Pretty sure you can't talk about it, and it's probably too late anyways. Is it going to be the same 4 guys, or will there be other ghosts? Having a 'roster' of operatives to choose from would definitely bring that OGR feeling back. Even if it's only 8 or a small number to fit in with the "undercover in a country" plot.Originally Posted by AI BLUEFOX Go to original post
Me too. That was one of the best things about the original titles.Originally Posted by BS__Paladin Go to original post
Character permadeath would be an incredibly interesting feature but that is naturally assuming they're going to have a platoon system like OGR did which I am extremely skeptical about. After all they're gonna need four impervious and grizzled spec ops bad asses to spout goofy one liners to push the plot forward...so allowing them to die wouldn't be in the cards methinks. Actually, wouldn't that be awesome though? Have a system similar to that in the recent XCOM titles? Complete character customization (name, face, hair, gear) with permadeath? I tell you what I would care a LOT more about my guys (and gals) when I handpick/create them than some generic and cliche spec ops ******bags Ubisoft gives me.
I know you'd never do it Ubisoft devs but if you ladies and gents actually read these threads I triple dog dare you to add this feature.
Isn't it always depressing when you think of a fantastic/throwback feature for a game, and then realize who the developer is? Knowing that UBI would never put that kind of optional depth in their games? No going the extra mile.Originally Posted by DanHibikiFanXM Go to original post
1. Have the missions be open ended. I remember how in the OGR there were fairly open maps where the objectives to the missions could be completed in any order I chose.
2. Longer engagement distances, one of the things that annoyed me in FS was how my enemies were almost always so close that using a pistol on them was easy. Engagements felt better in SS and OGR where often enough my enemies were far enough away to warrant using a rifle over a pistol.
3. No regenerating health or taking a significant part of a mag dump before dying. A good part of the ghost recon games from OGR to SS and to a lesser extent GRAW was that these factors gave the player reason to play smart. Performing recon and coming up with a plan actually meant something then as well as moving and taking cover properly to avoid being shot. Having a medic function or class would be nice though.
4. Good AI for both my own squad when offline and the enemy, the ability to set my squad's attack behaviour would be nice.
5. Multiple fireteams. Having two independent fireteams in OGR on xbox added possibilities in missions and added to the gameplay. For instance I could split them up to hande different objectives at once or I could maneuver them to cover each other or set up crossfires in ambushes.
tl:dr - take some of the features that made ghost recon great before FS and implement them in this game, bring it closer to the roots of ghost recon.
Yeah, but as Ed Boon once said it's easy to come up with ideas; actually implementing them is the tricky part. I paraphrased there but still. I think the guys and gals at Ubi are very talented at their craft but some of the design choices they've come up with over the years have been extremely disappointing. Disappointing enough for me to be a whiny-negative-Nancy for the past four years lol.Originally Posted by Pavelow1199 Go to original post
Does make you wonder though...how many good ideas were there over the years that for whatever reason fell by the wayside?
I mentioned the idea about the idea of an open world sandbox GR ( set on a huge island ) about 7 years ago. Nice to see they are finally getting round to it lol.
In the idea the first portion of the game was concerned with the mission going disastrously wrong at the insertion, leaving the squad scattered and with little equipment. Therefore the first few missions taught you solo play, then squad play ( as you found your team mates ) and lastly weapon and item abilities as you slowly found them. In essence adding a structured tutorial in an open world environment. Hope they transfer this to GRWL to make it more accessible at the beginning.
Great to see some tactical old schoolers here...
Single player campaign...
1.- make a natural difference between normal mode and hardcore mode... not just a simple script where the enemy ai can kill you from a thousand yards with a pistol or that miracle bullet that gets you even if hidden under a steel boulder. remember GRAW??? LOL
2.- Take a little time to optimize the KB+M system if a console port.
3.- Head shots = dead
4.- if I hit an enemy ai in the chest and he is wearing a shirt, make him at least go down so I don't get kill by him right away (because he is still standing) or have to unload a full mag to bring him down. If wearing protective gear, allow some time for the enemy ai to gain composure before returning fire.
5.- Make my squad team mates a bit smarter so they don't walk in front of me while I am firing or just head on to the firefight all rambo like when they should be taking cover.
I could go on but I doubt they will listen or even if they do, I doubt they will want to implement a little reality over the watered down version they will come up with.