Combat

Combat in Ferrus: Commissar is mostly ranged in nature, although melee weapons do have their place and uses. The pacing of it depends very heavily on how the player configures themselves - do you configure your rig to boost your movement speed, give yourself double jumps, for example, or would you rather kit yourself out for damage resistance and vertical mobility?

The goal, thus, is to make the combat centered around: Before delving into specifics, we'll take a quick look at the combat design philosophy underlying the whole FPS aspect of Ferrus: Commissar.
 * Intelligent, squad-based A.I
 * Character loadout
 * Multiple approach enabling maps
 * A host of fun tools and methods for hastily handling hostiles
 * Player creativity

The philosophy
The core aspect of combat in Ferrus: Commissar is fun. It has to be fun whether you choose to stun, kill or avoid. The environment has to enable this by providing the player with different tools to supplement their own equipment, and with enough pathways that they can figure out a variety of different, interesting paths to take.