2.0 Game-Play

NS:CO game-play is straightforward as all NS:CO's critical configuration, play features and controls are accessible through easy to use menus and the NSSL script interface..

2.1 Getting Started

The main menu is similar to the familiar Quake III Arena menu and you should have no difficulties navigating it. Most NS:CO specific settings, commands and features are self-explanatory. You will want to know and setup "binds" for each player movement and control function


When creating a server create it with the Operations game-type. Operations is the default NS:CO round-based game where players only respawn at the start of a round. If you die while a round is still in progress you will not respawn until the next round and will only be able spectate.

In addition to that Operations is also a team-based game-type. That means you have to decide on one of the two available teams; SEAL/s or Tangos before you are able to join the game. If you join a running game you have to wait until the current round is over before you spawn.

Rounds last five minutes by default, or until the objectives are completed, or all members of one (or both) teams are dead. The team that wins the round (by elimination or by achieving it's objectives) receives one point. The team with the most points wins.

2.2 Health & Damage

Navy SEAL/s: Covert Operations very realistically scales injury and damage and does not offer traditional arcade health display; instead there is a much more realistic IDL (iconographic damage locator).  The IDL only displays relative information conveying the degree and location of the damage you have suffered.

NS:CO has projectile code weapons with real ballistic physics; damage inflicted will depend on: range, caliber, the number of times, and where you are hit.  The following details the consequences of location based damage:

HEAD
Head shots are nearly always lethal. You may survive a direct head shot from a small caliber weapon at close range if you are wearing a Kevlar helmet or larger caliber if you are at a great distance, but you will experience dramatic blurred vision and dizziness. Kevlar helmets can protect from fatal head damage to some degree but can not protect from larger caliber sniper rounds or multiple hits.

CHEST
The chest is the second most lethal place to take damage  organs. In the case of survival medium bleeding wounds are often the result. Kevlar armor affords some degree of chest protection.

ABDOMEN
The abdomen is the softest target of the body; shots to the abdomen cause hemorrhage but are not as immediately lethal as shots to the chest or head. Kevlar armor also affords some degree of abdominal protection.

ARMS
Damage to the arms is not lethal but is progressive.  A hit to the arm causes progressive bleeding depending on severity. If you arm hit your weapon fire accuracy will suffer with according severity up to the point where you will be unable to shoot and your vision is blurred and shaking.

LEGS
Similar to arm damage except that being "legged" will effect your movement speed and your ability to jump. If you are legged under fire you do have the brief momentary ability to sprint out of fire based on how much stamina you have.

In NS:CO you can die from direct either damage or due to a hemorrhage (massive blood loss). Progressive blood loss will cause your vision to darken eventually leading to fainting and death. You should always Bandage as soon as possible to stop bleeding, reduce blood loss and mitigate certain damage effects. Bandaging will require you to put down your weapon (does this automatically) you to put down your weapon "Bandaging" can also restore movement speed, accuracy and vision to a certain degree, although you will never be as good as you had been when unharmed.

2.3 Heads Up Display

NS:CO has two basic player HUD display options; VLW (or very light weight) which is a very compact element and the standard element depicted here in the lower left corner. All the information described below is visible in both HUD/s.

GPS
The GPS is a toggleable display element that shows relative teammate position, their current health status and relative location of all mission related objectives.

Stamina Display
This bar shows how much stamina you currently have left for sprints; see section 3.2 Abilities for details. The appearance of the Stamina Display differs in the two HUD variations but is the same orange color.

Ammunition in Magazine
This element displays the current amount of ammunition remaining in your loaded magazine. It can be either a bar, a number or a graphical representation.

Magazines Remaining
This element shows how magazines you have left in your inventory. Sometimes it's coupled with an icon to show the type of ammo left.

Fire-Mode
This small bar of bullets displays the current fire-mode you have selected, one bullet indicates semi-automatic or select fire, and five bullets indicate full-auto fire. See section 4.1 Weapons for details on which weapons support which fire modes.

Iconographic Damage Locator or IDL
This little guy is split up into parts and he shows location specific damage you are suffering; see section 2.2 Health and Damage for details.

Apart from those items that only deal with the player himself there are also a few elements that have other functions. Those other items are mission-based. Some are coupled with timers, some are without icons but all are showing the current status of various things. See section 5.1 Modes of Operation for details on the game mode mechanics.

Round Timer
The Round Timer is shown next to a stopwatch icon and is the top most of the timer elements; the Round Timer displays remaining time for the current round.

VIP
A small "V" in the middle of the stopwatch of the Round Timer clock icon is displayed when there is a VIP present in this map. If you are the VIP then the icon of the VIP is shown in red.

Bomb Timer
If you're the designated Demolitions Specialist the bomb icon (third element from top) will be red. Once a bomb is placed a grey bomb icon will appear for all players with a count down timer; when this time runs out the bomb detonates.

Assault Fields
For every assault field (up to a maximum of four) within this map you see one icon of the assault field with a small number in its center. Once one of those assault fields is occupied a timer begins the count down next to it. Once this timer has run out the assault field had been captured.

Briefcase
If you carry a briefcase then small red icon will appear on the left hand side of the screen.

There is also an inventory element (second element from top) that can be toggled on or off that displays inventory information of the following items.

Ammo
An ammunition counter for the magazines for your primary and your secondary weapons.

Grenades
An ammunition counter for all grenade types you are carrying.

Items
Special equipment carried is displayed here.

[ all content © 2002 by Team Mirage ]