My idea for a new Splinter Cell; Splinter Cell Killswitch:
WARNING: VERY LONG.
Inspired by: MGSV: Ground Zeroes, Splinter Cell Chaos Theory, and Hitman World Of Assassination.
Characters:
Carter Alvarez: A former Delta Force Operator turned Fourth Echelon Operative, the main protagonist of the game. Carter is meant to be the complete opposite of your average military game protagonist. Where other protagonists are loud, patriotic badasses, Carter is a quiet-thinker, whose greatest weapon is his observation skills, knowing when to keep his mouth shut. Carter can be quite a sarcastic person during missions, with a habit of dark humor. A native of New Orleans, he’ll occasionally break out a Bayou accent to annoy Charlotte and Grim.
Charlotte Fournier: A DGSE operative working with Fourth Echelon in Southern and Central Africa at the start of the game, present for the Africa and Paris arcs.
The Killswitch Conspiracy: As multiple countries in Western Europe began their push towards demilitarization, various military leaders began voicing concern, believing that demilitarization at such a rapid pace could have dire consequences. However, world leaders refused to listen, signing the Brussels Accords in 2027, these accords placed budgetary limits on military defense budgets, encouraging the contracting of global PMCs to fight conflicts instead. In response to this, a group of military leaders and politicians came together to create the Killswitch Conspiracy, creating a network to fund terrorist attacks on the signing countries, proving that demilitarization is not possible in this world. They represent one side of the spectrum, being militarism.
Eli Hawthorne: The commander of USSOCOM, responsible for the inception of the Killswitch Conspiracy.
Lucien Mercier: The commander of the GIGN, responsible for coordinating the Paris attacks.
Osman Habimana: A Sudanese Warlord responsible for the Kenya attacks.
Cameron Garret: An MI6 Agent acting as Killswitch’s mole in MI6, with seven other agents assisting him.
The Anonymous Echelon Tech Guys: The various Intel guys that work behind the scenes to help Carter accomplish his missions. They answer directly to Anna Grimmsdottir. There’s Max, Nicole, Jesse (Male), Jessie (Female), Kyle, Leon, Alex, Brianna, and the stray cat that wanders in from time to time. All of the tech bros have a distinct personality, and give Carter multiple voices in his head.
Anna Grimmsdottir: The woman-in-charge of Fourth Echelon.
Evangelo Alvarez: Carter’s eight year old son, referenced by Carter occasionally throughout the game.
Luke “Gila” Morgan: A Fourth Echelon Agent from Arizona, another main character of the Co-Op campaign.
Gabriel “Noose” Durand: A DGSE agent, another Co-Op character.
Missions:
Sudan: Village: Carter passes through a village on the way to the airport, this serves as the tutorial.
Airport: After performing recon of the abandoned airport with Charlotte, Carter moves in to identify three weapons crate connected to an arms deal. At the first crate, Carter realizes that the weapons came from a French Defense Contractor. The objective then changes to planting explosives on the weapons crate, and interrogating the commander at the airport.
Nairobi: French Embassy: As they fly back to an airbase in Nairobi, Fourth Echelon receives news that the French Embassy is under attack. Carter must infiltrate the embassy, secure the three areas where hostages are being held, and capture Osman Habimana for interrogation.
France: Townhouse: Carter must plant listening bugs throughout a townhouse in Paris in order to gather intel on a possible attack planned in Paris. Carter must also search for the passports of the residents and examine them with his OPSAT.
Warehouse: Carter must clear a large Warehouse of all hostiles and secure a bio weapon that is being used in the attack.
Metro: Carter must stop a terror attack in progress in a Parisian Metro.
The UK: MI6 HQ: Carter must infiltrate MI6’s HQ to eliminate eight sleeper agents that are a part of Killswitch, and gather intelligence on Killswitch’s leader.
The USA: Supermax Prison: Carter must infiltrate a Supermax Prison in Colorado to question Mercier on the location of a dirty bomb being moved into the US.
Port: Carter must infiltrate a port in New Orleans and disarm a dirty bomb before it is moved into the Financial District.
Manor: Carter must infiltrate Hawthorne’s estate in Colorado and take him down.
DLC Missions are:
R6 HQ: Echelon suspects that there is a Killswitch sleeper agent within Rainbow’s operational staff, feeding info to terrorist groups that Rainbow goes after. Carter must infiltrate their current HQ in Berlin and locate and kill the traitor. Carter will have unique interrogation dialogue with the recruits and the Operators.
Stadium: Stopping a terrorist plot to attack a stadium during the World Cup.
Tech Campus: A terrorist group launches an attack on a tech campus in South Korea. Carter must eliminate the threat, rescue the hostages, and disarm the bombs.
Mercenary Stronghold: A mercenary group in Central Africa have kidnapped the US ambassador and are holding him at their stronghold in the savanna. Carter must infiltrate the area and rescue him.
- Difficulty Levels:
Recruit: Easy stealth and combat gameplay, for those new to gaming.
Soldier: Balanced stealth and combat gameplay, for those familiar with gaming, but new to the Splinter Cell franchise.
Agent: Difficult stealth and combat gameplay, for those familiar with the Splinter Cell franchise.
Splinter Cell: Realistic stealth and combat gameplay, only suitable for a master of infiltration.
- Stealth Mechanics:
You can now go prone and roll.
Mark and Execute has been removed.
You can either non-lethally knock out an enemy, or silently kill them. Non-lethal takedowns take longer to execute, but they make less of a mess. Also, they won’t leave a blood trail behind if you drag them to hide the body. Lethal takedowns are quick and clean, but they leave behind blood that can alert enemies to your presence. Blood that is concealed by shadow cannot be noticed by enemies, unless they are using a flashlight or night vision.
Radio Operators are special enemies that perform radio checks periodically to maintain a headcount of enemies in the area. They can be identified by the antenna that’s sticking out of their backpack. If an enemy does not respond to the radio check, his allies will become suspicious and search for him. If they do not find their missing ally, or find him dead or unconscious (Or find a blood trail). They will begin aggressively searching for the intruder. You can stop radio checks from happening by:
A. Killing or knocking out the radio operator.
B. Or using an EMP grenade or the OCP to shut his radio off.
Enemies will notice opened doors and windows that weren’t that way when they last passed by it, and will investigate. This allows Carter to lure enemies into traps to silently eliminate them.
The light and sound meter makes a meaningful return in Killswitch, two meters in the bottom right hand corner of the screen will indicate how concealed Carter is, and how much noise Carter is making in relation to the ambient noise of the area he is in. An empty light meter indicates that Carter is almost invisible to enemies, while a full light meter indicates that Carter is completely visible to an enemy. On the other hand, a sound meter that is above the ambient sound level indicates that Carter is making enough noise for nearby enemies to hear him. The more Carter goes above the ambient sound level, the more enemies can hear him.
The escalation levels are as follows:
Patrolling: Enemies follow a set path or remain stationary.
Suspicious: Activated when the player makes too much noise, is spotted momentarily, or an enemy doesn’t come in for a radio check. While suspicious, enemies will investigate the noise or the position they saw you, or will search for their missing ally. In cases of being momentarily spotted or heard, enemies will go back to patrolling if given enough time without being spotted. But in cases of an enemy not reporting in for a radio check, they will shift into this next phase.
Searching: Activated in cases of exiting the Combat phase, or an enemy not reporting in for a radio check. Patrol patterns during the Searching phase are completely dynamic, and the heat will not die down if you stay hidden long enough.
Combat: Activated upon visual or audio detection.
- Gadgets:
OCP: This pistol underbarrel attachment allows Carter to temporarily jam lights and cameras.
Proximity Shocker: This shock mine can be thrown onto a surface, sticking to it and emitting a nonlethal electric shock to enemies that enter its radius.
9 Banger: Perfect for initiating ambushes, the 9 banger lets off 9 miniature flash explosions, blinding and deafening enemies caught in its radius.
Sticky Camera: This camera is capable of sticking to the surface it is thrown or placed on, allowing Carter to gather intelligence, attract enemies, and deploy sleeping gas.
Sticky Shocker Crossbow: This crossbow fires an electric bolt that sticks to enemies and shocks them to the point of incapacitation.
Optic Cable: Can be slid under doors to perform recon in the room ahead. A contextual gadget that cannot be used freely.
Smoke Grenade: Creates a smoke cloud upon detonation, blocking hostile LoS to allow Carter to close the distance.
Noisemaker Grenade: A throwable noisemaker that attracts nearby enemies to it.
Hypersonic Breach Charge: This breach charge can be placed onto a door or window, emitting a powerful Hypersonic blast when detonated, knocking nearby enemies off their feet and deafening them.
Sleeping Gas: Gas that puts enemies to sleep.
Fragmentation Grenade: I don’t need to explain what this does.
- Weapons: You can only carry a CQC weapon, one Sidearm, and one Primary Weapon. Attachments for weapons are unlocked by taking them on missions and using them in the field, and new weapons are unlocked by completing challenges related to the previous weapon in its weapon class.
CQC:
Combat Knife: The fastest of the three CQC options, lacks any unique contextual takedown options.
Karambit Knife: Allows Carter to eliminate enemies while hanging from pipes.
Batons: Does not leave a blood trail behind from lethal takedowns, but takes the longest to perform.
Sidearms: Echelon Five-Seven (Default Weapon), M9 Beretta, G17, Rennetti Burst Pistol, Sig Sauer M18, P227, MP-443 Grach, M1911, and PMM Makarov. All sidearms will automatically have a suppressor and OCP equipped.
Submachine Guns: Echelon MPX (Default Weapon), MP5, Uzi 9mm, KRISS Vector, and CZ Scorpion Evo 3.
Assault Rifles: SC-20K M.A.W.S. (Default Weapon), AS VAL, CZ 805 BREN, HK-416, MCX SPEAR, AK-15, and the QBZ-95.
Sniper Rifles and DMRs: Echelon SR25 (Default Weapon), M110, Mk14, HK G28, and the Dragunov SVU.