but also the stakes
* AI fills gaps to maintain pacing and battlefield density
Shared Companies
* Invite friends to join your company as advisors
* They control squad members, contribute resources, and help execute tactics
* All progression stays with the host
* Advisors earn limited rewards based on participation
🧭 Strategic Systems
Home Base
* Customize your company: gear, vehicles, squad names, and cosmetics
* Heal and upgrade surviving units
* Lost units are permanently gone—no respawn, no reset
* Veteran units retain gear, experience, and emotional weight
📈 Progression & Company Growth
Progression in Echoes of the Front isn’t about unlocking perks—it’s about surviving long enough to matter.
* Units are drafted as rookies, purchased with manpower and equipped with basic gear
* As they survive battles, they gain experience, lethality, and personality—becoming the backbone of your company
* You’ll spend less on new recruits and more on better gear, vehicles, and cosmetic upgrades that reflect your journey
* If you lose everything—if your squads fall faster than you can recover resources—you can restart with a new company, just like a new player
* Your personal experience becomes a reflection of your company’s current state: hardened veterans, upgraded tanks, and scars from battles won or lost
You don’t just level up—you build a legacy. Or you lose it.
🧩 Example Unit Classes
Squads are categorized by class, but each is user-defined and personalized over time. Players name their squads, customize their gear, and watch them evolve—or mourn their loss.
🔁 Redeployment Interface
After initial deployment, players can queue for redeployment, gaining priority over external players joining mid-match. You select up to 5 squads from your company to make available.
The UI shows:
* Squad Name (user-defined)
* Class (tactical role)
* Visual Teaser (lead soldier/tank with cosmetics and posture)
* Selection Highlight (checkmark and glow effect)
The more flexible your selection, the faster you may be matched. Choosing only armor squads may delay deployment until the battlefield needs armor. Including infantry, support, and mobile units increases match speed.
You don’t see the battle’s economy. You don’t micromanage the commander. You just do your job—and hope your squad survives.
🗺️ Combat & Objectives
* AI Commander assigns missions: capture, defend, hold
* Tactical movement and terrain awareness are critical
* Retreating is valid—preserve your veterans
* Success yields experience and company resources
⚙️ Resources & Upgrades
Resource Types
* Manpower – Unit upgrades
* Munitions – Ammo and weapon enhancements
* Fuel – Vehicle acquisition and maintenance
Gear & Tradeoffs
* Larger packs = more ammo, less mobility
* Weapon tiers are grounded but balanced
* Vehicle options could include:
* Infantry: Trucks, halftracks
* Support: Jeeps, towable AT/HE guns
* Tanks: Greyhound to Pershing
👥 Monetization Strategy
Philosophy
* No pay-to-win
* Focus on cosmetics and personalization
* Most monetized items are non-essential and can be earned
Examples
* Home base themes
* Uniforms, decals, camouflage
* Cosmetics are tied to unit survival—loss means re-earning or repurchasing
Pricing
* 12 uniforms – $0.99
* 100 uniforms – $5.99
* Monthly theme subscriptions
💬 Feedback Questions
* Does the hybrid FPS/RTS concept sound engaging?
* I’ve focused
* on a WW2 theme—would another setting fit this better?
* Would the permanent loss mechanic feel rewarding or frustrating?
* Are the resource and upgrade systems clear and balanced?
* What kind of cosmetic themes would appeal to you?
* Would you prefer PvE or PvP as your primary mode of play?
* How important is squad control and AI behavior to your experience?