And I'm with you on this point. It's more a gameplay feature than a story feature. I still wait to see what we can really do with a stealthy approach.Originally Posted by Lolssi Go to original post
Splinter Cell Blacklist got a clever way to differentiate these two approaches by using the Ghost and Panther play styles. The Ghost style you are invisible. The enemy didn't know you were there. Of course you couldn't kill anyone. They made the non lethal takedown part of Ghost style which I think it was incorrect.Originally Posted by Lolssi Go to original post
The Panther style you prey on your victims, killing them silently and frightening the other enemies. If you alert people that you are killing them, but don't actually get spot and leave that part of the mission behind with enemies alive, you still get Panther points.
In Ghost Recon Future Soldier, enemies spot dead bodies, but If you killed them in stealth mode, you couldn't hide it, and they disappeared after a few moments, which was a downer. There were parts of the game where you killed some guys in a stealthy way and you return to that part and find other enemies patrolling and they don't find the bodies of the enemies that you killed when you past through that part. It was very gamey.
Suggestions:
1. Gameplay
- I seen that the player can take like about 30 bullets without going down. I believe that you reduce the number bullets that the players can take before going down, I would suggest a maximum of 10 bullets. This would make players play more cautiously and use cover more (P.S add a cover system)
- The Gunplay needs more improvement. You need to make it more fun. From what I seen, there doesn't seem to be a lot of recoil on the guns. You need add more recoil to the guns. I think you should add some kind of sound effect when the player headshots an enemy, this would make it satisfying when a player successfully pulls off a headshot. I also believe the sound effects of gunfire should be change so that the guns themselves feel quite powerful. The player's character movement needs some work too like adding a sprint button( I'm not sure if there is a sprint button in the game) and also I think that the rolling animation of the player when they drop from a high place should be a little faster so that the player doesn't losses a lot momentum. Also the sound effect that the game makes when the player takes damage is kinda annoying to me, can you please change it into something better.
- I seen that the player piloting the helicopter can also take damage from the enemy and I assume it is the same with other vehicles as well, I believe you should make it so that the vehicles themselves take damage instead of the player.
- previously I said that the enemy vision should be increase so that they can see further and while I still want this, in one the gameplay I saw; the enemy was able to spot the player who is in a watchtower very high (like very high) and far from the enemies themselves. This seems impossible to me unless when the player shoots someone with a sniper from the watchtower and the enemy notice it. I'm not sure how the player got spotted in that gameplay, could it be that the player's teammates got spotted (please don't make the enemy magically know where the player (that they have not seen) are once the other teammates get detected, or could it be a sniper who spots the player in the watchtower.
- I know that can grab and interrogate enemy in the game. But I hope I can do this to every enemy in the game, not the interrogate part; I meant the grabbing part. It would be more stealthy when a player can grab an enemy and move them a place where an enemy cannot find the body and knock or kill them right there (I also want to be able to carry a body too), the player can also use them as human shield when in com
2. Mission variety
- I previously said that you could add more depth to the infiltration of a base. You could add other infiltration opportunities like the player can use a cave to go underground and infiltrate the base from beneath or the players can infiltrate from underwater or the player can hide in a convoy that is going to the base and infiltrate the base that way. (Although I think these opportunities should be hidden because the players would need find intel about them in a similar way shown in the hands on demo in E3.) Also maybe when a player does a recon on a base and mark enemies, these enemies would appeared on 3d map that all players have. They can use this 3d map to come up with strategy and tactics like the players can draw a line on the map indicating where the player should go, players can also use this 3d map to tell the others players what enemy they should take out.
- You could add some missions like air combat (fighting with other helicopters or planes) or water combat (fighting with other boats or ships). Just don't make them all play the same otherwise they would get repetitive quickly.
- You can also add a bunch of side quests similar to the side quest of Fallout 4 or Skyrim. This side quests should all be different one another and that they have their own stories to tell.
3. Open World and life span of the game
- I know that this is a big open world but what can we do in this open world besides doing the main missions. I would suggest putting in something that would keep the players busy and would also help the player when they complete them like when the player does the side quests that I mention earlier, they would gain trust from the people in that village or whatever and so they would sell them stuffs (like gear and intel) for a cheaper price or maybe even for free for some of them. Other ways to build trust may include doing stuff for the civilians like hunting for food or gathering herbs and stuff. You should make so that every region of the game has a village that the player can build trust at.
- You could also give the players a base where they can rest, upgrade it, upgrade gear like a harder detect drone and a harder detect ghillie suit( don't make any thing too overpowered), store vehicles they find in the open world so they use them later to aid them and upgrade vehicles.
- What will we do after we finish the story and all the main and side missions of the game. I would suggest daily missions like killing this guy, kidnap this guy or rescuing this guy. ( don't make these too easy, make it so the players are given a general location and they have to find intel about them in that general location to bring them closer to completing the missions)
- Another way of increasing the game lifespan can be to add a PVP multiplayer mode, I believe that if you do this; it would be integrated into the main campaign of the game so that the multiplayer would seamless, similar to the multiplayer that Watch Dogs 2 seem to be doing. You can make gamemodes like Team Deathmatch (a big team deathmatch) where players would be able to use all the vehicles in the game to aid them, there would be 4 teams (each team consist of 4 players) and their goals is to kill other players from other teams to gain points. The team with the most points in the end wins the round. You can take inspiration from the team deathmatch from the Battlefield games but you should make it more realistic, less chaotic and slow pace. The teams should be spread out more and the map should be big. The players will have unlimited respawns. Other gamemode (I thought of this myself) could be a gamemode where there is 4 teams (each team consist of 4 players) in a big area (not the whole map, just a big area of the map). One team would be task with escorting a high value target out of the area while the other 3 teams would be task with tracking that one team down and then steal the objective from them and escort it themselves (the escort location should not be same for all the teams and they should also not be very close to their current location ,the escort location should also be change when a team manage to reclaim the objective). The 3 teams without the objective would be able get intel from the outposts (should not be visible in the map and should also be randomly place every match). The intel you get from these outpost could be the last known location of the team extracting the objective or the location that they are extracting. The teams can interrogate the other players to find out the location of their team members (these team members would be marked on the map of team with the intel but there has to be a timer fro how long there will be marked on the map), they could also get the same intel that the other team had collected or at least a portion of the intel and they can get the intel on location on where they are extracting if the player being interrogated belongs to the team that is extracting. The other 3 teams would be alerted when the extracting team arrived at the extraction zone and calls in an extraction. The extracting team would need to hold up at the area until extraction arrives. Helicopters should be forbidden in this gamemode as the game may end very quickly. Each players should only respawn once only and far from the location of their death so that gamemode doesn't become too chaotic and neverending. The players cannot kill the objective. When the other 3 teams did manage to kill the objective, the extracting would automatically win but if the extracting team kills the objective, the other 3 teams wins.
x2-darren,
Please add more line breaks to your posts in the future, as it's formatted it's very difficult to read (wall of text).
You make some very good points that I'm onboard with, but keep in mind that the developers stated that they made the E3 gameplay demo "easier" so that all the press/media/first-time players wouldn't have a hard time. Personally I think this is why players could take so many bullets, and why there was no recoil and AI didn't react very well. This could impact other things in the game as well, so just keep that in mind.