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XyZspineZyX
12-11-2002, 07:26 PM
these suggestions are based on my experience with the retail, patched (1.4) versions of ghost recon and desert siege:

1) let us see our weapons. the psychological difference is huge. you can better tell if the tip of your gun is being exposed to enemy line of sight. it also provides a lot more realism when reloading - as oppose to that little meter. its true, at high elevation looking down, you may mask a lower portion of your view, but that only adds to the realism.

2) no more bullet-proof trees. in line with the actual weapon specs, allow our armor piercing sniper rifle to actually pierce armor (much less bushes and other foliage).

3) rejigger the threat indicator. make it more precise (sometimes itll point an enemy nw, indicate hot but the enemy is standing sw ... often at point blank range) but at the same time do something to mitigate players' tendencies to "camp out" in multiplayer with the threat indicator on.

4) allow us to jump. it seems strange that america's elitest, covert fighting unit gets stopped dead in its tracks by a line of ankle-high boxes.

5) allow us to engage in hand-to-hand combat. this opens up an entirely new genre of covert/spy levels for the game. knifing enemies is best to avoid detection. as a last ditch valient effort, allow us to swing our gun or fist when we run out of ammo or are surprised by someone coming from behind.

6) show more theatrical clips. not too much though because the game is good as it is. but maybe a clip of the briefing room, perhaps a short one of the insertion, as well as the extraction and ultimately the debriefing. just to bridge the gaps between events and add realism.

7) give the ai more brains. got better when they got empowered to lob grenades and finally take cove. but teach them tactics such as flanking and anticipating very common attack strategies. let them employ counter-attack strategies.

8) incorporate vehicles better. if its too much for the engine to allow us to drive a tank or a jeep, then get more creative on letting us use the vehicle (e.g., hop onto the gunnery seat of a downed enemy armor and use its machine gun) rather than just blowing it up.

9) give the women ghosts women grunts. i use cohen often because of her oicw. when she gets shot, its a man's grunt.

10) more dialogue variety. "STOI!" gets old real fast.

11) let the footprints in snow reveal the track of the enemy. over time and weather permitting, allow the footprints to fade.

12) let us use whatever the enemy has after we kill them. such as weapons and ammo. if its not too difficult, it would be nice to be able to assume their clothing or find indigenous clothing to try to deceive them (perhaps in an urban setting).

13) in urban settings, put more civilians unless the story justifies it. one annoying guy running around ... you end up wanting to shoot him just for spite. also, that russian couple in red square doesnt seem to get phased when they are being hailed upon with ten types of gunfire.

ok these are just my suggestions for now. this game rocks.



Message Edited on 12/11/0206:27PM by secretagent008

XyZspineZyX
12-11-2002, 07:26 PM
these suggestions are based on my experience with the retail, patched (1.4) versions of ghost recon and desert siege:

1) let us see our weapons. the psychological difference is huge. you can better tell if the tip of your gun is being exposed to enemy line of sight. it also provides a lot more realism when reloading - as oppose to that little meter. its true, at high elevation looking down, you may mask a lower portion of your view, but that only adds to the realism.

2) no more bullet-proof trees. in line with the actual weapon specs, allow our armor piercing sniper rifle to actually pierce armor (much less bushes and other foliage).

3) rejigger the threat indicator. make it more precise (sometimes itll point an enemy nw, indicate hot but the enemy is standing sw ... often at point blank range) but at the same time do something to mitigate players' tendencies to "camp out" in multiplayer with the threat indicator on.

4) allow us to jump. it seems strange that america's elitest, covert fighting unit gets stopped dead in its tracks by a line of ankle-high boxes.

5) allow us to engage in hand-to-hand combat. this opens up an entirely new genre of covert/spy levels for the game. knifing enemies is best to avoid detection. as a last ditch valient effort, allow us to swing our gun or fist when we run out of ammo or are surprised by someone coming from behind.

6) show more theatrical clips. not too much though because the game is good as it is. but maybe a clip of the briefing room, perhaps a short one of the insertion, as well as the extraction and ultimately the debriefing. just to bridge the gaps between events and add realism.

7) give the ai more brains. got better when they got empowered to lob grenades and finally take cove. but teach them tactics such as flanking and anticipating very common attack strategies. let them employ counter-attack strategies.

8) incorporate vehicles better. if its too much for the engine to allow us to drive a tank or a jeep, then get more creative on letting us use the vehicle (e.g., hop onto the gunnery seat of a downed enemy armor and use its machine gun) rather than just blowing it up.

9) give the women ghosts women grunts. i use cohen often because of her oicw. when she gets shot, its a man's grunt.

10) more dialogue variety. "STOI!" gets old real fast.

11) let the footprints in snow reveal the track of the enemy. over time and weather permitting, allow the footprints to fade.

12) let us use whatever the enemy has after we kill them. such as weapons and ammo. if its not too difficult, it would be nice to be able to assume their clothing or find indigenous clothing to try to deceive them (perhaps in an urban setting).

13) in urban settings, put more civilians unless the story justifies it. one annoying guy running around ... you end up wanting to shoot him just for spite. also, that russian couple in red square doesnt seem to get phased when they are being hailed upon with ten types of gunfire.

ok these are just my suggestions for now. this game rocks.



Message Edited on 12/11/0206:27PM by secretagent008

XyZspineZyX
12-11-2002, 07:32 PM
thought of a couple more...

14) allow us to make directed sound distractions. this is kind of strange in concept but very key. say for instance, you are allowed to throw an object at a bush so the enemy goes to investigate that spot. or you can knock against the wall/tree/box you are leaning against to get the enemy to come your way to investigate. the concept was used effecively in "metal gear" for playstation. (in fact, that game had a lot of great tactical concepts incorporated)


15) let us use our primary weapon after we've placed a claymore. that way we can lure the enemy to that direction.


16) incorporate "combat rolling" -- see excellent thread below by an actual serviceman. i myself have never served but have watched black hawk down more than once in its entirety. moreover, the ability to change your shooting position quickly is a key aspect and is, based on the thread, a key component of real combat.



Message Edited on 12/11/02 06:34PM by secretagent008

Message Edited on 12/11/0210:42AM by secretagent008

XyZspineZyX
12-12-2002, 06:52 AM
I don't think that the weapon view is very realistic. I like the way GR has it. Otherwise the game is too arcade feeling. The bullets do penetrate trees and other such stuff. When a round hits a tree branch in real life it changes the trajectory of the bullet, just like in the game. Same thing w/armor piercing rounds, they don't just go straight thru. As far as 'combat rolling', not a real tactic. Black Hawk Down was a movie, the director took artistic license. For the vehicle movement, it would take away from the game and make it feel like BF1942.

I think the only change that should be made in GR2 is to be able to pick your primary and secondary from a list, instead of preprogrammed kits. Otherwise keep the feel and the gameplay the same. After all, GR was game of the year and a huge seller. Change what made the game magic and you lose all the way around.

http://www.blacksheepretribution.com/rugg2b.JPG

XyZspineZyX
12-12-2002, 03:56 PM
"let us see our weapons."
lol thats far from realistic
take a gun and aim with it do u see ur gun ??? i see only a reticule and if u aim from the chest u dont see ur gun either and if u see it ur lookin at the ground

XyZspineZyX
12-12-2002, 06:15 PM
rugbutt, great comments. i agreed with most of them. but i will say that just because a game won the game of the year doesnt mean theres room for improvement. the vehicle thing is your best argument. its true if you spot the legs of an enemy on the periphary or bushes you can take him out. but if he fully concealed behind a bush, even armor piercing doesnt go through?! i did not know about the bullet trajectory engine. but have you actually seen someone take someone out via ricochet? intentionally? i would refer to an earlier thread about combat rolling by an actual veteran. the black hawk down reference was for humor.

skeleton, have you ever shot a gun before? or is it that your eyesight sucks that bad?

XyZspineZyX
12-12-2002, 08:27 PM
Watch closely next time you shoot a person. The bullet will impact behind and to one side of said person. I have shot people in bushes, in matches. I just fire at the muzzle flash. You can also shoot thru tents in the game, the trajectory changes though. I have shot one person w/a sniper rifle and the bullet went thru him and took out the guy to his 3 o'clock. I was at his 10 o'clock.

http://www.blacksheepretribution.com/rugg2b.JPG

XyZspineZyX
12-12-2002, 09:08 PM
wow ruggbutt. if i got my geometry down, thats more than 90 degrees of altered trajectory! is that realistic? either way, im impressed that that phenomenon actually occurs in the game - i had no idea. it must not be constant though because i have taken out two people standing in single-file with one high caliber bullet -- in which case there could not have been that much of a trajectory shift since they were reasonably right in front of the other. (there was one time it looked like i took out three stupid rebels in line but i cant confirm that).



Message Edited on 12/12/0212:08PM by secretagent008

XyZspineZyX
12-12-2002, 11:03 PM
It's more like 55 degrees. But yes it's fairly realistic. I used to shoot professionally and bullets will change trajectory depending on what they hit. Any hunter will tell you that shooting thru heavy brush is to be avoided.

http://www.blacksheepretribution.com/rugg2b.JPG

XyZspineZyX
12-14-2002, 01:03 AM
I was taught combat rolling. I'm in the Army. I have no ending, so I bow. BTW, weapon view would suck. If they do have one, you should be able to press a key, that way you see the leaf sight on the M203 or the sight of an M16 or M4 if you opt out on the scope. That's another thing, opting out on the scopes of the M4A1 and M16A4.

Your pal,
Hoot

XyZspineZyX
12-14-2002, 01:04 AM
Yeah and most combat injuries today are from shrapnel and ricochet. Our enemies can't shoot for shi*.

Your pal,
Hoot

XyZspineZyX
12-14-2002, 01:05 AM
Simple, it's called "cavitation."

Your pal,
Hoot

XyZspineZyX
12-14-2002, 02:11 AM
Rugg, you got my vote here.

I have shot more then i can remember through a bush, i suppose it depends on what gun you have I mean with my oicw I just shoot until they are dead (or i get it), with a sniper rifle it may take some more time allowing the site to reset and hoping that the enemy doesn't see you first!!

Also, the weapon view would be a distraction to me, I would rather have the view I have now, and I have shot many a weapon in my life and I have yet to see it while firing, the only thing I see is my site and my target.

The jump, don't really know about that, but maybe allowing the player to climb atop a knee high box might be good. This would allow for more sniping spots, hehehe

Plus I agree on your last point, why ruin a good thing, yes there are impovments that can be made, but why revamp it into UT or even a 007 game, keep the GR feel about it, thats what I mostly love about the game.

AMUN_SgtGunz

XyZspineZyX
12-14-2002, 09:43 AM
17) More variable weather (random weather on maps: instant replayability).

18) Mortars / off-board fire support (in some selected scenarios)

19) Lasing in a GBU (probably N/A in multi)

20) Please, let us see the demo charges go off!

21) More weapons (maybe not much tactical need for this, but diversity is always nice).

XyZspineZyX
12-14-2002, 07:43 PM
the dust splash going off to one side when you shoot is a bug, its not intentional, even if the round doesnt hit anything you see two splashes - 1 at your point of aim and the other to the left.

If you can talk with crowds and keep your virtue,
Or walk with Kings, nor lose the common touch,
If neither foes nor loving friends can hurt you,
And all men count with you,
But none too much,
If you can fill the unforgiving minute,
With sixty seconds worth of distance run,
Then yours is the earth,
and everything that's in it,
and -- what is more -- you'll be a man my son!

XyZspineZyX
12-15-2002, 04:37 PM
I like the idea of being able too choose your weps from a drop down menu as appossed to selecting specific kits. I also think creating a section in the pregame screen that allows you too choose all your equipment would be sweet, you could choose your helmet,hat,smock,vest,belt accessories (for ammunition allocation and quantity)/armor type, camo scheme, race....enable the players to feel as though theyve made their own character, this adds alot to the depth in some aspects. I see doing this would require more pregame launch data tranfer among server an clients in MP but hey we just sitting there anyway waiting lol.

If its too much to allow all that customizing in game then atleast make a program in IGOR that allows us less fortunate peeps who cant buy 3DSmax to swap skins and armor and weapons easier. the actor tool works but you have to know what the heck all those RSBs an qobs are to put something together....If we dont got photoshop and max then were out of luck. Make it so its got a viewable window in it. this would be alot funner for the majority I think.

The inview gun idea will please alot of players but I agree with it making it too arcadeish. The ability to toggle it off an on with a F5 or F6 key would be awsome and please waaaaay more players across the board, not to mention adding those polys to the screen will seriously hamper the lower end pc users frame rates with all the muzzle flashing and ammo changing. I for one dont want my screen to freeze/slow/slide show when i have to change ammo real quik in the middle of a heated fire fight. just make it optional...thats gotta be easy to do eh?

I love the game and have both mission packs and will continue to buy what ever GR stuff comes out but my biggest problem with it is the tools required to mod the game. Thats alot of money to drop just so you can mod $50 game, I think 3dmax cost over $2500?? Why not make simple terrain generator that comes with the game that allows you place elements and static structures like houses, trees and have able to produse detailed terrain from a myriad of formats like greyscale hiegth maps or whatever....??
pardon the spelling =)

XyZspineZyX
12-15-2002, 04:50 PM
Ohya and I forgot to mention...
enabling player too choose any weapon combo they want would obviously screw up the balance in multiplayer, like have a sniper with a snip rifle and a support rifle would probably piss some people off lol but you could still control this option by catagorizing the weapons classes and then making kit restrictions based off of the class. Like not allowing sniper rifle class to be combined with support rifle class. Better yet I guess it would be best to just make the person setting up the server create the "not allowed" weapons combos. easy to do and not so sufficating and broad based.

XyZspineZyX
12-15-2002, 07:46 PM
The dust splash off is not a bug. The soldier characters are modeled with 'skeletons'. I read an article about this and the actor models fall according to which way the bullet impacted. There was extensive code written to allow a more natural fall for the actors. None of it is scripted. One of the modders actually built a shooting range you could d/l and he showed how the bullet trajectory actually changed after going thru the targets, much like real life.

http://www.blacksheepretribution.com/rugg2b.JPG

XyZspineZyX
12-16-2002, 11:21 PM
to the ghost recon dev team, this goes without saying but please dont think we are being brats by asking for more of gr -- take it as a huge compliment that we are taking the time to comment on your game -- its a kick *** game.

combat rolling...

after some great comments from people, i'd reverse my personal vote for combat rolling ... but i would fix that strange hiccup when you move left or right and it goes the opposite direction. im now just in the habit of tapping a or d repeatedly until i do start moving in the intended direction.

seeing your gun...

ive shot various pistols and rifles in my life but i am not in the service nor have i been in the bakara market of mogadishu taking out somali dissidents. but i still dont get this thing people are saying that you cant see your gun?? if youve got a rifle, your firing eye down the sites, your telling me you cant see the stock leading to the barrel and the trailing end of your left arm??

lastly i like what people are saying about maintaining some semblence of reality which sets gr apart from other games. i just tried "delta force dagger something" and i was able to jump over trucks and off buildings. thats gay - i wanna be delta force not spiderman. agreed.

XyZspineZyX
12-16-2002, 11:56 PM
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES
SMOKE GERNADES

XyZspineZyX
12-18-2002, 09:04 AM
I haven't read all the other posts above so if this is a repeat of a request....please forgive.
I would like in GR2 MORE CONTROL OVER PLAYER MOVEMENT.
It is not that I want to petition for specific movement capabilities because you guys always have your own vision. But at least you could add special moves to make you feel less restricted in game. How about the ability to duck quickly or dive for cover? Now I know you guys like realism but how realistic is it when your facing the barrel of a gun and you can't move out of the way???
I'm not asking you to go Quake on me but it would be nice if there was a little bit of balance in between that game and this one don't you think??

XyZspineZyX
12-19-2002, 12:22 PM
I hope you aint going for unreal engine with gr2, i tried ravenshield demo once and it sucked so bad, that game felt just like ut2k3 and it doesnt feel realistic at all. You should develope gr engine i think it is already way better than u2 engine. Is it just me or does anyone else think the same?

XyZspineZyX
12-19-2002, 07:10 PM
Normally I don't have a problem with an OPTIONAL weapon view but the way they did it in Raven Shield is stupid beyond belief. The server is given the option to force it upon everyone. This is stupid. If GR2 implements a weapon view I hope they actually give individuals the option rather than server hosts.

XyZspineZyX
01-11-2003, 07:38 AM
holy hell.... sc_joni, i am with you all the way. the new (albeit pathetic) version of rainbow six is an embarrasment to the series. putting skins on another product and calling it your own? are you serious?? what ever happened to red storm setting the bar, not waiting to walk under someone elses?

if they get goty, the reviewer should be shot.....

XyZspineZyX
01-11-2003, 08:01 AM
oh, and having your gun visible (like in raven shield) just makes you feel like arnold running around with a gun at your hip. it's pointless, and the only way to simulate the real thing is to not have it there at all. in real life, the gun takes up very little of your line of sight. looking around it is no big deal in real life, but it's hardly possible to make such concessions in a game. putting more buttons in to pull the gun down would just make the whole process even less natural.


just my opinion, i could be wrong...

XyZspineZyX
01-12-2003, 02:38 AM
I like how they charge premium price for a middleware product. As if they invested 2 years of R&D making a new game engine -- LoL.

And they (UBI) hire the pick-up team from Quebec who did BT (prolly with a lot of intern artists too because that and a few sounds are the only new content)

cha-chiiiinnnnng $$$$ way to rake in the dough on shovelware, UBI !





-- H a r n t r o X

XyZspineZyX
01-12-2003, 07:19 AM
I have a lotttttttttt to say about ghostrecon 2.

But I just don't have the time. But for now heres my 2 cents.....
How about making it so we can dynamically choose whether or not we can see our own gun during play.
In ravenshield, you can set it so you can see your gun or not but that option is only available as a server setting. And it would have to be set before gameplay. I think it should be something a client can choose during gameplay if he wants to see his gun or not.

Even more than that. How about something a little different?

Like, we can have something similar to the default ghostrecon view where you only see a reticule but when your changing your clip the camera looks down at your gun in all detail as you reload your weapon. And your eyes won't have to be totally taken off what you were aiming at but perhaps just slightly off angle. That way people can have a closer relationship to their gun. And that option as well can be turned on and off during play.
What do you think??

XyZspineZyX
01-13-2003, 03:51 AM
To respond to Canadiancrusher....yes smoke grenades are a great idea. Hows about flash bangs? The ones in America's army are pretty good.
What do you think about this and my other post above?

XyZspineZyX
01-17-2003, 09:43 AM
I disagree with being able to see the gun....thats just inviting people to run around hip firing...Someone meantions a partial view of the weapon during reloading and I actually like that idea...adds a little bit of atmosphere.

I don't want to see any kind of weapon "inventory" where people are carrying around 10 different weapons..thats just stupid. I wouldn't mind if you could exchange weapons though, such as picking up a higher casualty producing weapon off a fallen buddy, such as a SAW, and having it replace your current primary slot. The weapon that was in the primary slot would just drop. The same thing with secondary weapons, as some of them are mission essential...I'm tired of failing missions because 1 or 2 of my guys die that were carrying mission essential items.

This is my main proposal. Honestly, I'd like to see medics...and before I get a bunch of flaming about "magical insta-heal" type crap, just hear me out. I want it to simulate what a medic would do in real life. In real life, not alot of injuries instantly kill; Some, but most are just incapacitating injuries. All I want is charactor that can stabalize my incapacitated soldiers, so, even though they can't finish that mission, they can sit out 2 or 3 missions healing and join back into the roster. I kind of like being able to keep my experienced soldiers around for as long as possible, rather than the CPU insta-killing them with a single stray round. I'm kind of tired of the way the wound system works on here anyway. Its either black or white with this system. You either get a flesh wound and get to run around like nothings wrong....or your dead, If you have an incapacitated state then it has the potential to add another level of game play to the game. Players can die of wounds if they don't recieve care. Wounded have to be moved to the extraction area in order for them to survive the mission. Depending on the capabilities of the game engine they use, maybe you can have the option of being able to call medivac in to take wounded out early if they are collected in a suitable location...maybe allowing them to heal faster for getting early treatment, only sitting out for, say, 1 or 2 missions rather than 3 or 4.

I'd love to see some kind of indirect assets. Mortars and artillery and possibally limited airstrikes, where appropriote. If they add in smoke canisters (I really hope), I'd like to see artillery and mortar smoke for when you need large areas concealed (of course, limited to only 1 or 2 fire missions). I'd also like to be able to call in illume rounds during night time missions....light the area up for a few seconds so I can check things out without my NOD's.



Message Edited on 01/17/0308:57AM by Rustman

XyZspineZyX
01-17-2003, 10:11 AM
Ok thats a good idea about a medic.

How about the ability to rescue a fallen comrade? You know when hes wounded and cant move very fast? How about you being able to help your buddy move faster and out of the field of fire??
It will help build team cooperation.

And yes I do mean that I don't like weapon views but i think being able to partially see your weapon while reloading might be nice. And how about a hot key you can designate...."examine gun". While you hold down a certain button you can examine your gun in detail. And when you let go of the button your back to where ever the reticule is aiming at??

What do you think??

XyZspineZyX
01-17-2003, 10:49 AM
Sure, if they can put that in. Of course to prevent people from simply sprint dragging wounded around the map (I can see it now..multiplayer game...and there goes team 1 with JoePlayer dragging a train of wounded behind him all over the map), extended dragging like that will aggrevate injuries, causing momentary unconciousness, incapacitation, or even death. It'll keep something like that as a do or die technique, as it should be, such as pulling a buddy away from a grenade or something.

I haven't really played multiplayer GR very much...Is any of the campaigns able to be played multiplayer? I'd like that, to be able to play the campaigns multiplayer, obviously limited..maybe to just 2 or 3 allowed as PC teamleaders.

Why limit the extent of your visable are to just what is straight ahead of you, and examining your weapon? You should be able to look at varying degrees left and right...and be able to fire in those directions too. In addition to your examine weapon hotkey, I'd like them to add keys that still maintain your direction of travel but swings your field of view and targeting reticule 50-80 degrees to the left or right. That way you can engage targets that aren't immediately infront of you without having to change your direction of travel very much.


Message Edited on 01/17/0309:55AM by Rustman

XyZspineZyX
01-18-2003, 10:35 AM
OMG Rustman LOL!!

Yeah I can imagine a conga line with the music going. dun ta dun ta dunnnnnn ta. dun ta dun ta dunnnnnnn ta.

LOL

I meant just being able to carry one buddy to the safety of cover somewhere. And I don't mean sprint running like its one of those 3 legged man races at a picnic. But there should be some speed yes otherwise it wouldn't be worth saving buddy.

And I like your other suggestions for different types of hot keys as well. Yes a player needs more control of movement and how he is able to fire in different directions. That would be nice.

XyZspineZyX
01-20-2003, 10:42 PM
I prefer the game with no weapon view whether you can toggle it on or off. Someone said something about maybe seeing the stock of an M16, well I can honestly tell you that you can't even when looking thru the sights, your cheek is resting on it. You aren't even aware of your hand in view as if you are looking thru the sights, you should be looking at a target and not your hand or arm (it really is a tunnel vision effect.)

IMO Ubi messed up using the Unreal engine for RvS instead of using an in-house engine (seems I am not the only one who feels this way.) On that note, with RSE's track record covering all the games they have developed, they have built the games engine in-house and not used a 3rd party engine.

I would like to see more damage models for the environment depending on weapon type used. Maybe a more varied mission type to similar to what spec ops forces would do (not just shooting.) Lasing targets or even a PSYOPS mission would be killer.

My 2 cents worth.

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XyZspineZyX
01-23-2003, 05:00 AM
I think letting players use vehicles would affect gameplay negatively, but at the very least give us a 'hold' command for the armor.

http://www.stickmanjones.com/images/spiderman.gif The real side-effect of radioactive spider bites.

XyZspineZyX
01-31-2003, 07:03 AM
Thoramir wrote:
- I think letting players use vehicles would affect
- gameplay negatively, but at the very least give us a
- 'hold' command for the armor.
-

I gotta agree on that, These maps aren't big enough to really have a need to drive across. Besides, the only stuff spec ops troops would drive would be combat dirt bikes or the armed dune buggy style vehicles. Maybe if the maps were 3 times as large, but not for something 400x400m.

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XyZspineZyX
01-31-2003, 07:43 AM
I don't agree totally. I think vehicles used sparingly could work. Turn the ghosts into a rapid reaction force like how the military is trying to shape certain units. imagine being airlifted with your buddies in a siege game to a certain location or having a real person as a side gunner on a gunship laying suppressive fire.
Of course then there would have to be support for much larger maps. How about having the ability to call for an airlift no matter where you are? I think that might be nice.
those dune buggies in game would be cool too.




Message Edited on 01/31/0306:44AM by Stalker_Zero

XyZspineZyX
02-02-2003, 01:49 AM
I don't know if the engine couldd handle this but it would be sweet:
Fully interactive environments http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

SERIOUS SAM: "D*mn its cold, my nipples are like pencil erasers."

XyZspineZyX
02-05-2003, 01:55 AM
insertion and extraction, actual going there is fun, and getting out can be VERY tricky, no more fade to black when the mission's over.

Life is what strikes you when you are busy making other plans...

XyZspineZyX
02-05-2003, 05:31 AM
I would like to see some areas become damageable, sorta like the game "red faction".. things like cars, boxes etc... and more explosive sounds when they blow up, instead of just the sound of the exploding projectile.

XyZspineZyX
02-13-2003, 12:07 PM
I would like to have a server option where i could add a ping value for example 200 and server wouldnt allow access if that player has ping over 200.

XyZspineZyX
02-15-2003, 05:39 AM
ok i know no one really thinks about this much but since there was a rule in several servers about "ditch glitch" maybe we could have something done about that. maybe make the characters more flexible or the hills not have the invisible top on them.

airlifts would be nice but it would also require anti-air weapons and protection from the air, and .. well.. it could go on and on to balance the game... but more integrated vechiles could also be more vechiles moving and supporting or being supported or assualting on.

XyZspineZyX
03-02-2003, 01:58 PM
I Have no problem with players being able to carry their own choice of weapon inventory, as long as their speed and agility was altered to reflect this, after all you aint going to move very fast carrying a heavy machine gun, half a dozen assorted rifles and explosives.

XyZspineZyX
03-03-2003, 03:43 PM
In conclusion the minimum specs for Ghost Recon 2 (if the above are implemented):
Two 3.06 Ghz CPU
Radeon 9700Pro 128MB
1024 MB of DDR400
10Gb HDD space.
And the game on 10 Cd`s.

XyZspineZyX
03-07-2003, 04:05 AM
yeah. minimum system requirements

- P4 2,5 GHz (better 3.06)
- 512 MB Memory (better 1024)
- GeForce 4600 or 9700 (better 256 MB)
- 10 GB diskspace (better 50 GB)
- DVD drive
- DirectX 9 Features
- modding tools

and please much more detailed maps.
not bigger but detailed !!!

anounced for christmas 2003 http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

cu

moving_target

XyZspineZyX
03-12-2003, 07:39 PM
well what i think gr2 should be like is to use this new engine that just came out or is in the works its called the CryENGINE...i read about this engine in http://pc.ign.com/articles/388/388481p1.html (it was a very interesting read) and as you will see ubi is the publisher. now as far as the "role" move, the game america's army ops has it, and i dont think they would have put it in if they didnt use it in real life. maybe you could double tap the peak button and it would do a role. and i agree with the person that said he would like to dive out of the way of fire...i know if an enemy had a bead on me, i would dive for some cover if there was some close by.and someone was talking about while running you should be able to look around, i was thinking about that and the only way i see thet that would work is to be able to togle it. by holding this button while running and loking around, left and right, but it should just be your head looking around, and when you let off the button it automaticly puts you back straight again, i think that could work. now as for seeing the gun, i like the way the army did it in their game, but i also like the way veitcong did it in that demo i played. i liked taking the reticule off in the settings and aim by the right mouse button, it would bring up the gun where you would actually have to aim by lining up the sites. gr surley needs a breathing factor cuz i know no one with an ociw, standing upright, from a 130m could take someone out with 1 shot...thats just to unreal. even on your knee that would still be hard as hell.and i think we should see our gun cuz i know noone is talented enough to run full speed and look through there scope at the same time, and the person who said that seeing your gun would cause people to run and gun...the gun should move as if a person were running...i dont know many people who run full speed and can aim at the same time. so that has to change. i could elaborate more on this but i have wrote to much already. i agree with the fashbangs and smoke nades, those would of come very handy in alot of missions. and i got a lot more of these ideas...just dont want to make yall read forever, so i think im done for now.



Message Edited on 03/12/0311:13PM by AndersonTAW

XyZspineZyX
03-13-2003, 02:48 PM
How about some proper jungle war where you have to go through some very dense wooded areas etc.

When the SAS,special forces etc advance they always have the weapon moving to cover where they look. their eye is always at the gun site, why do you want to see your weapon, surely as long as it fires where you want and kills the enemy then that is all that is required

Ghost recon is all about stealth and covert missions so I think talk of artillery etc would ruin the game

for what ist worth

have fun and lots of smiley faces etc


cheers

XyZspineZyX
03-13-2003, 04:20 PM
<"When the SAS,special forces etc advance they always have the weapon moving to cover where they look. their eye is always at the gun site, why do you want to see your weapon, surely as long as it fires where you want and kills the enemy then that is all that is required">

yeah maybe when they are advancing slowly. but i was talking about RUNNING. it would be stupid to look through the sites while running (when i say running i mean full speed!!) be cuz you your not gona hit anything at a good distance while running and looking through the sites the gun would restrict alot of your vision..realisticly speaking. now if you wanted to advance while looking through the sites, they would have to make it in the game where you dont move as fast as a person running.

i want to see the weapon cuz i think its more realistic. but i dont want to see as much of it as RvS, that is just to much. the way vietcong did it works pretty well. your gun is on your shoulder but to the lower right side of the screen. but when you press your aim button the gun moves from the side of the screen to the center and by doing that the sites of the gun line up like your really aiming the gun. the game has an option of having a reticule or not..i perfer not to see it...being the realistic buff i am. the way the army did it in thier game is really realistic but there is a differance between (realistic=fun) and (to realistic=mite not be as fun)...so you understand now? i just want gr2 to be more realistic.




Message Edited on 03/13/0303:28PM by AndersonTAW

XyZspineZyX
03-14-2003, 06:41 PM
I read the article on the cryengine and it looks great! Yeah I hope GR2 really knocks us out on terms of overal graphic ability and editing ability.
And I don't need to see a weapon on a unrealistic angle. Just give me a proper sight.
Though it would be nice to look down at your weapon purposefully as you reload. Or how about looking down at your weapon to clear jams?

XyZspineZyX
03-19-2003, 09:36 PM
hey remember it's just game and a first person shooter at that. what visual satisfaction would get in helping a wounded/injured comrade. those options are more sutied to the a metal gear/splintercell type game ie seeing sam fisher carrying a victim into the shadows.

my suggestions would include the ability request a evac chopper for the injured this should satisfy all the "help my team-mate cries";also an evac chopper would be a good visual. secondly can ubi add more spiecalist to GR such as a wet suit demo guy or mountain terrain guy with the ability to repel down into more secured areas of a map; [wishful thinking, sam fisher himself-in a limited role of course, but imagine the fun that would be]this would also aid in story-line and added challenge to the HIGHLY RESPECTED GR FRANCHISE.

also what about adding a person with a sat radio to call in air stirkes( this would best work during campains but it would be a good feature). other posts mentioned air strikes but i think that a sat radio person would get the best human-game interaction. and more so, the option to change our inform type(along with our caps,bandanas the helmenttypes etc.) and amour types. i would be in hog heaven if ubi grantes that wish.

and what was up with that dancing spider-man!!! stan lee should shoot who ever designed that unless he designed it himself--HA--HA!!!



i was once blind but now i see via nightvision!

Message Edited on 03/19/0312:50PM by evry1dies

XyZspineZyX
03-19-2003, 10:20 PM
I keep fighting for weapon jams. I think they should be incorperated, cleared by pressing the reload button.

I also think there should be some form of surveillance, lazing, psyops, and think that some missions should be time sensitive with a changing night to day environment.

I'm in total disagreement about the use of visual guns in the game, as it has been shown in RvS to be totally hoakie.

I liked the interactive campaign in Opflash, which included the cooperation of armour, special forces and even underground resistance forces-- although I wasn't fond of the armoured and air campaigns. I'm also against using vehicles in maps of this size. Suddenly you'd get idiots roaring around in bugs driving over everything a la Halo.

Calling in airstrikes / artillery would be neat in a campaign scenario. It would also be neat to have a scripted "WAR" scenario playing through in the background, and have your missions depend on the outcome of scenario variables. A multiplayer coop experience would be neat in this regard. It would also be neat to have the background "WAR" going on, in adversarial play the computer could assign different missions to the opposing teams ie: Your mission is to plant det charges on this generator in this pumping facility / your mission is to protect this generator from enemy interdiction. Defend at all costs.

In a few years, scenarios and the internet / processing power will provide the necessary tools to allow some of the above. I'm sure in 3 years we'll all be saying to one another "ghost what?"

Right now, I'd just like to see a more immersive environment, a little more flexible mobility- thicker camouflaged environments- with long grass you can actually crawl through- again, something that will come with time, I'm sure. When processors are up in the 4gigs and 2 gigs of RAM is standard... with VCs rated power being in the gig range.whereas now they're at about what, 600mhz?

We'll see!

_______________________________________
I'm not that great; everyone else just sucks.

Ian "Gascan" McLeod
Co-Author the Seventh Shadow
(Warwick 1999)

Co-Author Behind the Green Wall
(Griffith Publishing 2002)

The Walrus Theory
(Pending Nov 2002)

XyZspineZyX
03-25-2003, 06:24 AM
I have never posted here but I am a huge GR fan and can't wait for a new game. Just one suggestion, the game is called Ghost RECON so where are the recon missions? There should be atleast one mission where the object is to take photos and not be spotted or to pin point key air defense targets (just an example).

Also, this weapon thing seems to be a big deal with everyone on here. I have fired a few weapons in my military career and I can't think of a time where the weapon actually blocked my view. Although this is true, when running with a weapon it doesnt make since to have the sights up to your eye unless you want to trip on something. There should be sprint mode where the soldier lowers his weapon with a button to bring it up in the event of spotting an enemy on the run. I dont know if that made since but I hope you get the point.

XyZspineZyX
03-25-2003, 05:40 PM
RotoResQ wrote:
- Also, this weapon thing seems to be a big deal with
- everyone on here. I have fired a few weapons in my
- military career and I can't think of a time where
- the weapon actually blocked my view. Although this
- is true, when running with a weapon it doesnt make
- since to have the sights up to your eye unless you
- want to trip on something.

In real life (as I have said earlier, I have fired the M16 many times while I was in) the weapon doesn't fill your complete vision, but on a PC monitor, it does fill up a good portion of the screen and can block vital information. If you were to hold a real weapon as shown in most FPS games with a weapon view, you would not hit a thing (next time when you are at the rifle range try it, my bet is the range safety instructors would be all over you for it and call you rambo as those of us call that view for a PC game.)

A PC monitor is a restrictive enough view of a virtual world as is, why restrict that even more.

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XyZspineZyX
03-26-2003, 01:42 AM
I think you misunderstood what I wrote. I was agreeing with you buy saying the weapon doesnt block the field of view. You do not see the weapon. All you see is the sights and the target.

If you have a cool rangemaster he'll let you shoot from the hip once to see how effective it isn't!

Just for the record though, I was agreeing that the current set up in GR is the most realistic...except when running.

XyZspineZyX
03-29-2003, 09:13 AM
I was wondering if that muzzle flash in games looks real or not. I dont know much about guns but when i was shooting couple of assault rifles few years ago, i dont remember seeing muzzle flash at all. I Have played RavenShield and Delta Force Black Hawk Down and those games has really big and bright muzzle flash and i dont like it at all, it hurts my eyes when there is lots of flashing stuff in game.

XyZspineZyX
03-30-2003, 05:17 AM
Good ideas.
With the whole knife thing. Use a pistol with a silencer.
As for the vehicle thing. When you ask to take control of a tank the problem with that is that the ghosts have no training in armor. They can identify it and blow it into millions of pieces and thats it. A jeep would be nice so you wouldn't have to hoof it as much.
The jumping thing is an excellent point and they are still yet to remedy it.
Trees are not meant to be bullet proof but even a 50BMG round that can go through an engine block at 600 yards is probrably the only thing that has a remote chance to make it through a tree. The bush thing was remedyed in GR Island Thunder.
The TI does need to be reworked. But if it were a realworld environment you wouldn't even have it.
In Island Tunder you do get to see the insertion. But a few more theatrical clips would be nice.
The AI does seem kind of dumb. With all the brainwashing these people go through they probrably can't examine a carrot without being told what to do.
It would be excellent to see the front of the weapons and to see the spent casings cone flying out of the weapon.
As soon as shooting starts normally people run for cover or get out of the area very fast.
Swapping weapons is a nice feature, but sopmetimes when the person falls thier weapon gets damaged in the orocess and may not fire. With swapping uniforms, youre leaveing US uniforms in the field for the enemys every whim so your idea could turn around and bite you in the a@@.
More dialouge would be nice. At least you can follow the sound of their voice.
The footprints are a good idea, with the terrain there may not be the right situations for footprints. You can't program a game to activate footprints when you are in the area or to remove them after a certain amount of time. It is also difficult for them to designate in every other area where footprints could or could not be.
The grunt thing is another good idea but the program does not recognize wheter the person hit is male or female. They made the right choice and not give them all female grunts. No offense ladies.

http://www.barrettrifles.com/images/model82A1.jpg


bazooka, "when they absolutely positively gotta die," Bambo

Praise the lord and pass the ammunition

XyZspineZyX
03-31-2003, 04:46 AM
Here are some of my thoughts:
-I personnally am fine with the sights the way they are.
-What about objectives where you actually have to stay at the objective for a certain amount of time (a la rigging the bridge to blow takes two minutes not 5 seconds)
-I have played the SP RvS demo, and while it's not my favorite (not a big CQB person), I do like several features like the weapons (primary and secondary) with ammo, and accessory selection and then two other kit items, and I like how the "attachments" on the character change based on their "kit items"
-Smoke grenades and tear gas grenades would be cool.
-Ladders would be cool but it would only be if there were maps where it mattered.
-How about specialist that maybe have special abilities (like rappelling (sp?), underwater swimming, can use the force, has knowledge of armor, can pass as an enemy, etc.), in addition to having a spiffy different gun.
-Have other types of missions: real ambushes (use the clays for once), actual recon (maybe have a recon mission and then a direct action mission based on the recon), or hold til relieved.
-Easier (read more affordable) moddability

that's it for now i guess

CtheHammer

XyZspineZyX
03-31-2003, 08:41 AM
- 4) allow us to jump. it seems strange that
- america's elitest, covert fighting unit gets stopped
- dead in its tracks by a line of ankle-high boxes.
O GOD NO! PLEASE NO! NOT THAT! ANYTHING BUT THAT!

7) give the ai more brains. got better when they
- got empowered to lob grenades and finally take cove.
- but teach them tactics such as flanking and
- anticipating very common attack strategies. let
- them employ counter-attack strategies.
ITS EASY..MOD EM! I DO!

8) incorporate vehicles better. if its too much
- for the engine to allow us to drive a tank or a
- jeep, then get more creative on letting us use the
- vehicle (e.g., hop onto the gunnery seat of a downed
- enemy armor and use its machine gun) rather than
- just blowing it up.
HALLALULAH! CAN I GET AN AMEN! PREACH ON BROTHER! /i/smilies/16x16_smiley-happy.gif

10) more dialogue variety. "STOI!" gets old real
- fast.
AMEN AGAIN! AND THE CHIOR GOES WILD!/i/smilies/16x16_smiley-wink.gif

13) in urban settings, put more civilians unless
- the story justifies it. one annoying guy running
- around ... you end up wanting to shoot him just for
- spite. also, that russian couple in red square
- doesnt seem to get phased when they are being hailed
- upon with ten types of gunfire

AND WHILE YOUR AT IT. YOUR PEOPLE ARE FREAKIN UGLY AS ALL GET OUT. I MEAN DANG YALL! THAS SOME UGLY PEEPS YALL GOT!
NOT ONE PRETTY GIRL TO RESCUE! THATS UN AMERICAN! /i/smilies/16x16_smiley-happy.gif


=MH= Puffy
"American Southerner by birth, Airborne Ranger by the grace of God"

http://modheads.net
Project-X Modding partner

XyZspineZyX
03-31-2003, 05:03 PM
For the subject on Jeeps, i think they would be a great idea for some of the bigger maps ie: Wilderness. Some of the maps already have jeeps in them why not allow 1 or maybe 2 people in the jeep and drive around like the AI do in the missions. Like one driver and one gunner.

For the subject on Smoke Grenades, i think they would be an excellent addition to GR. IE: in a hot firefight and get wounded just pop smoke and fall back or to call team mates over with the smoke.

For the subject on seeing your gun, i think it would just block up space in your visual area. I have played Americas Army, Delta Force and all they do it block space on your screen. I'f GR2 is to put it in i would like a way to turn it off.

For the subject on artillery fire, i suppose if GR could put in a comm. man on the character choices and he could call in air support that would be cool.

For the subject on jumping, the only reason i like GR is the no jumping ability. All it turns the game into is a jumping frenzy with ppl jumping up and down shooting like crazy. I wouldn't like jumping in GR just leave GR to be its own.

Just My 2 cents as a dedicated Ghost Recon player

XyZspineZyX
04-02-2003, 02:29 AM
Kilroy you gotta be a redneck man YALL you could have said a million things but YALL? No offense man but I had this one guy in my scout troop and would always say yall. My answer is I am not a yall.

http://www.barrettrifles.com/images/model82A1.jpg


bazooka, "when they absolutely positively gotta die," Bambo

Praise the lord and pass the ammunition

XyZspineZyX
04-09-2003, 02:55 AM
well my main deal is that i just want gr2 to be reallistic. and i dont see how anyone reallisticly can look through their scope while running,this needs to be changed. and i think the gun should be shown....but nothing like RvS, so just kick RvS out of your gr minds. im thinking something similar to operation flashpoin(OPFP) or AAops...i played OPFP a while back and i think all i saw of the gun was the majority of the barrel at the very bottom of the screen and it hardly took any screen vision away if any at all and i liked how the barrel moves while running and i think when u take aim it was kinda similar to America's Army(AAops) game where the screen shows you raising your gun to look through the sites. and i dont think there should be a mark in the center of the screen showing you where the bullets will go when your not aiming. and jeeps...this isnt OPFP. maps just arent that big. maybe they will be in gr2 but you never know. and the whole point is to do the mission with out anyone knowing you were there...thats why i figure its called ghost "recon" and yeah some photo taking mission mite be cool but then where is the action? and you cant call for air support because no one is suppose to know you're there. if there where air support that would alert the whole army..thousands of troops would come running with tanks, artilary, choppers, and everything else. and sure a small team of six or nine could take out several hundred of the enemy but will eventually be overrun with mission incomplete and a whole lot of media attention. and i dont think thats the purpose of the ghosts. and about the graphics, in case you didnt read the artical i posted earlier in one of my messages. the cryengine has a max view distance of 2km (1.5 miles) with the whole map being a lot bigger and also seems to have destructable enviroment similar to the redfaction engine. and so far the people at ign seem to think its the most realistic enviroment they have ever seen. well i think thats all for now. i know im a bad speller, just sound it out if u dont know a word...see yall around on the public servers.

XyZspineZyX
04-09-2003, 04:50 AM
I think the photo/ recon mission could be a lot of fun. You could set it up to where if you get spotted, the mission isn't over, you just have to fight your way out. Something similar to the SAS' mission in desert storm that was featured on the History channel. If you didnt see it, you missed out. Great story! Anyway, I am sure there are ways to make a recon mission interesting. I just think it would be a nice change to do some sneaking around. I also liked the idea of a follow up mission to the recon mission. Say the squad recons a suspected POW camp and then in the next mission, the squad is assigned to a raid on the camp to rescue the prisoners inside.

XyZspineZyX
04-09-2003, 06:08 AM
yeah i saw that history bit, they should of shot that goat hearder that first spoted them, would of saved em a whole lota crap(getting killed and all). cant believe they got there comms messed up and couldnt get out and that they got left by the chopper at the backup extraction. whose fualt it was...i dont know, i dont care. beside for a photo recon to actually be even fun at all the maps would have to be alot bigger, in my opinion. and if you want recon mission so bad why dont you go to ghostrecon.net and get the alpha squad's recon missions mod. its not taking pictures but its recon none-the-less.

XyZspineZyX
04-09-2003, 07:51 AM
This is freakin' incredible, there are actually some intelligent people on these boards!

Ok, lemme just start by saying that it's a HORRIBLE idea to include any of the following:

-jumping
-FPS weapon view (other than the reloading thing, which is a freakin' fantastic idea)
-using ANY engine other than one developed specifically for Ghost Recon or GR2. (IE the cyrix engine is a BAD idea, and the UT or quake engine is the idea to destroy any prospect that GR had of retaining the reputation of a real company and not some money shoveling Rupert Murdoc impersonater)

I think that GR should stay more or less the same as it is now, just improve the skinning, more interactive environment, if possible, and add to the graphics, if possible. As it stands, it is THE BEST small-unit covert-ops game on the market, surpassing the failure that is RvS (not a horrible game, but does not compare at all to the Rogue Spear titles or the original R6 titles).

As for the medic thing, what a brilliant idea! I HATE how they took incapacitation out of R6 with RvS, what a horrible idea, they should DEFINATELY impliment it in GR2. Also, the thing about carrying a friend to safety is a fantastic idea. But instead of dragging, maybe one of your teammates could be ordered to haul the guy onto your shoulders (in a fire-man's carry) and haul him to the extraction and leave him there or stay with him for cover. It would also be great if you could drop or order your teammate to put down the soldier that you're carrying so as to continue with the mission or haul more to safety.

I think that the biggest thing missing from the GR interface is the lack of the ability to chose what kind of formation you want your teams to be in. You should be able to chose from maybe 3 formations: tight, loose, and medium. Tight should be for CQB, as there is enough to have this feature, since your guys do not reinforce your movements into a structure very strongly. Medium should be in urban/open areas and loose should be for open areas or whatever you want. You should be able to chose what formation you want whenever you want.

Another thing to be added should be the ROGUE SPEAR AND RAINBOW SIX (NOT RvS) style of choosing weapons, ammo, and accessories. However, snipers should be limited to sniper rifles and pistols (DON'T ADD MICROUZIS AND AUTOS FOR SECONDARIES PLEASE!) and grenades, etc. for accessories.
Support specialists should be limited to LMGs and MMGs for primaries and pistols for secondaries (if any 2ndary) or extra MG mags. Soldiers should have their choice of assault rifles (prefferably standard ones used by NATO armies and special forces) or submachine guns and pistols as secondaries with grenades, flashbangs, or extra mags, etc. Demolition specialists should have the ability to hold and set charges, claymores, breaching charges, etc. or have grenades or whatnot, but more or less have the same kit options as regular soldiers.

Special characters should be similar to the ones that are used now in the game. They should have unique guns for their countries (and be somewhat like "exchange students" [US forces and other NATO countries participate in pilot-exchanges for short periods of time]) this should be somewhat similar to that, much like it is now.

The demo charge exploding is also a good idea, and that should be implimented, not hard to do so, it was in the DS mission with the Aurora.

These are the most important things to be implimented IMO, and should be maybe the only things implimented. There is no need for an "action" menu, seeing how you can map and change where your teams should go on the fly.

The game is unbelievable, with these additions it will be the best game for YEARS to come.

Duffman
With the R6 series since 1997

XyZspineZyX
04-09-2003, 05:33 PM
Yes. More Recon stuff. Now artillery no. The Ghosts are Green Berets and where they go there aint another friendly for many miles. Calling for Air support yes. Mabye have a limited number like in Delta Force series of games.

Poop on you.
<a href="http://www.clanmt.net"

XyZspineZyX
04-09-2003, 06:34 PM
i dont see how someone cannot like the cryengine for gr. maps are gigantic, view distance is outragous campared to anything so far. making maps is as easy as point and click. thus making modding alot easier. the most realistic outdoor enviroment out there campared to other engines. the ablility to go from outdoor to indoor without loading. destuctable terrain. these are just some of the things i remember without having to go back and read it again. and unless you read the artical i think you should keep your mouth shut and if you do reed it say what you dont like about it. out of what i read i couldnt find anything i didnt like or anything that wouldnt be good for gr.IMO(in my opinion) here is the link again http://pc.ign.com/articles/388/388481p1.html or how bout i post the whole damn article. this link you can go to, to look at pictures, check out the home website, or whatever.

XyZspineZyX
04-09-2003, 06:45 PM
"THE FOLLING IS WHAT IGN WROTE ABOUT A MONTH AGO ABOUT THE CRYENGINE" A few years ago, Crytek put together a little demo for NVIDIA to show off what the GeForce 3 could do at the time. They had such an impressive engine and demo, Crytek decided to make it into a full game starring dinosaurs with bad attitudes tromping through the forest. What was originally known as X-Isle: Dinosaur Island eventually dropped the dinosaurs and put in a bunch of guys with guns, grenades and rocket launchers...they kept the bad attitudes. It also got a new name: Far Cry.
We caught our first glimpse of Far Cry at last year's E3, but haven't seen much since. At this year's GDC we ran across the Crytek booth and had a chance to check out Far Cry again. Well, we didn't actually see Far Cry per se, but what we did see was the technology demo of the CryENGINE, which Far Cry is being built on.
The first thing that will catch your eye about the CryENGINE is the size of the maps and the draw distance. The engine allows for a maximum draw distance of about 2km (1.3 miles), which means you can see for much longer than in most first-person shooters. That'll be a good thing in Far Cry since the maps look absolutely monstrous. In one fly-by in the demo you get a sense of what one of the island paradises you'll be maiming and killing others on looks like, and it just keeps going and going and going and going.
The CryENGINE is certainly looking good at this point, with real-time dynamic lighting, bumpy reflections, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, pixel-shaded transparent water and all those lovely extras that are so easy on the eyes. All of the game's 3D objects cast real time shadows so you'll even see your own character's shadow cast on your weapon in front of you. Lightmaps will even be specific for particular substances such as metal, wood, and plastic. The natural jungle environments themselves are full of interesting things to look at, and are some of the most realistic we've ever seen, with thick underbrush and a lush covering of trees and shrubs over the entire landscape. CryENGINE also supports seamless indoor to outdoor environment changing, so you can go from the lush jungle right into a building or mine without having to wait around for the indoor level to load.
While the graphics look great, obviously a game engine should focus on making gameplay the number one priority, and the physics engine is a big part of the experience. One of the demos showed a soldier shooting a hanging light fixture and making it fly wildly around the room, casting light (and the respective shadows) wherever it swung. Sure, in real life the lighbulb would have probably broken, but hey, it was a cool effect!
We also saw a guy chuck a grenade at a jeep and it flipped over realistically and waddled a bit until it rested in the dirt road after the explosion. In one of the most impressive demos of both the physics engine and the long draw distance, a soldier on a hill shot a rocket launcher into a group of guys about a half-mile away. He had time to change his position and whip out his binoculars just in time to see the rocket impact and bodies go flying. We should also note that, even though it wasn't mentioned in the press materials at the show, the engine appears to support terrain deformation since a large crater was left after the rocket made impact.

pg2 Crytek's polybump technology is very similar to the model-building technology being used in DOOM III, where you can significantly reduce the number of polygons of the models in the game while retaining all of the detail. Just take a look at some of the models in the screenshots and you'll see how detailed they are, and the game is still a ways off from release. This is really the wave of the future, and it's what allows Far Cry to have such a far draw distance and have so many enemies on-screen at once without slowing the game to a crawl.
Not only do the character models look nice, but they die nice as well. Building on the realistic physics is rag doll technology. CryENGINE's rag doll technology looks much more realistic than Unreal Tournament 2003. Instead of flopping around like a bag of jelly, the character models bend, twist and crumple much more convincingly. Limbs are limited as to how far they can move based on actual human muscular and bone construction. The rag doll effect was even apparent before death and a soldier was shot and flopped down on the ground from the shock of the first hit only to regain his balance and get shot again before sliding down the side of a hill head-first and backwards.
Crytek was also showing off a glimpse of CryEDIT, their in-engine editor, which they dub the "What You See is What You Play" editor. Since they were using Far Cry for the editor demo, we can only assume that it will ship with the game. Everything in CryEDIT takes place in real-time. There's no need to render the scene, exit out of the editor and then jump in to play your creation. You can see and play the changes on the fly right in the editor. Make the AI too aggressive? Turn it down and test it again. Too many rocks to get through that course in a jeep? Take a few out and run through it again. This is going to greatly decrease the amount of time it takes to build a level, and we can only imagine how many mods will be available for any game built on the CryENGINE because the tools look extremely easy to use.
The editor demo we saw (and you can check out in the video file) showed a terrain painting tool where you could move the mouse to change elevation and paint on terrain textures. Adding trees was as simple as picking the option and clicking where you wanted them. Add a few rocks, toss in a few guys, and like Emeril, "Bam!," you're playing your created level. In addition to just laying out the scene and playing it, the editor will allow you to create levels of any size, edit cinematic cutscenes and completely script your own AI if you're so inclined, so you could in theory build an entire game using CryEDIT.
"compliments of ign" SO NOW, WHATS NOT TO LIKE HERE?

XyZspineZyX
04-09-2003, 11:46 PM
Anderson:

I read the entire article, yes. IMO, anything RELATED to doom is not for GR. Yes, the sceneries look fantastic, but do you see how the player models look? I understand that they can be changed, as I am no ******, but, much like RvS and UT, they still stay *BASICALLY* the same, and THIS IS NOT GOOD. I have been with the Clancy games since, like my sig says, 1997. I, and many other Clancy fans feel that RSE should stay at the head of its game and not use software developed by others as RSE has done such an UNBELIEVABLE job creating so many other engines and so many other absolutely stunning games.

And things like shooting a rocket half a mile doesn't bode well for a "realistic" game either, I know that you can change the "drop effect" but anything like this is not good.

Bottom line, if you like quake style graphics and gameplay, go play quake or your new far cry, if not, and I quote you... "keep your mouth shut..."

Duffman
With the R6 series since 1997

Message Edited on 04/09/0310:48PM by specialduff

XyZspineZyX
04-10-2003, 08:43 AM
well i guess u can just keep playing this game while the rest of us move on with better technology. it can still be gr. take the gun away (for those of you who want it gone). keep movements the same (some improvments would be nice).if redstorm can make an engine come even close to this one, then by all means do it. i just havent heard about any work they are doing. and whats wrong with the player models? i thought they looked pretty realistic. and how is shooting a rocket 1/2 a mile not realistic...that made me laugh. i guess rockets cant go any further than 700meters, dang. and i guess while the rocket is in flight your not aloud to move untill it hits something, thats weird. and i never said anything about changing the gameplay. gr is fine but there is alot of room for improvment and every1 knows it. and i never said i like quake graphic or gameplay. thats just insulting that you would say that. if i wanted quake i would be at there forums, smarty. and i know i probably wont change your mind. seems to me you r an older man that is afraid of a little change. ive played about every first person shooter out there thats worth buying and out of all of em ive stuck with gr and i think it has the most potential.the one fps that i havent played and really want to give it a try is delta force. and this is my last responce on this forum. its seems to be a waste of my valueble time.lol. so later yall.....oh, and shut your old *** mouth duffy(thats what we call my step grandma...lol, how she got the name, i have no idea).

duffy said-
"Bottom line, if you like quake style graphics and
gameplay, go play quake or your new far cry, if not,
and I quote you... "keep your mouth shut...""

so if i DONT LIKE quake or "my new far cry" i need to keep my mouth shut? and if i LIKE gr i need to keep my mouth shut! i assume that goes for you to right? or am i missreading it? your statement up there doesnt make a whole lota sence to me. i thought thats what forums r for, people like me,that LIKE gr and suggest ideas to make it better. none-the-less i will do as you ask and quit typing all this crap. especialy if its gona be responded to by idiots like ur self. i just figured this engine would be for the good of the game, so i decided to share it with the gr community and this is what happens. well if redstorm doesnt use this engine they will have to compete aginst it...so good luck redstorm. and goodday!

XyZspineZyX
04-10-2003, 05:15 PM
While the farCry engine looks great RSE needs to stick with in-house engines. When they use their own engine they know about it inside out, which results in fewer bugs and optimum game performance. They create the engine they way they see fit. If game developers tart using engines like Unreal, FarCry, or Doom 3 then all of the games will look alike. All unreal engine based games pretty much have that 'unreal' look, which isnt good. RSE has its own unique look that no other game company has. This rebuilt RS, GR engine that they have stuck with over the years is doing good. And they should keep on adding to it for as long as they can.


Far Cry definitaly looks like a super fun game.

http://www.clanmt.com

XyZspineZyX
04-10-2003, 08:30 PM
That was exactly my problem with it, phil. All of those games look alike, and if they do, that doesn't go well for a realistic tactical shooter. Also, you're totally right about the fact that when RSE builds an engine they can manipulate it any way they want in order to get the necessary output, when buying another company's engine, no one can.

And Anderson... I am far from an old conservative man.

Duffman
With the R6 series since 1997

XyZspineZyX
04-11-2003, 04:48 PM
exactly, thats also why raven shield doesnt 'feel' like Rogue Spear. Also if you have noticed all unreal games have that same 'mouse look' feel like aiming with mouse and what-not. Sniping In Raven Shield feels just like sniping with a lighting gun in Unreal Tournament 2003.


Anyone have any idea on where the ghosts are headed too next?

http://www.clanmt.com

XyZspineZyX
04-12-2003, 12:22 AM
You're totally right about the shooting. When playing RvS I feel almost like I'm playing *ghasp* quake or half-life. Not nearly the same feel to it as Rogue Spear or Rainbow 6.

As to where the ghosts are going... I think that the Middle East is a VERY big possibility. Maybe even a few missions in the streets of Baghdad?

Duffman
With the R6 series since 1997

XyZspineZyX
04-13-2003, 08:18 AM
1. Specilist should be from sister survices like Force Recon (Marines), SEALs, PJ's, even through in a couple of other army guys like 10th Mountain and Rangers, British troops, and even some Spanish (hey they got some nice Spec Ops over there) or Spentnaz.

2. No 1st person weapon view for reasons that have already been stated

3. Being able to use weapons on vechiles or something of that nature

4. IN-HOUSE ENGINE PRODUCED BY RSE

5. No jumping (i mean who wants to go bunny shooting) but it would be nice to walk over those 2x4`s left laying around

6. More Civi`s in cities and areas where they usually are

7. Recon missions do sound fun, along with sabatoge, and eliminating and/or capturing high ranking officers.

8. Rainbow Six/ Rogue Spear weapon choosing but character types limit weapon types. Secondaries are available to all but no submachine guns and what nots

9. Detail if possible, but realism first

10. Plausible story that hasn't been over worked (the ultra-nationalist in Russia is a just a tade bit over down now /i/smilies/16x16_smiley-wink.gif ) Maybe something Middle East or Far East, could possibly be based off of The Bear and the Dragon (this time fight with the Russians)

11. "Red-Dot aimming system/reticule"

12. More pay for the RSE game designers (ok so i may be sucking up but does it hurt? /i/smilies/16x16_smiley-wink.gif )

13. If the OCIW is included again then what about the air bursting of the grenades?

14. Three round burst are accurate not spread out, even though it may only take a single shot to kill in GR it would be nice to just have the second and third rounds on target. True Accuracy because in Multiplayer balance game place depends on a teams weaponary not the individual's.

15. M60E4, M-14, 1911 & mk23, M40-A4, smoke grenades, Ak- 74, being able to switch from claymores and then back and still detonate them.



GRIZ
North American Snipers
Support Gunner

XyZspineZyX
04-13-2003, 10:07 AM
NAS, for the most part I am totally with your list. However, IRL the 3rd round of a 3 round burst is usually pretty off target, not horribly, but far enough off target that you can distinguish that from the first two rounds.
The other disagreement is the red dot aiming, but that should be an option to have either that or the reticles that GR has. Other than those, right on bro!

Duffman
With the R6 series since 1997

XyZspineZyX
04-14-2003, 09:59 PM
SpecialDuff, i see what you mean. But go in the game and look at your 3 round burst.. the first round doesnt even hit where it should.. the second and third act like they are the 10 and 11th on full auto... i just think they should be a tad bit more accurate. and the option for aiming system is a really good idea.


GRIZ
North American Snipers
Support Gunner

XyZspineZyX
04-14-2003, 10:24 PM
Griz, I see what you mean. I never noticed that before and I am for you. Sounds good to me. I wish we could get a RSE response in here.

Duffman
With the R6 series since 1997

XyZspineZyX
04-15-2003, 06:16 AM
haven't seen any of those guys in a while, i wonder what they're doing...


GRIZ
North American Snipers
Support Gunner

XyZspineZyX
04-21-2003, 11:08 PM
How about immediate action drills, a defensive beehive type formation, mutual support and leap frogging your team members while on patrol. There has been a few times I wished I could tell my team member to leap frog me or to always find cover or concealment when we come to a stop while looking for the enemy.

If this could be put on a quick drop down key that the mouse wheel or something could select from so there isnt much effort to get people moving that would be great. I hate seeing a team member sitting out to one side while a firefight is about to start.


Speaking of firefights, how about enemies that move up to the fight and start to flank us, not just one guy but teams, with heavy concentrations of fire towards us to keep our heads down... a good reason for the immediate action drills http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif I always hate to find the enemy didnt move up to the fight but stayed at their position as if nothing happened 100 yards from their position.

I'd also like to position each team member, or even tell each team member where I'd like them to go before I give the command to move.

aileron

XyZspineZyX
04-22-2003, 02:45 AM
OK
Lots of good dialog here. But some of this stuff can already be done through modding, not that it wouldn't be nice to not have to mod it in, recon missions,kits, airstrikes, costom outfits. There are some excelent arguements as well, smoke grenades, looking down when reloading(excelent), I don't know about jumping, but I liked the step up idea, like in Resedent Evil or something. I also believe that GR is awesome, and these dudes have done a great job. I've never been in the military, but I'm from the country and I been blastin' critters since I could hold my 20 gauge dbl barrel. Now let me speak on the view, I don't want it but they can toggle it on for all I care. I also believe that noone has pointed out that while the crosshairs are not actually removed from your screen when moving, the pips(little yellow dots) do vary to represent the inaccuracy of the weapon when moving, IMO this is fine. Perhaps the sniper should loose his crosshairs when moving above shuffle, this would encourage them to move with thier secondary weapon, as they should. Also I like the idea of breaths effecting accuracy, for snipers only. Most combat rifles dont actully have a "scope" ie. super-zoom, so I don't think they should be effected. That's that.

My idea is, what about the OICW? I think any soldier carrying the OICW should have a picture in picture window at the top right of the screen that represents the OICW. When that player leans out, he uses the OICW instead of his coconut. After all, isn't that the idea for having it, and the eyepiece? I could understand if this feature was only available in single player. As an alternative, I could see being able to toggle OICW vision on like night vision. Cheers and all that crap. YA'LL take it easy.
God bless the glorious South!

XyZspineZyX
04-22-2003, 04:43 PM
i dont know if you guys are bothered by the fact that you only have 6 operatives at one given time. i was always bothered by this even back in the days of rainbox six (which had 8 operatives). i know it's supposed to be special forces, but for instance, i have read that french special forces / CT have teams that consist of ten 910) members. i was thinking of bumping this number up from six, to maybe ten or twelve..

just a thought.

btw: i was thinking about the medic thing just the other day! cant believe somebody thought of the same thing, especially in regards to incapacitation.

XyZspineZyX
04-22-2003, 05:15 PM
The OICW is such a touch gun to balance without killing it. When Ghost Recon first came out the grenade reticle was SLOWW. Like really slow, this was good considering you could use the gun as a mortar. Then some patches came out and they made it like the m203.


They should put its features in the game, but somehow damper the weapon. This would be unrealistic, but for gameplay wise, VERY neccesary. Mabye make the aim of the OICW slow but weapons like the m16 accurate and fast to aim.

http://www.clanmt.com

XyZspineZyX
04-22-2003, 11:29 PM
FWIW

Gunmodels - I don't need them, and despite what people seem to think about "They'd really be in view", I think preserving the feel of GR is more important TO ME.

Jumping: Bad idea, but why not allow the player to mount small boxes etc... with the use button, so steps can be walked over and low obstructions climbed over, without the random bunnying that jumps result in.

More Weapons - always nice

Weapon selections - I'd like the limited menu idea. (select primary, select secondary).

In-game weapon swap. I'd LOVE to be able to recover special weapons from dead team members, just to stop the annoyance of times when the demo man takes a dive.


P.

XyZspineZyX
05-13-2003, 05:22 PM
Some good comments in here... Good to see the love fot GR http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif


A bunch of us over @ tacticalgamer had some good discussion about what GR 2 should be as well...

Here's the link http://www.tacticalgamer.com/forums/showthread.php?s=&threadid=4915 ,

But I'll try to pick a few out that I didn't see already posted here...

---------------------------------
>Better enemy AI (ie: no more walking up to a pile of dead bodies @ a choke point)

>Ability to "underhand" grenades (akin to RvS)

>Ability to pick up mission critical equipment from a fallen temamate (ie: demo, at).

>Air support

>Better anti-cheat/Ban mechanisms

>anti personnel/vehicle mines

>Ghost observer mode (like RvS again)

>larger, more immersive environments, better long range visibility (unless hampered by weather)


------------------


Keeping this as the best tactical game is priority.. "boots on the ground" style (to steal a quote from a certain member of TG)

Cmon UBI folks, let's at least see a reply!

http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

Oh yeah, get the developers a fat raise, and a nice car.

XyZspineZyX
05-14-2003, 10:00 PM
Customizeable Weapons

Via tagging the weapons - like they're done on character models - so that a base M4/M16/M249 can be configured to a player's liking while at the same time providing the player a separate skill to learn and compete at.


http://ghostrecon.3dretreat.com/images/gr_gun_models.jpg


Attachments :

<LI>Aimpoints/Reflex Sights- Improved Accuracy/Tighter Reticle/But No Magification

<LI>ACOG Scopes- Magification/Stability Penalty

<LI>Underbarrel Foregrip- Better Movement Stability even for the M249 SPW

<LI>High Capacity Mags/M203/Shotgun- Weight/Stability Penalties

<LI>Iron Leaf Sights- Improved M203 accuracy. Stiff Accuracy Penalty for one without.

<LI>M249 SPW should be able to take on some of the attachments from the SOPMOD kit as well

<LI>Lower Capacity Mag on M249(SPW)- Lower Weight/Better Stability/Less Reticule Bloom

<img src=http://www.fnhusa.com/contents/guns_525px/fn_mg_m249spw.gif height=70 width=200>

<LI>So while it'll be possible to slap an M203 + High Capicty Mag + ACOG + Suppressor on an M4, make it so unweildy and impratical it'll be discouraged.


<img src=http://www.airsoftclan.com/images/M4%20RIS%20with%20M203%20&%20silencer.jpg height=225 width=300>

<LI>But chose with some restraint and an M4/Aimpoint/Foregrip combo, for example, could be deadly. But not always so and not on every map. Since Aimpoints have no maginification, that combo will be potentially poor at long range.


<img src=http://www.quarterbore.com/images/kacffrasmre.jpg height=102 width=250>

In the end, having a system like this'll make weapon selection another skill that can separate players on the battlefield.

Lastly, most of the attachment models are already in place as you can see it the first image taken from the Ghost Recon: Island Thunder Credits Page.

[EDIT] Edited pic links. Let me know if pics don't show up.



Message Edited on 05/14/0303:30PM by JT_Snowman

XyZspineZyX
05-15-2003, 07:25 AM
Okay right off I admit I have not read all the posts but from the first two pages I have seen people are forgetting some crucial things about the ghosts. They are super elite and black Mortars and Artillery? Um if any Spec Force (I'm talking real deal out there) are out there do you guys ever get that kind of super on a covert mission? Also the airlifts same concept applies. Given IT has some helo insertions but you guys want it anywhere on the map. The medic thing iffy thing. Rainbow Six had it where team members simply weren't dead but incapicated and several missions later were available. As for the kits being drop down. Drop down or a list is better than numbers but it should be you get to pick one primary, one second that's it. As for the engine, keep the same one if you use the UT2K3 like Red Storm did with Raven Shield (which I am terribly dissapointed in) the game will fail. In my opinion GR sold so well because it felt real and had a great feel to the game. As for seeing the weapon which seems to be a HUGE thing with most players. RB6 didn't have it, Rogue Spear didn't have it, Ghost Recon didn't have, (not positive on this one so I may be wrong) Sum of All Fears didn't have it. Anyone seeing a trend here? Yeah seeing the gun adds an OH and AH factor to the look but I really think Recon players play for the game not the spiffy graphics. Good graphics are a great bonus and in certain cases require ie camo and background movement but the gun deal is overkill. Jumping that was mentioned then the game becomes just like Half-Life, quake, etc morons that don't play the game to stalk and really play it will jump around like ******s and make the real players fed up and force them to go find a better game. So basically GR 2 should have some tweaks but basically don't fix what ain't broke.

XyZspineZyX
05-19-2003, 05:53 AM
I like the suggestion of partially visible weapons. It's just as unrealistic to have the weapon be invisible as it is to have it fully on-screen. The end of the barrel being visible would add a nice ambience, and looking at the weapon while reloading would be excellent.

As for jumping, I'm going to buck the crowd: I'm in favor of it. Not, however, UT/Quake/action FPS jumping, so get that out of your heads. Rather, I'd like the ability to jump a couple of feet up, balanced by a time delay (one jump every four or five seconds), or a "recovery" delay where the character slows or stops for a moment after jumping (to simulate the after-effects of jumping with 40 pounds of gear on), or other things in that vein. Jumping is reasonable, but certainly not the ability to jump over people or to rabbit around the map like a demon. Along the same lines, I really miss Rogue Spear's ability to climb objects and ladders.

Something else that I have been craving is the ability to raise yourself on your elbows when in a prone position, in order to have a look around. While doing this, firing is not an option. I don't like that I can't peek over the edge of a crater or rise without creeping up and exposing myself visually.

Speaking of craters and edges, the number one priority for any additions to the GR engine is to fix the ditch glitch and the other geometry glitches which affect the ability to hit enemies.

Another thing I've really wanted is the ability to fire around corners or over rises. I'd like to be able to stick my gun around a corner and fire blindly (the player can adjust where the gun is aiming, but he can only guess where the bullets are hitting based on the position of what he can see of the gun).

My primary request, however, is to make the GR engine more moddable and more flexible for modders to work with. There's too much hard-coding in the current iteration of the engine, which makes it impossible to do some things that should be trivial. An example: modders cannot create guns which have built-in rangefinders, because the rangefinding ability is hard-coded into the binoculars and only the binoculars.

XyZspineZyX
05-19-2003, 12:45 PM
I recalled some more features and fixes that I crave in the sequel. One big one is the ability to shoot through objects. Bulletproof tents and doors (and etc.) really break the suspension of disbelief. Hell, if I'm using a sufficiently large boomstick, I should be able to nail a guy who's hiding behind a car, or shoot through thin enough walls.

Second, I personally find GR's kit system rather weak. I much preferred Rogue Spear's kit selection system, where the player could choose any combination of primary, secondary and items. I would like to be able to choose from a list of primaries appropriate to my chosen specialty, choose my secondary, then kit items. Allow the data files to limit the player's choices in certain ways in order to balance the game. For instance, if the player chooses a mega-secondary such as, say, a Steyr TMP, then that takes up one or both of their item slots, too. Heavier and/or more useful items might take up both item slots at once in the interest of balance. This would make modding easier: it would be vastly simpler to add a new weapon, secondary, or item because the modder would not need to create dozens of kits including the new doodad in order to make it available. Instead, it would follow the Rogue Spear model: create the item, make it available, let the players select it, you're done.

Another thing is multiple simultaneous active kit restrictions. This one is simple to implement: only kits/items allowed by all active kit restrictions are available to players. This would make modding simpler, since you could create, e.g., a "no silencers" restriction, a "no grenade launchers" restriction, and a "no sensors" restriction, then the server could enable all three and the players would only have access to kits that don't have sensors, silencers, or grenade launchers. Contrast this with the current situation, in which modders must create inflexible and oftentimes overlapping restriction files simply to allow for multiple different restriction types.

Let modders have more control. As it stands, Ghost Recon is not highly moddable in many respects. Modders can alter the weapons, but only within a certain narrowly-defined space. It's impossible to make a gun with homing bullets, or a gun with a built-in IFF display, or a gun with a built-in rangefinder, or a gun which shoots backwards, or wire-guided missiles, or proximity mines, or guns that jam, or paintball guns, or guns that have different characteristics depending on whether you're standing, sitting, or prone, or, or, or, or... varied guns are possible, but they all amount to "make a new model and make the reticule behave a little differently". I want to be able to mod the hell out of this game. If I want to make X-Ray specs or thermal goggles or a flamethrower or a flashbang, I can't do it. The game should be as malleable as possible for modders, because that way lies replayability.

XyZspineZyX
05-19-2003, 04:53 PM
I agree with you mrlothario BUT. If they throw in support they will never use (x ray goggles), then there will b tons and tons of bugs, its best that they develop the engine to the needs of Ghost Recon 2. I am guessin there will be some mines, and weapons like the OICW will have built in range finders, ect. So its really best to just use what they dish out to us.

http://www.clanmt.com

XyZspineZyX
05-22-2003, 02:08 AM
I've read every post in this thread and you are all idiots - I'm kidding. Here are the suggestions and how they have struck me. I'm very new to the game (only 2 weeks and no multi-play yet) so some of my suggestions may already be incorporated, but I haven't come across them yet. If I'm wrong please correct me because I won't learn otherwise. /i/smilies/16x16_smiley-wink.gif

Running and Aiming
The guys that GR emulates are the highly trained best of the best. They can run and aim at the same time. Besides I've never seen the team members in an all out bolt, anyway - more of a competitive jog.

Looking down at weapons
These guys can reload, clear a jam, and even field strip their weapons without looking down at them so there is no need for this.

3 Rd Bursts
3 round bursts are actually quite accurate. This is possible because, again the Ghosts are highly trained and there is only slight recoil from a 5.56

Footprints
Again these are highly trained personnel that would leave very little trace of their presence and possibly no footprints.

Medics
Great idea - see thread "GR2 Very Important and useful"

Choosing all of your gear
Too realistic and less fun - let the game make some decisions for you. I'm not sure how RB6 et al do it, but if you are talking about choosing everything like boot types and helmet types, etc. I think that's too much. I don't mind the weapon 'packages'

Formation choosing
Yes. Especially having two members back-to-back when navigating hallways or having three members with their backs to each other in a triangle formation to get a 360 degree (or close) view.

Rappelling
Great idea - a basic skill of all military personnel (I think - they used to do it in Army boot camp) and all GR team members should be able to do that. I know the SEALS fastrope so the Ghosts should at least be able to rappel

Weapon jams
No. Well-made weapons that are properly maintained rarely jam. A 'dud' misfire every 100 or so rounds might be okay, but jams go a little to far.

Diving
I like it.

Jumping
I don't know about this - as long as you couldn't jump off of a cliff or into water that's too deep to walk in it might be okay. Perhaps an auto-jump that would allow the character to negotiate rubble piles or ankle- or knee-high rocks or wall remnants, but if what I'm picturing as 'demon' and 'bunny' hopping I think I would get annoyed rather quickly.

Visible Gun
Nah (if you must have it allow us to turn it off). A sighting technique that is often taught is that you sight down the barrel, hold your neck stiff, and you can look around with your eyes. If you need to suddenly shoot someone you should be able to quickly point the weapon and hit where it is naturally pointed without a time-consuming resighting. This ability to look around could be simulated by having the reticle always on the screen and no weapon showing.

Muzzle Flash
You can't really see it during the daytime, but at night you can which can wash out your rods, but with Gen III Starlight equipment shuts itself off instantaneously so you aren't temporarily blinded. So the current performance is fine.

Encumberance
The Ghosts should be able to carry quite a bit, but if you start overloading you lose points from your Endurance rating. I want the sniper to be able to carry two rifles.

"STOI"
Maybe have the enemies speak English with an accent to simulate that you have a translator on your team. The accent would let you know that they weren't a Ghost.

Artillery and Airstrikes
I have to admit that this would fly in the face of the covert nature, but perhaps a compromise: the Ghosts could contact whatever military they were aiding for the 'boom' support.

Demolition Charges
That would be nice to see the explosions going off.

Death
A lot of y'all will hate this suggestion, but from what I've read on the boards there are two basic types of multiplayer: 1) death match and 2) cooperative mission. Maybe if a human player is killed he/she could restart from the insertion point and have to rejoin the team, but suffer point hits. I know it is less realistic, but it would s*ck to have to sit out an entire game if you're taken out early. Maybe this already happens - I haven't played multiplayer yet so I don't know.

Where are the Ghosts going next?
Take your pick:
N Korea (Obvious reasons)
China (I just don't trust them. If there are any Chinese out there it's not you it's the PRC government.)
Kashmir (Obvious reasons)
Iraq (Obvious reasons)
Afghanistan (Obvious reasons)
Sub-Saharan Africa (All kinds of civil wars there.)
Many more...

Finally - to Baller59-2
Y'all is an abbreviation for you all. It is often more polite than saying "you" because it refers to a group of 'yous guys' and doesn't single anyone out.

Sorry this is so long, but I read all three pages of the thread and these are the ones that struck me most. I don't know enough about the engines, but all will have good and bad points so maybe just leave it alone.

Even if GR2 is the same as GR, but with new missions it will still be a great game, but since others have suggestions I figured I'd chime in.


Don't try to run away - you'll only die tired.

Message Edited on 05/21/0308:12PM by BuckoM

XyZspineZyX
06-08-2003, 12:59 PM
I think the MP needs more attention.

Better anti cheat support

Better server admin support(text based interfaced like half life, being able to kick peeps half way through, just more options)votes for nextmaps.

Ban via a cd key for people suspected or caught through any VAC like system.

Linux servers (more servers,stable,cheaper to rent)

Less zoom on the weapons would perhaps make firefights last longer.

Being able to pick up your dead demo guys m136 and use it with maybe decreased accuracy.

Bring back the unmodified accuracy of the m136,its pretty much never used in MP now, it was fine as it was why change it.

What I wouldnt want:

jumping, climbing over objects like pipes etc is a must however

an unreal engine

a weapon view

XyZspineZyX
06-09-2003, 04:27 PM
Jumping could be very good, if done right. It would allow you to clear that rubble pile that you can't walk over, while on a run across an open street, for instance.

However, to keep the game from turning into bunny hopping, someone has already suggested the answer.

Ever try to jump while wearing the kind of gear that these boys are wearing? Add to that combat boots, not sneakers, for a nice pounding on your feet. Hell, ever just try to jump as often as people do in games like UT, Q3, etc, WITHOUT any extra gear, in just a t-shirt and shorts? It's not very easy, and you get tired VERY quickly. (I'm trying to increase my verticle leap for volleyball right now, and it involves a LOT of jumping in a row...jump-land-jump-land-jump-land etc. I know what I'm talking about here http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Go ahead and try it...stand up from your computer, and do 15 knee-to-chest jumps in a row, not pausing between each jump.

So just reduce the character's speed after multiple jumps in a row. And don't even let the character jump after, say, 5 jumps in a row, each jump getting lower and lower until he just has to rest.

Furthermore, don't allow these guys to jump ten feet in the air like these other games do. THAT is the real problem with other games. A guy in UT is carrying around TEN weapons, plus ammo, and he can jump OVER the head of another player? Now, I like playing UT, but that's nowhere near being realistic.

Consider that a soldier in good shape might have a foot-and-a-half vertical with all the stuff they are carrying...make it 2 feet at a run. This wouldn't make ANYONE any harder to shoot in-game. It would just allow them to hurdle stuff while running, but only realistic things. Not aircraft, or trees, but maybe that barbed-wire fence. And if it doesn't make anyone harder to hit, and doesn't make them move around the map faster, no one would bother with trying to bunny hop in MP games.

XyZspineZyX
06-09-2003, 05:57 PM
regarding the jumping....i know this may seem trite, but as you hit the jump key, your reticule will widen a bit, in midair, it will close as you are in the air because your body won't be under any force, (free fall) and then as you land, you reticule pips get HUGE from the landing. This would force the (intelligent) players to only jump when it is nessecary, or even do what most special forces have discovered already, DON'T JUMP.

Also, your run should have an endurance bar, (sounds sh*tty, but there's a point...) As your bar gets lower, you cannot hold your weapon as accurately as your heavy breathing would disrupt your aim. or even sctarch the bar, and make the player estimate his/her exaustion level.

One more thing I noticed, as you are crawling, you can hold down the alt button to shuffle, and your pips get much smaller, but your speed stays the same, just a small ralism problem that could probably be fixed with a simple patch or mod.

Don't mess with a big monkey with a handgun...unless you have an M-16

XyZspineZyX
06-10-2003, 03:18 AM
BuckoM wrote:
- I've read every post in this thread and you are all
- Weapon jams
- No. Well-made weapons that are properly maintained
- rarely jam. A 'dud' misfire every 100 or so rounds
- might be okay, but jams go a little to far.

I've seen a special forces soldier jam his M16 through improper usage, and under a lot less pressure than a firefight. It was on the greatest reality TV show of all time, Combat Missions (USA network). The guy, in a hurry because it was a race, didn't seat the new magazine fully, and caused a jam that he was unable to repair in the field.

This was a highly trained spec ops dude, not just some grunt, and a race on a TV show is a lot less pressure than a real firefight.

So jams might be realistic. However, I personally would get as frustrated as a eunuch at a hands-on strip club if they included jams in the game.

And Exo, I like your reticle idea for jumping, too. The only reason I'd like to see it in the game is for maneuvering, because it IS realistic that a soldier would be able to jump over low-lying stuff if he was running. It wouldn't be used too often, because I found myself running maybe 15% of the time in the game, if that. The key is to keep it from being a munchkin power-move. Your suggestions, and mine, would do that.

XyZspineZyX
06-10-2003, 04:43 PM
how about another thing...not all of your forces are american. you could be an american soldier working for the UN..better yet, NATO so you can have a muti-national force...er sounds like rainbow 6 actually, but it would be fun to have operatives that'll only use the weapon they're trained with...like British infantry will only use weapons like the SA80, because that's the weapon they always used...just another stupid idea from exotalon

Don't mess with a big monkey with a handgun...unless you have an M-16

XyZspineZyX
07-11-2003, 04:13 AM
they can make it a little bit like Americas Army but not totally and that uses an Unreal Engine.

It's totally different from UT2003K and RVS.

It Pays to Be Winner. Silent and Deadly



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XyZspineZyX
07-11-2003, 04:19 AM
they modified the OICW in Ghost Recon 2 with all the features.

http://www.atk.com/productsPrecision/descriptions/products/Shoulder-firedWeapons/images/Block-3-Model.jpg
here the latest picture it's smaller and compact.

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XyZspineZyX
07-11-2003, 04:25 AM
that bs. what you don't want guys with AMD to play that game. I say 1.8 Ghz and half gig of ram.
I bought a PC already and I don't have a cash to buy an expensive Pentium IV 3.06 or 3.2 ghz.
alfa_fsb wrote:
- In conclusion the minimum specs for Ghost Recon 2
- (if the above are implemented):
- Two 3.06 Ghz CPU
- Radeon 9700Pro 128MB
- 1024 MB of DDR400
- 10Gb HDD space.
- And the game on 10 Cd`s.
-
-
-
-
-
-



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XyZspineZyX
07-12-2003, 07:13 PM
i didnt bother reading whateveryone else said so sorry if i say something other people said. but this is what i would like to se changed

(1) i would like to be able to place c4 and be able to set all of it around a camp or a base with out setting the first one off then i would like to be able to pull out my primary or secondary weapon while the c4 is set. so when i want to blow the c4 i switch back to the trigger and plow it.

(2) i would like to be able to select my weapons not from kits i hated that i like the way all the other RSE/UBI games were like Ravenshield rainbowsix i like choseing my own weapons.

(3) this thing more than anything upsets me. and by this one i know not one of you developers were in the marines or anything, its like this when i take the oicw i want to have a secondary weapon (no the greanade launcher is not a secondary) that it a nade launcher its not a secondary or primary its to blow stuff up when stuff needs blownup. the m16/203 is the same way. i can tell you this right now in the marines/ any thype of army if you carry the m16/203 you still carry a secondary pistol. in war you can not rely on your primary alone. you have to have some means of backup.

(4) i think it would be kinda cool to have a knife in the game but that is not a big deal to me.

well thats it for now thanks.

XyZspineZyX
07-16-2003, 04:43 PM
Silent, you didn't get what he was saying. These are NOT the specs for the game. He was saying that, IF all of the recommendations on this thread were used, the game would need specs like this.


Silent_Option wrote:
- that bs. what you don't want guys with AMD to play
- that game. I say 1.8 Ghz and half gig of ram.
- I bought a PC already and I don't have a cash to buy
- an expensive Pentium IV 3.06 or 3.2 ghz.
- alfa_fsb wrote:
-- In conclusion the minimum specs for Ghost Recon 2
-- (if the above are implemented):
-- Two 3.06 Ghz CPU
-- Radeon 9700Pro 128MB
-- 1024 MB of DDR400
-- 10Gb HDD space.
-- And the game on 10 Cd`s.

XyZspineZyX
07-31-2003, 09:33 PM
ExoTalon wrote:
- how about another thing...not all of your forces are
- american. you could be an american soldier working
- for the UN..better yet, NATO so you can have a
- muti-national force...er sounds like rainbow 6
- actually, but it would be fun to have operatives
- that'll only use the weapon they're trained
- with...like British infantry will only use weapons
- like the SA80, because that's the weapon they always
- used...just another stupid idea from exotalon


LMAO!!!! The UN sending out a fighting force!!!! LOL!!! thats so funny.... they send out peace keepers but they can't even have bullets! that was extrememly funny! thanks man you just made my whole day



http://www.forevertwisted.com/nas/img/GRIZsig2a.jpg
GRIZ
North American Snipers
Support Gunner

XyZspineZyX
08-11-2003, 04:17 PM
i think for GR2 there should be a single player option to turn on and off that allows only only the guy with silencedweapons to shoot. say you have a guy with an M4 and a silenced pistol. that guy would automatically switch to his pistol. say another guy has a silenced MP5. he wouldnt have to change weapons. but if there was a guy with a SAW and some grenades, he would not be allowed to fire unless he was being shot at. this would be goo if you wanted to take down a few sentries or an outpost without alerting a larger enemy force. i have not found anyone who thinks this is a good idea but i think it would come in handy.

"Emotion is irrelevant!"
-Arnold in T3

XyZspineZyX
08-12-2003, 04:04 AM
I think an optional sniper scoper for most guns would be an awesome secondary. I've seen many an M-16 have a 10x scope. The M249 also can carry a large scope. In fact, most weapons of today has the rail for a high-powered scope, why not implement something of that caliber.

And if all you snipers out there are feeling like you may be outdated if this happened......well, you're still firing the bigger bullets, and the weapons wont be as accurate as your highly-calibrated system.

Also, since having a scope would be optional, you can have ur primary selected, n the scope wont be in affect. So you can have a better view when u zoom in and out like a regular rifle, but when u switch to secondary, you get the scoped out view like a sniper. Imagine sniping somebody out with a gun that has a 200 rd belt clip....awesome

XBL gamertag: PYROTEK

"To live is to suffer, to survive is to find meaning into the suffering."
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USMC DEP (delayed entry program)
Broward, Florida

XyZspineZyX
08-12-2003, 08:43 PM
Lots of good game play suggestions, but how about.....

*nix Server Support!!

I have run my server 24x7 for almost 2 years... It's a pain in the *** on Windoze.. All I am trying to do is host a PUBLIC use server where everyone is welcome, for free... It's shouldn't be such a pain.

I am about to have to trick GR into running on Linux with WineX or VMWare, but neither is a good solution...

I HAVE A DREAM.... A DREAM OF A VIRTUAL WORLD WHERE A MAN CAN FIND A GOOD SERVER ON WHICH TO SHOOT ANOTHER MAN... WHERE A SERVER OWNER CAN SLEEP AT NIGHT WITHOUT HAVING TO WORRY ABOUT CRASHES AT 2AM. A WORLD WHERE WE CAN HOST GAMES AND BE PROUD.... I CHALLENGE EVERY MAN AND WOMEN AT RSE TO MAKE THIS DREAM A REALITY....

;-)

Groundhog

XyZspineZyX
09-02-2003, 08:40 AM
Gun on the the screen is a must in shooters of this age. Sure in 2000 when Ghost Recon came out it was acceptable but now I will NOT but the game with no gun on screen. The gun on screen gives you a feeling like you're in the game. You guys say Rainbow Six the gun covered the whole screen i wanna know how small is your screen? Have you played the Call of Duty demo? that has to be the realest feeling ever in a shooter and the gun doesn't take up space on the screen. With games coming to Xbox like Rainbow Six 3, Men of Valor, Full Spectrum Warrior, and Counter-Strike also PS2 getting Socom 2 I think Ghost Recon needs to put the gun on screen to add some excitement to the game.

check this picture out and tell me the gun covers the whole screen

http://www.gamespot.com/pc/action/farcry/screens.html?page=137

I know there's some hardcore GR fans but as time moves on you have to update you game or it will be left in the dust.



my wishlist
Gun on screen
More weapons
major graphic upgrade
Far Cry engine
swamp level where you can have snipers hide in swamps
cave level osama and them got them so put it in
Vehicles
airstrikes
more uniforms
MVP awards after macthes

XyZspineZyX
09-04-2003, 04:54 AM
Everything on the above list EXCEPT weapon view. Actually, I would like to have the option to see the weapon. But for goodness sake please make so i can CHOOSE whether or not I want to see the gun?
And I want to press a key on the keyboard to turn on and off weapon view. I don't want that setting to be something the server controls!! Sheesh!

ALSO PLEASE I BEG YOU SPILL A LITTLE SOMETHING.....JUST A TAD OF NEWS ON GHOSTRECON 2 ???????????????????

XyZspineZyX
09-04-2003, 04:57 AM
You obviously must be a pouge, obvioulsly never been in a real combat situation. Trust me, you wont do the cool guy combat roll they taught you in basic. Why would Ubi want to waste a key or button on a combat roll when they could save it for jumping. If they want to be more realistic they could add in recoil. Nobody in their right mind would use burst or automatic in real life with a rifle (saws and 240s aside) unless they were trying to supress the enemy or just waste ammo. They could also make the damage to the enemy more realistic, hell its already got an M rating. might as well go all the way. Why do you need to see your weapons people? It would just obstuct your view. in reality you wouldnt even be looking at your weapon just through the sights. GR isnt an arcade game its based on realism. They have real SF guys as consultants on their payroll. Come back when you all have a CIB (combat infantry badge), ranger tab, and some real confirmed kills.