Door Kickers 2

Door Kickers 2

Door Kickers 2 Workshop
Unlimited gameplay via our in-game mission editor and extensive game moddability.
Developing a JSOC Mod
I recently built a mod pre 1.0 to have a Navy DEVGRU (SEAL Team 6) for personal use. After 1.0 came out, and playing with some other mods like Project ARES, Tier One Overhaul, and MARSOC, I'm working on a new unit set with my extensive downtime at work, and would like to ask the community for any opinions on this one, and I'll actually upload this one.

Mod: JSOC (Joint Special Operations Command)

I've loved using the ARES SFOD-D team, and the multi-team composition of MARSOC, having JTAC and a Navy Corpsman attached as well. So I'm building a 20-man team under JSOC Tier-1 units to be able to have wider ability to use specialties in the Campaigns as needed. I also like to add a tiny touch of Role Play into the units, with ranks and structure, so I'm very aware that the first team you'll see below will probably be rarely used in actual action, but it's there for flavor. So far, my breakdown is as such:

4 "Teams", all in one group to deploy
  1. Task Force Actual - JSOC Command Cadre, 4 members
    • Senior Ranked members: CO, XO, SEL, OpsLead
    • No long arms available, only sidearms
    • No medical skills
    • Can call in limited air support
    • (WIP-Still developing) Something like Binocs or drone to provide a situational awareness of non-LOS areas on the map. Working through the code to figure out how to work that.
    • 1 unit able to go undercover
  2. Task Force Green - US Army 1st SFOD-D (Delta Force), 6 members
    • Team Lead, Assist Team Lead, Breacher, Assaulter, Greandier, Marksman
    • Higher destructive power, more geared to open assault and loud missions
    • Strong armor
    • All members have basic first-aid ability
    • 1 unit able to go undercover
  3. Task Force Blue - US Navy Special Warfare Development Group (DEVGRU), 6 members
    • Team Lead, Assist Team Lead, Breacher, Assaulter, EOD, Sniper
    • Quieter, more precise destruction, more geared to snatch/grab and quite/night missions
    • All members have more advanced first-aid ability, with one member being a Corpsman with better healing support
    • 1 unit able to go undercover
    • Slightly weaker armor than Green to encourage more sneakies
    • (Future addition) Add a Crypto Tech as support for drone/non-LOS support
  4. Task Force White - US Air Force 24th STS, 4 members
    • 2 Combat Controllers, 1 Pararescue, 1 Special Recon
    • All members provide better air support than TF Actual
    • Combat Controllers have top tier air support
    • 1 dedicated medic (best medical support overall)
    • 1 able to go undercover and provide distance recon

Overall adjustments to each position to ensure positions like marksman start with strong Marksmanship, assaulters have strong Assault Shooting, EOD/Medics have Field skills, etc. For TF Actual, Green, and Blue, TBD on which unit will be about to go undercover, but for White it will be the Special Recon. I'll be adding custom portraits and character models to match everyone appropriately. I'm also taking a cue from the ARES Rangers and lowering supply cost from 100 to 50 to allow for more deployed troopers (if map allows the positions).

My 2 open-ended items are adjusting base stats to positions for a new group, and creating deployable equipment that allow you to see around corners or from a distant part on the map, like tossing a 'grenade' around a corner that, when it goes off, allows you to see everything in there as if a soldier was there looking around. Making this different than a door scope is that I want to be able to deploy this long distances as though it were a drone or a satellite feed. I tinkered with this pre 1.0, but never solved the puzzle. Hoping I can figure it out now.

I'm open to any/all thoughts, suggestions, questions, etc.
Last edited by Felstifer; 6 May @ 9:22pm