Triggering enemy alerts raises the Alert Level for the entire region. Alert level is tiered making it increasingly difficult to operate in a region if the player is continually detected.
The game world is divided into regions with each region having several missions in a story arch. Players will work through regions completing objectives (similar to Wildlands). In this way the world is huge and open, but focuses in on particular areas as chosen by the player.
Each region has an Alert Level, the lowest being 1 and the maximum being 5. Some regions that have a sustained military presence will have a base level they cannot go below (so cannot go below level 3 for example), and are therefor always more risky to operate in.
When a player is discovered by an enemy, and that enemy is able to alert others via radio, then the alert level for the entire region is increased by one.
It is possible for players to preemptively cancel this alert by destroying or otherwise disabling any radio towers in the area - however this will be a difficult task. Disabling radio towers doesn't stop soldiers from raising the alarm within their own base, but does stop the regional alert level from increasing.
The Alert Level determines enemy behaviour, type and number within that region with each becoming more difficult the higher the level.
Alert Level 1 (white): Lowest alert level. Enemies within bases are few and do not expect attack. At night the majority sleep with only a few to keep guard.
Alert Level 2 (green): Enemies patrol bases and keep watch, rotating guards at night. Snipers are stationed in watch towers. Doors into bases are locked.
Alert Level 3 (yellow): Enemies start patrolling roads and towns. There are occasional helicopter flyovers. Bases are fitted with heavy machine gun stations and reinforcements.
Alert Level 4 (orange): Enemies are actively searching for the player. They set up road blocks whilst armoured vehicles patrol roads and towns. Helicopters fly over frequently and use search lights at night. Bases are enforced with extra barbed wire and walls whilst soldiers are given extra armour.
Alert Level 5 (red): Enemies expect the player to attack imminently. Bases are incredibly well defended, and surrounded by mines and other traps. Large patrols comb the landscape hunting the players with attack helicopters illuminating the area. Martial law is enforced, and civilians are locked indoors.
If the player continues to be caught whilst a region is at Alert Level 5, then ALL surrounding regions increase their Alert Level by one. In this way the players actions continue to cause reactions exponentially; potentially resulting in huge areas of the map being incredibly dangerous to operate in.
If a player manages to continue operating in a region without being caught or having bodies discovered, then the Alert Level will begin to reduce over a certain period of time. Alternatively the player can choose to switch to a different region to play in for a while whilst the Alert Level calms down before returning at a later date.
This system is designed to provide a reactive gameplay experience that dynamically adapts to the play style of the player (players that prefer combat are given more enemies to shoot at, players that prefer stealth are rewarded for remaining undetected), as well as providing a sense of mid/long term consequence. Gameplay is extended as attacking bases at different Alert Levels will be a very different experience. It also increase immersion via believable enemy reactions to activity and offers an additional reasons for players to explore different parts of the map.
This idea is intended for future releases in the GR franchise rather than as an update to BP.
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