Far Cry 4 Wishlist (UPDATED AS OF 9/3/2014)
Five or six years ago, I started a Far Cry 2 Wishlist thread that contains over 400 wishes. However, due to a website that is now down and gone forever, all of those wishes are long gone. We did have certain amount of wishes that came true in Far Cry 3, such as hostile animals and co-op.
This thread will be dedicated for Far Cry 4, and hopefully Ubisoft will pay attention to their fans like they have in Splinter Cell Blacklist (Like the Blacklist Checklist), Assassin's Creed II, and the single player of Far Cry 3. Users in this forum are free to add suggestions in hope for a far more impressive sequel than a game that lead to disappointment.
Ubisoft definitely listens to their fans for other games that allowed significant leap of improvements. For every suggestion from each post in this thread, it will be seen in the first post for I will edit and add on.This wishlist does not mean to remove any features from Far Cry 3. I prefer to keep the features that are introduced such as the abilities unlocked through the skill tree in Far Cry 3 while improving the game as a whole for the sequel.
Let's start off with my post:
Far Cry 4 Wishlist
Gameplay
- Ability to set up traps (Branch whip and claymores from Far Cry Instincts, or snares, tripwires, and leaves covering landmines, etc.)
- On the hardest difficulty, disable arrow detecting notifications and marking enemies
- Able to attack with a knife while swimming
- Pilotable helicopters Confirmed
- Captured outposts can be attacked by enemy factions Confirmed
- For single player, you are able to hire class specific mercenaries. Specific classes such as: Light infantry, Sniper, Charger (or shotgun guy), medic. With mercenaries accompanying the player, medics have the ability to revive the player only once. Each mercenary can be customized to the player's play style, such as specific guns and attachments. You can only hire four mercenaries at a time if all are able to fit in one vehicle, or accompany the player with a separate vehicle. You should be able to order them around. Each specific mercenary has their own price in order to be hired (Improved buddy system from Far Cry 2, but much like the Assassin recruits and Mercenaries from Assassin's Creed II and Brotherhood. Also add a balance to prevent from being overpowered)
- If the player can use the same vehicle from safehouses, the player should be allowed to place weapons, ammo, first aid kits, etc. in the trunk or passenger seats.
- Able to carry bodies around to hide evidence, but also allowed to use single handed weapons. And also for teammates to move them to safety, therefore you can heal them. Confirmed carrying bodies, but unconfirmed about using single handed weapons while carrying a body, or moving teammates to safety
- Able to wear different outfits such as the disguise from Far Cry 3.
- Autosell all animal skins (If you already crafted everything, there's no purpose for animal skins but selling them)
- Ability to dual wield weapons (From Far Cry Instincts)
- Return of equiping single handed weapons while driving (From Far Cry Instincts) Confirmed
- Fire propagation spreading on gasoline
- By holding LB, there should be two selection wheels, D-Pad selection instead of just one selection wheel. This should separate weapons and throwing things like grenades, molotovs, rocks, syringe, etc.)
- Return prone (From Far Cry on the PC and Far Cry Instincts)
- Select rocks in the selection wheel (Along with grenades and molotovs), instead of using the right d-pad. You should be able to throw rocks with the right bumper
- Rock climbing (From Far Cry Instincts Evolution) Confirmed, this time with grappling hook
- Rappelling (From Splinter Cell and Rainbow Six Vegas) Confirmed
- Car honking with the left analog click (From Far Cry Instincts multiplayer)
- Roll back when prone (From Far Cry Instincts single player)
- Passenger seats allow players to use any weapon and throw grenades, molotovs, etc. Confirmed
- When selecting grenades, molotov cocktails, etc. from selection wheel, players can hold it on their hand without activating it until pressing right trigger (Also, if grenades are not selected, players can still throw them via right bumper when on foot)
- New Ability: While sprinting, click the left analog stick again to tackle enemies to the ground and stab them, but you cannot perform chain takedown, grenade takedown, takedown drag, knife throw takedown, or a gunslinger takedown afterwards (This may guarantee a melee takedown to one enemy as opposed to a takedown that can be halted, but you cannot have an extension towards this type of takedown)
- New Ability: While sprinting, hold A to dive and prone (If you tap A, you simply jump)
- New Ability: While sprinting, hold B to slide and lie on your back (See "roll back. This is opposed to tap B when you slide and crouch. Also, press B to stand up)
- New Ability: While sliding, you can fire your gun at enemies
- While lying on your back, prone, or roll back, you can go underneath areas where standing and crouching is not allowed
- While sliding, you can knock down enemies (Like in Splinter Cell Conviction)
- Return of weapon jamming and degradation from Far Cry 2. You can see the status of the weapon on your HUD, and you can use a cleaning kit to clean your weapon. (Suggested by xRaDRoacHx)
- Return of "disease" and introduce dehydration.
- Able to customize the HUD and/or remove it completely. Check boxes in a menu to choose whether or not to display health meter, ammo/weapon, mission objectives, radar, or even the “You are here” arrow in the map, etc. Semi-Confirmed, the HUD was seen both absent and present in Far Cry 4.
- Able to ram vehicles with other vehicles Confirmed with an elephant
- When you capture outposts, you can salvage for food, water, medicine, supplies, etc. or you could get sick. Available for survival mode
- Deep jungles that may take hours to play in
- Buy weapons when they are on a wall
- Able to build traps, walls, sandbags, fences, land mines, taking down trees. As well as building your own safe house by yourself. Also able to build a defense
- When enemies are wounded, they should fall to the ground and pick themselves up
- Badly wounded enemies on the ground should crawl, stumble away and leave blood trails
- Able to select semi, full auto, or burst shot on specific weapons
- Different types of ammo: hollow point, full metal jacket, tracer, etc
- More hand to hand and melee combat that are not quick time events Confirmed, new feature by hijacking a vehicle
- Bullet trajectory arcs over long range
- Bows and crossbows should not immediately kill an enemy In one shot, the enemy should bleed out, gasp, struggle, etc
- Random objects in the environment as weapons Confirmed, however only an oil drum/explosive barrel is used. Already in Far Cry games
- Weapons shouldn’t be free after you capture a radio tower
- Nights should be a lot darker, encouraging players to use the flashlight
- Restraining enemies without having to kill them like hogtying
- Drugs that enhance abilities should have side effects
- Gunshot wounds are more visible and does not disappear
- Destructible environments. A burned down building should remain burnt and full of debris
- Increase the timer for how long a player can hold their breath underwater
- Underwater combat
- Interrogate enemies, especially bringing enemies somewhere else such as safe houses
- Holster weapons
- Return of flashlight that is able to be toggled on and off
- The ability to turn car lights on and off
- Third person view option if possible (Such as in Far Cry 1 on PC, where you can toggle first person to third person while driving)
- Introduce the dirt bike.
- Drivable trains and mounted on railways Can be activated with a lever or switch.
- Introduce new gears such as coats, boots, gloves, hats, and other clothing that may be purchased or crafted that may increase the player’s statistics and survivability. Boots that may allow players to run faster, be more silent, resist some fall damage, and so on. Coats may increase cold resistance, or increase temperature. Gloves that can increase weapon handling. Also the ability to sell clothing.
- Crafting tribal and/or unique weapons
- Able to reinforce vehicles and improve their performance slightly to give players the edge
- Ability to climb trees
- Money is harder to come by
- Stamina and fatigue
- Thief-esque sidequests where you steal artifacts to a “mystery man”
- Skiing and snowboarding down mountains, including the ability to use guns while doing so. Players can also use parachutes when skiing over mountain edges
- A hardcore mode that introduced limited tagging enemies and animals that requires a film roll (ammo), which shopkeepers sell in limited supply. You cannot tag enemies simply by just aiming at them with iron sights. Halved XP for all actions and not all perks and skills can be unlocked in one playthrough. Shop prices are doubled. Include weapon jamming. Map and compass show only vital information such as objectives and safe houses except loot. Radio towers do not activate free weapons. Sprinting is limited and the duration may be upgraded.
- Able to throw knives manually. Confirmed
- An inventory system having limited space and/or weight that can be expanded on whether or not one has a backpack, ammo belt, holsters, etc.
- Different sizes and types of equipment can be implemented
- Able to swim underwater, beneath the thin ice layer on the surface
- New Hang Glider Mechanics
- The player should have the opportunity to sprint while the hang glider is still at ground level before launch. This will allow players to increase their speed as they are soaring through the air after the launch/leaving the ground.
- If the player is diving down with the hang glider, enough momentum and then climbing up will allow players to gather enough speed to perform loops
- Have the hang glider attached to any ground vehicle, especially to a boat that will drag the hang glider in the air
- If the hang glider is attached to any ground vehicle, allow the player to detach from the vehicle
- Weather system that greatly affects the hang glider. Wind, rain, snow, etc. should contribute as a major mechanic that affects gliding.
- Smoke stacks either from the environment, outposts, objectives, etc. may interfere players who are gliding
- Weather altering the gameplay
- The ocean waves from Assassin's Creed IV should be able to affect gameplay for players who are swimming, on a boat, etc. Ocean waves should also affect the terrain, such as flooding a beach, for example.
- Strong weather should be able to tip over vehicles, water vehicles, and especially air vehicles such as hang gliders and helicopters
- Like in Assassin's Creed III, walking on deep snow should slow down the player and non-playable characters
- Driving or walking on slippery ice
- With the weight of any ground vehicle can break the thin layer of ice, then the vehicles may submerge underwater
- Terrain changes whether snow piling up, melting, and so on as seen in the game Tom Clancy's The Division
- Able to have snow tracks than tires for ground vehicles to allow driving on deep snow
- Shopkeepers have a limited amount of money that they can buy from a player selling their loot
- Bring back the GPS, where it is one handed to carry and the other hand will be holding a single handed weapon
- Return of ammo piles and explosives
- Chop foliage with a machete leading to hidden paths
- Increase distance of camera
- Option to toggle aiming down sight
- Set up booby traps on heavily wounded enemies and players
- Animals should not have areas that restrict their path finding to allow animals attack players with ease.
- Snakes should move around even before they attack the player
- Improve vehicles physics
- Fix pathways so you can walk over it smoothly than jumping over
- Improve the AI, especially allies that are suddenly aggressive towards the player even after the player clears out an outpost when the AI purposely walks on the player’s mine.
- While shooting, bullets should not disappear as it travels.
- Bullet drops
- Wind affecting shooting and fire. Also check for wind when shooting
- More interesting dialogue among enemy and AI NPCs
- In mission areas, distance should be increased to prevent “leaving the combat area” message
- While aiming down the sight, it should be clear and not blurry and distorted
- Environments that leave certain features such as fire should have some NPCs accompanying that area. Stampeding animals or a flock of birds flying should happen if NPCs are moving in or driving through. A freshly killed animal should signify that someone or animal is around
- Less scripted story to alter the story. For example, if you clear out all enemies, you shouldn’t have your helicopter shot down when escaping. Or if you kill specific characters early or late, it may alter the ending
- Day and night cycle should last longer than being quick
- Parkour
- Return the ability to detach turrets and carry it around. However, this slows down movement and ammo is limited. (From Far Cry Instincts)
- Ski lift with rideable carts. Players should be able to shoot the cables/wires that hold carts up.
- Various types of sleds (Bobsled, troika, etc) both rideable a static
- If standing in water long enough, leeches may get on your skin and need to be burned off
- Melee weapons to be used. A skill in the skill tree allows you to add more hits to your combo, or to use your machete to knock down a gun to the side that’s in close proximity to you
- Kick weapons aside
- Mahjong mini game
- More in-depth world
- More civilians, more crowded places
- Able to renovate structures that are under your control.
- More polished stealth system
- More dynamic encounters such as a civilian being terrorized by soldiers or gunning down a thief
- Balloon bombs. They would be grenades attached to balloon and they would have a very long range. The idea is that would kind of be a sniper grenade. You throw them in the direction of the enemy (likely in waves and groups as they tend to drift.) Then when they are over a target you want to blow up, you shoot the balloon to drop the grenade.
- Some tweaking in collision models of vehicles so they’re more friendly in crossing large off-road obstacles (less harsh hitting when approaching)
- Gas canister ignited with matches
- Aiming down sight sensitivity adjustment option
- Weapon wheel allowing to hold 8 weapons in total
- Take apart other guns to create or customize your own unique gun
- Imagine if each cart has windows with breakable glass, players will be able to zipline down the wires of the ski lift and kick themselves through; shattering one of the windows and into the cart.
- Throw animals such as the honey badger
- Upgrade option for vehicle cargo, like having to run some supplies for the locals, then you get cargo boxes and gun racks for it. Maybe even spare tire mounts for helping X number of locals repair their vehicles if you decide to make tires shootable or wearable
- “Story Plus Mode”, where you can play the story mode with all upgrades and all unlocked abilities and weapons
- Able to scroll down the player list and click on a player and select “Add to friend list”
Terrain, Structures and Environment
- Urban, concrete with street lines and more vehicles
- Lava, Magma, and volcanoes (Much like the very last level "Black Forest" in Far Cry Instincts)
- Snowy environment, specifically for mountains. Also frozen water or ice. Confirmed. Unknown about ice
- Destructible trees (Like in Far Cry 2, such as shooting off branches)
- Destructible environments Confirmed
- Jungle biome with tree houses (Far Cry Instincts Evolution)
- Return of the desert biome (From Far Cry 2)
- Return of swamps
- Tornadoes (From a specific scene from Far Cry 3) or devastating hurricane affecting the archipelago islands, thus flooding the environment
- Return of Research Facilities (Like on Far Cry Instincts and the original Far Cry)
- Return of Military Bases (Instead of just “outposts”)
- Return of refineries (From Far Cry Instincts Evolution/Predator)
- Rain Forest biome
- Return of Sub Aquatic Facilities (From Far Cry Instincts)
- Asphalt terrain
- Marble floor
- Cobblestone
- Interlocking bricks
- Glass
- Brick wall
- Steel
- Tiles
- Sidewalk segments
- Customizable decals that can be placed on objects, terrain, structures, etc.
- Reflection on mirrors and glass
- Burned/scorched marks
- Road or wall markings
- Customizable graffiti (Could use the elements from the tattoo editor)
- Carpets
- Option to change objects’ colors and textures
- Thin breakable ice
- Avalanches
- Tsangpo Gorge terrain
- Shangri-la terrain Confirmed
Single Player and AI
- Spec Ops (Such as enemies seen in the later levels in Far Cry Instincts, far more deadlier than Privateers. These guys can throw flashbangs, incendiary grenades instead of Molotovs, smoke bombs, etc. and use Night Vision Goggles)
- Reinforcements rappelling down from helicopters
- Return of scientists (No, not the ones from Blood Dragon)
- Able to choose specific story missions and chapters even if the game is complete
- Return of beds in safe houses so you can change or fast-foward the time of day by sleeping (From Far Cry 2) In addition to sleep you should be able to sleep anywhere but encouraged to chose safe places because of a real danger by being ambushed by a for or animal
- Longer developed introduction to single player. (In Far Cry 3, it shows the player and his brother captured after a montage. Instead, you should experience skydiving and how you got caught for example)
- A mission, or just a place where the player can enter the mines and spend hours in it (Much like the level "Mines" from Far Cry Instincts) Confirmed as a pre-order bonus
- Increase enemy's line of sight distance
- Enemy camps and patrols (Not just outposts)
- Snipers without red lasers
- Set AI Path, reactions, hostility settings, etc.
- “Survival Mode” featuring hunger, malaria, and weapon degradation
- More mini games such as Trial of the Rakyat
- While reaching a certain reputation level, enemy death squads spawn in the far side of the map from the position you’re in. They will move in and hunt down the player.
- Enemies should set up traps like claymores, C4, IEDs, branch whip, etc.
- Special enemies on par with the player, they can sneak, snipe, lay traps against the player
- The AI should be organized instead of simply trying to charge at the player head on. Forming squads, utilizing different tactics and weapons. They may retreat if the situation gets out of hand and comes back after you with reinforcements
- If the AI see a dead body, they should set the alarm
- More organic mission designs, allowing the player approach the way they want Confirmed on capturing fortresses, not sure about missions
- The AI should pair up and check up from each other from time to time
- A reputation/infamy system. A higher level would mean that reinforcements respond to alarms a lot quicker, along with more troops.
- Blood on the ground, and weapons lying around should make enemies suspicious
- When alarms are deactivated, enemies must investigate
- Able to skip cutscenes
- More disturbed, deranged characters Confirmed with Pagan Min
- Enemies should have longer, deeper, and more interesting dialogue (Like in Far Cry 1 and Far Cry Instincts)
- Return of handheld maps as seen in Far Cry 2
- Player can withstand fall damage at an increased height.
- Search and rescue dogs for players to purchase and upgrade
- Side missions that involving NPCs that act as double or triple agents with personal reasons. They aid or betray the protagonist depending what the player has done. Make it matter for the protagonist to gather information about his employers, before accepting a side mission
- Fix the messaging and dialogue when you complete tasks. For example, if you have the largest rucksack in Far Cry 3 and you try to put something in it when it is full the game tells you to make a bigger one or if you have unlocked all the radio towers and you go into a store to buy ammo the woman tells you to unlock more towers. If you complete all jobs on a bulletin board, and reset all outposts after taking all of them, you can take that same outpost and the Rakyat will ask you to do the jobs on the bulletin board even though they are not there.
Multiplayer
- Open world multiplayer with at least 16 (or up to 32 or 64) players running around (Like Red Dead Redemption and GTA IV and V)
- Open world co-op Confirmed
- Create and edit your avatar (Like in Far Cry Instincts Multiplayer)
- In addition to custom playable avatars, play as a female
- No mashing "Cling to life" (This only exhausts the thumb, especially if no one is out there to revive you)
- Drivable vehicles
- Allow players to play as the privateers in multiplayer
- Three and/or more playable factions (In Far Cry Instincts, you can have up to 4 teams fighting each other: Red, Blue, Green and Gold)
- Turrets (Like in previous Far Cry games)
- Able to edit load outs in game (Much like Battlefield 3) instead of separate preset loadouts
- Dedicated servers
- Lobby system much like Far Cry Instincts and Far Cry 2
- Able to have unlimited time
- Ability to play poker online?
- Throwing rocks in multiplayer (Just for laughs like old times)
- Able to add and create tattoos anywhere on the body, not just the arm
- Server browser (Like the predecessors: Far Cry 2 and Far Cry Instincts)
- The health mechanics from single player should carry over to multiplayer and co-op, thus gives players the ability to self heal anytime.
- Crafting for co-op and/or open world multiplayer (If that wish is true)
- Increase player count back to 32 or increase it to 64 (From Far Cry on the PC)
- Able to start a match alone without the need of required minimum players
- Return of emblems (From Far Cry Instincts), perhaps customizable too like tattoos
- Chat screen in lobbies and/or in-game so players can chat by typing
- A default setting where you don't need an automatic countdown timer in the lobby
- Custom maps placed in playlists while hosting
- Give the host the option to end match, or change maps in-game (Not in matchmaking)
- Voting what map, rules, gamemode, etc. in the lobby (From Far Cry Instincts)
- Voting in-game such as extending time, change maps, etc (From Far Cry 2)
- Keep 2 weapons only in loadout, but allow players to pick up 2 more weapons from bodies or from placed and spawned weapons throughout the map
- Spectator mode (Either free roam camera, or using preset cameras placed in the map editor)
- Private matches
- Customizable and editable gametypes
- Pickup teammates instead of injecting a syringe to revive them
- Ability to change and pick what team in the lobby
- Do not force players to wait for players to join for game to begin in private or player hosted matches
- Able to vote to skip current map during lobby
- If host selected several maps to play on, the players in the lobby have the option to vote which map to play. The map with the most votes will be played.
- User made maps must have the author's signature and map description in the lobby (From Far Cry 2)
- A party system where players are able to invite players and friends to a party. The host can lead the party to a private match, co-op, or an online multiplayer match.
- Channel based VOIP in multiplayer/co-op. Organize as a party or pairs, then voice communicate with the players within the channel than the team or globally.
- Players are able to use the wingsuit and parachutes if permitted by the map Confirmed? It was mentioned people can "abuse it online"
- A “Vote” option to merge matches together
- Give hosts options to let other players throw in their maps into the map list.
- Place map objectives in onboard moveable vehicles such as trains, busses, cars, etc.
- The ability to vote auto balancing the teams during a match
- Ability to set maps in a specific game mode called “Beta Testing”, therefore players will be able to receive feedback from players who download beta maps.
- Ability to edit maps while the map is currently being beta tested in the same match at the same time.
- Include a system that awards players such as bonus XP for playing on rarely played game modes on specific maps
- Able to spawn in vehicles or on foot
- Present items and weapons are hidden in multiplayer maps by letting the player know via lobby or loading screen
- Enforceable restrictions for custom game scenarios. If the match is pistols only, then not allowing players to join without that loadout keep it fair. Players cannot play if they have the wrong loadout.
- Clan tags
Map Editor
- Allow vehicle placement for multiplayer
- Allow weapon placement for multiplayer
- Allow animal and AI placement for multiplayer
- Develop your own single player or cooperative levels
- Promote obstacle courses maps (Should be a separate game mode)
- Promote racing maps (Should be a separate game mode)
- Respawn points for animals and AI, setting limit of how many enemies active, or how long they will spawn. Also certain triggers can disable or enable respawn points
- Able to set checkpoints for players who progress in specific areas
- Color filter with the theme from Blood Dragon
- Snapping/attaching objects and brushes
- Expanded map size, perhaps doubled with the power of Xbox One, PlayStation 4 and PC.
- Like the tattoo editor, we should have the ability to design artwork on objects/brushes, vehicles, flags, etc.
- Able to place ziplines and allows players to edit ziplines by changing how far it can go
- Ability to change width, length and height of water (So you can have swimming pools!)
- Allow multiple players to modify and test the same map at the same time (You know, "Forge" from the Halo series)
- All abilities from single player are unlocked while testing in the map editor
- Written screen dialogue in designed custom missions
- Able to design stealth missions
- Set map settings where you can have weapon placement, custom loadouts, or specific weapons you spawn with. Have a setting where the player spawns in a vehicle.
- Set map settings to permit players whether they can use kill streaks or not.
- Set map settings to allow players to use wingsuit and parachutes.
- Option to add dialogue, triggers, objectives. This can also allow players to interact with an NPC to hand out quests
- Able to place functional doors that can be open and closed, as well as other interacting other objects
- Dedicated area for playing single player or co-op maps. A lobby system to allow players to play these maps, whether alone or with other people
- For single player or co-op maps, allow players to change the difficulty
- Option to leave specific feedback on single player maps. Players will emphasize on feedback such as how difficult and challenging the map is
- Able to change map backgrounds
- Ability to add the video game’s soundtracks to the map while it is being played
- Able to add air pockets or poisonous vapor underwater
- Ability to save custom made objects, structures, etc. with the items from the map editor. And the ability to upload, download, and rate the custom objects
- Removal of flashing, or flickering textures when intersected with one another.
- Return of the “Update shadows/terrain feature and incorporate it in there.
- Unlockable challenges and achievements to the map editor to encourage players to create maps. For example, publishing maps, certain amount of downloads, uploads, or rated at a certain number of times, etc.
- Include breakable ice or frozen terrain.
- Increase the amount of terrain textures.
- Have the occlusion blocks as separate items in the map editor like in Far Cry 2.
- Introduce video tutorials explaining and emphasizing the tools in the map editor, including the game modes and their requirements. Perhaps by including an achievement for watching all video tutorials
- Able to rotate or alter the angle of the sun and moon.
- Mirror tool on objects
- Able to turn on and off the auto save function in the map editor
- Able to make your own game modes with basic requirements such as spawn points and objectives. Able to add single goals, or a set of goals such as Primary, Secondary, etc. and endpoints.
- Let players string multiple maps together. Put an option that if players string together over 3 to 4 maps, they can take a screenshot of one of the maps and add some flavor text to it. Display the text when the player progresses, perhaps in a loading screen. Players should be able to upload and download individual custom maps and custom campaign packets (Which may consist 2 to 20 or more maps)
- Improve the tunneling tool by having at least three objects to choose from as your shovel: circle, square, or oval. Ability to change their size. You simply dig in the ground and move around. Square can perform a perfect underground cement base, while round shapes are meant for caves. You can dig like a worm moving around. You can also dig vertically, horizontally and diagonally.
- A reversed spike tool for caves, which can be used as stalactites and stalagmites.
- Player decided choice on whether or not if the map should use a loadout system in map settings, or custom loadouts, or even specific weapons of choice left by the author of the map.
- The ability to import maps from Far Cry 3 to Far Cry 4 on Xbox 360, PC, and PlayStation 3
- The ability to import maps from the Xbox 360 and PlayStation 3 versions of Far Cry 4 to the Xbox One and PlayStation 4 versions of Far Cry 4
- Return of team specific vehicles (Like in Far Cry 2 where there is APR and UFLL)
- Increase the budget
- Lock map function for User Created Maps. Give level access to specific players:
- Level One: You cannot view the map in the editor
- Level Two: You can view the map in the editor, but not be able to edit the map
- Level Three: You can view and edit the map, and allowed to save any changes
- Slower movement for the cursor for precision (In slow movement stages of 25%, 50%, 75% and 100%, where maximum hardly move objects)
- "Jump ramps" where the player touches the ramp and is catapulted at speed into the air - have a degrees indicator to set the angle - this could make for insane MP maps - those that want the realistic type maps need not use them, however there is no need to stop others having freedom and fun
- Able to scale objects
- Smaller square grids
- Bring back the indicator usage as seen in Far Cry 2
- Set a timer, or using a stopwatch to count the time when in "Test" mode
- Paint different water textures such as clean, salty, polluted, and so on
- Add options to the pre-generate tool:
- Couple of bars that set the limit for how much ocean versus different types of land mass to generate
- Auto generate for AI and animals
- Pre-generate solo missions and objectives
- Collection system for spawn points, control points, buildings and furniture for the map editor
- Rollercoaster pieces that can be moved, and rideable, and snapped together
- Able to give the option of not using shared spawn points
- Introduce map editor to choose intro scene than generic top view of the map as in FC3
- Allow those who have the skill and will to create their own objects and import them to the editor and to be shared with the FC4 community
- Create elevated roads. Put an option to turn on/off whether a given road painted on top of objects. Make this option individual to each road
- Include items to create freeways in map editor
- Secondary Transmission Choice in the editor, which it is not a solid object, basically it would be clear enough for all to see where it is but transparent in its appearance so that vehicles and players can walk / drive straight through this capture point. Same for Capture the Diamond / Steal the Sample
- Destroy / repair the capture points and place them on vehicles.
- Rotate objects by degrees tool
- Indicator when raising terrain height – look at how it works when raising the water level and just apply the same mechanic so that we can have an indicator showing the height – otherwise it is all guess work which is time consuming
- Water texture for whole box of water layers
- Tunneling tool to punch through a body of water to create underwater tunnels
- An option to fill smaller areas instead of an entire grid
- Return of auto snapping
- Ability to place artillery/mortar rounds that fall from the sky and have a time limit for when another shot will land there.
- Sacrificing part of the map budget (grid limit, brush placement, etc) to play cross platform.
- Sticking to one platform (next gen) to maximize the map budget.
- More indoor accessible buildings
- Able to turn off every single HUD in the map editor
- An AI or creature editor, allowing you to customize the health an animal or AI has, not to mention the damage it can do with a given attack. In addition to this ability for the editor to be able to splice different animals together e.g. merging the honey badger with a tiger, goat with a bear, shark with an octopus, etc. Players could use it to create some interesting custom scenarios
- Wilderness generator outside of the map
- Increase or decrease vehicle speed limit
- Snowfall, rain, sunny, and fog weather option for custom maps, locked in specific grids or regions of custom user made maps.
- Create different clouds with a tool with a height and width indicator
- Override part of the border limit of custom maps and create pathways or tunnels between the border limits or areas connected to each other from one spot to another in the map
- Add land Borders: Mines, Mortars, Attack by bees, Illness, quick sand, invisible block, vacuum.
- Add water Borders: Attack by piranhas, sharks, drown, etc.
Returning weapons from Far Cry 1 and Far Cry Instincts Predator
- Butterfly knife (From Far Cry Instincts)
- Pipe bombs (From Far Cry Instincts Evolution)
- Machete (From Far Cry 1, 2 and 3) Far Cry 1 machete Confirmed
- Benelli M3 Super 90
- Beretta 92FS
- Barrett M82A1
- Colt M4A1 Carbine
- FN M249 SAW
- FN P90
- Glock 18 Pistol
- Heckler & Koch MP5A3
- Heckler & Koch SL8 Sporting Rifle
- M202 FLASH
- Desert Eagle
- Colt Model 727
- Heckler & Koch G36KV
- AG36 Grenade Launcher
- XM29 OICW
- Pancor Jackhammer Automatic Shotgun
- Mark 19 Grenade Launcher
- Hybrid Accuracy International AW
- General Electric M134 Minigun
- Browning M2
- M18 smoke grenade
- Blowgun
- Flashbang grenade
Returning weapons from Far Cry 2
- Star Model-P
- Makarov PM
- Ingram MAC-10
- IMI Uzi
- Number 4 Mark 1 Flaregun
- IEDs
- M79
- Heckler & Koch MP5SD
- Ithaca Model 37 long barrel
- Franchi SPAS-12
- Daewoo USAS-12
- Heckler & Koch G3A4
- AK-47
- FN FAL
- "Armalite AR-16"
- Springfield M1903A4
- SVD Dragunov
- Accuracy International AS-50
- Milkor MGL Mk 1L
- "Tranquilizer Rifle"
- PKM
- RPG-7
- FFV Carl Gustav
- Norinco Type 63
- LPO-50 Flamethrower
- M249 SAW
- Sawed-Off Double Barreled Shotgun
- Mossberg 500
- Crossbow Confirmed. Unknown about explosive arrows from Far Cry 2
- Type 63 Mortar
Returning Far Cry 3 weapons
- 1887
- 6P9
- A2000
- AK47
- Recurve Bow
- BZ19
- D50
- F1
- Flare Gun
- Grenade
- Ace
- GL-94
- .44 Magnum
- Vector .45ACP
- 1911
- Flamethrower
- M133
- MKG
- Z93
- MS16
- MP5
- P416
- PKM
- M-700
- RPG-7
- Spas-12
- STG-90
- SVD
- U100
- Skorpion
- Type 10 (Found in loadouts, but not in the map editor)
- Predator Bow (Found in loadouts, but not in the map editor)
- Proximity Mine
- C4
- Repair Tool
- Machete
- Japanese Tanto
Returning Far Cry 3 Signature Weapons
- Shadow
- Cannon
- Shredder
- Bull
- Bushman
- Ripper
- AMR