$200
pledged of $200,000pledged of $200,000 goal
3
backers
Funding Unsuccessful
The project's funding goal was not reached on Sun, December 18 2016 10:20 PM UTC +00:00
Jonathan TenedorioBy Jonathan Tenedorio
First created
Jonathan TenedorioBy Jonathan Tenedorio
First created
$200
pledged of $200,000pledged of $200,000 goal
3
backers
Funding Unsuccessful
The project's funding goal was not reached on Sun, December 18 2016 10:20 PM UTC +00:00

About

                                          Realistic Projectile Physics Showcase.

M.O.S.S Story

Let's Jump Right Into the Setting of MOSS.

  • An extinction level event occurs on earth in the year 2035 when an asteroid impacts with the earth's moon.​ Most of the damage is absorbed, but the moon is split in half causing tidal changes, meteorites & Space debris to rain down on earth.

Water levels rise & cover most of the planet.

Humanity has no choice but to evacuate earth...

Years later, what is left of humanity attempts to re-colonize the flooded earth & the (Bio-Sphere) program is initiated. Genetically modified ecosystems are established within the Floating Bio-Domes.

In 2054, the Bio-Domes are considered stable for human life & colonization begins; Bunkers, Forts, Outposts, Resource Depots & Vehicle Factories are established...

22 Years later, 35% of Bio-Domes destabilize & fail because of human interaction. Refugees transfer to the remaining stable Bio-Domes...

The year is now 2085. 40% of Bio-Domes start going silent. Private military contractors are brought in to secure territories & investigate what happened.

The shadow wars begin over the seemingly abandoned Bio-Domes, Will you uncover the mystery? Will you choose to affiliate yourself with a Faction? Or create your own? Welcome to the New World!

Your Role In M.O.S.S

You play as a (Contractor), You can work for a faction, create your own or both! You can even go in as an (Unaffiliated Contractor) & take jobs as they come.

  • Conquer, Hold & Extract.

Conquer (Bunkers, Forts, Outposts, Resource Depots & Vehicle Factories). Keep them linked to your bunker or fort & hold them as long as possible. Build up defenses and continuously remove wildlife nests as they appear in your area, fend off opposing factions & raiders, beware of nightfall, build up resources, money, extra weapons & supplies for extraction. Load up what you want to keep & move to one of the public extraction zones to start the extraction. It takes 10 minutes for your gunship to arrive & two extra minutes for it to load up before it leaves.

Note: All Players & AI in the area will know when you start an extraction...

  • Raid & Conquer or Ambush, Loot & Destroy.

You can raid & conquer or loot & destroy other factions/players outposts, resource depots, bunkers, forts & vehicle factories. Take their resources, money, weapons, supplies, & vehicles or just wait for their convoy to move to a public extraction point and set up an ambush along the way or at the point.

Note: You can shoot down a gunship before it passes through the shield barrier over the world map. P.S, they are heavily armored, shielded, & move quite fast once they get up to speed. Good Luck!

M.O.S.S Features & Gameplay Elements

Here are for some of the key elements in MOSS.

  • (D-A-A-S) or Dynamic Avatar Aiming System.

This is a dynamic ring based aim with an assisted dynamic weapon aim dot in the center. The dot tracks the weapon & the player controls the ring with a lagged weapon sway effect.The dot will freely track & stick to targets within the ring & the weapon will tilt with the dot. Weapon recoil affects the dot first, the ring next & the view point last. Ring size, dot tracking range, weapon recoil & sway are affected by player skills, weapon weight, health/stamina & active effects. This system allows for a smooth run & gun experience.

  • (D-A-H-S) or Dynamic Avatar Health System. 

This system uses (Blood loss) & (Instant Kill Points) within the body. There is 1 Instant Kill point the (Head), 1 massive bleed out point the (Heart) & 2 major bleed out points (the Lungs). Everything else causes minor blood loss until nano cells stop bleeding, then your blood slowly regenerates over time using 2 units of (Protein) + 2 units of (H2O.) If you have only one of these you will use 4 units of either with a slower regenerating effect. If your blood drops below half, it will adversely effect you in a variety ways. If it drops below 1 quarter, you will go down & have to be revived by a teammate or revive yourself. If you can't revive yourself, you will have to wait until your blood loss stops & you regenerate or until you die. You can crawl & use sidearms while down but moving will make you bleed out faster. Stamina uses 1 unit of (Protein) + 1 unit of (H2O) to regenerate stamina. You can keep backup consumables but they are not required since your (Nano-Multi-Tool) can store up to 500 units of both (Protein) & (H2O).

  • Nano-Multi-Tool System

The Multi-Tool is one of the reasons things are so streamlined. This integrated arm system allows you to extract raw elements right from the source & converts it into usable, nano materials without time consuming steps. Need food? Hunt some wildlife & extract the raw (Protein) - no cooking needed! Running low on water? Extract it right from the source & let the Nano-Tool do the filtering. You can also get extra elements like (Rare Metals, Toxins & Fuel) from wildlife depending on the type you're extracting from. This tool is also used to (Revive, Rebuild, Repair & Mine Elements) from your environment like (Trees, Plants & Mineral Deposits.) The tool also has all of your in-Game menus on it like your (Inventory, Map/Command Menu, Player Skills, Status & Active Effects.)

  • (P-D-S) Projectile Damage System & (A-D-S) Armor Defense Systems.

 Damage Is based on the (Caliber/Projectile) type. Here are some examples: (9x19), (5.7x28), (.40), (.45), (.38), (.357), (.44), (.50AE), (.500.)  Every round has a different penetration level & can damage/ignore different levels of body armor. Each round can be modified in different ways like the (Bullet Point) type (FMJ) or (Full Metal Jacket) is standard, (AP) or (Armor Piercing) & (RIP) or (Ripper Points) etc. Coatings can also be applied like (Toxic, Heat, Shock, Explosive) etc. Personal shields strip coatings from rounds but do nothing against ballistic ammo. They do work effectively against Plasma, Energy, Explosive & Fuel based weapons which wreak havoc on body armor & cause severe active effects. Personal shields also block out environmental effects. The negatives of shields are that they give off an energy reading which can give away your position. There are 4 levels of armor. Each takes the damage of the caliber it blocks but armor can be very heavy & affect (Movement Speed, Jump Height, Climbing Ability & Weapon Sway/Lag.) Armor takes damage until it breaks, but it will regenerate over time as long as you have the Nano Materials in your Multi-Tool.

  • Extra Features. 

There are many other features that I can't begin to list & get into details about, but I'll try to summarize a few of them. (Land/Sea & Air) Vehicles play a big role in this game. Build & customize your vehicles using frames like (X) frames (Y) frames etc. Choose the wheel/track/hover type, gunner weapons & seats, vehicle storage, armor/shield type. Vehicles also have AI & can guard/attack & follow. Full weapon customization, weapon scope perspective zoom keeping your full (Field Of View.) Basically, the scopes zoom-in, not your point of view. Dual wielding sidearms, quick bashing with weapons, and a dynamic melee weapon system with (Nano Swords, Knives, Axes, etc.) A Nano-Whip used for controlling wildlife/climbing & disarming AI/Players - rip the weapons from their hands! Some weapons use multiple ammo types like (Cerberus) a clip fed semi-auto triple barrel tactical shotgun. The smoothest weapon switching system possible (Xbox, example) Tap (Y) to switch between primary & secondary; double tap (Y) to whip out your sidearm or sidearms; tap (RS) to Quick Bash or Hold (RS) to pull out your melee weapon & auto strike any enemies within range. Dynamic leveling system that levels perks individually based on what you do or use. Never play alone. Fill your squad with AI companions & a split-screen co-op player or invite your friends to join you. Or even create your own (Personal Companion) - a genetically modified (Chimera) & evolve it. Add an (Ammo pack, Saddle, Storage etc.) Endless ways to play. Dynamic AI directors & wildlife evolution. Full Day & Night Cycle. Extract weapons/items & in-Game Currency to keep it. No Loading Screens. And so much more! Most importantly, I want you to feel like your controlling a Living Avatar in a Deadly, Living, Breathing Environment!

What Your Contributions Do.

  • Hire a development team to make this game concept a reality.
  • Buy Servers to run the game on.
  • And any other Business expenses that may arise.

 Wagered Pro-Matches

Competitive wagered Pro-Matches make things interesting with an end game payout. Players pay with in-game currency for (One Life.) If you die, that currency gets added to the end game pot. You can respawn but it will cost you each time. The Player or Faction with the highest score takes all!

Other Ways You Can Help.

If you can't contribute, that doesn't mean you can't help!

Get the word out and make some noise about this campaign!

Risks and challenges

This is just a concept right now.
I have a skilled team ready to hire, but no funds to do so.

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

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    You will get All the Previous perks + 100 In-Game Gold & 3 Rare Weapon Blueprints!

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Funding period

- (60 days)