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  1. #1

    Suggestion: Teamwork vs Competition (and some other stuff)

    Ghost Recon: Wildlands seems like a great opportunity to test a group's teamwork and coordination.

    As a dedicated, cooperative shooter experience, Ghost Recon: Wildlands is an opportunity to create compelling tension and drama in firefights...not a shooter where the enemies are so easy, you're competing with each other to get kills for bragging rights.

    If two real soldiers were in a firefight with an enemy and one soldier shot the enemy the other soldier was engaged with, no one would shout, "You stole my kill." The point, however, isn't to create realism. We're sitting comfortably in our homes playing games with friends, after all. The point is for each firefight to be a challenge for a team of gamer soldiers who are well equipped for combat and have voice communication / in-game voice presets / hand signals.

    My suggestion is that the game be balanced in such a way that if someone is trying to lone-wolf or Rambo it, the team should fail. Rambo-ing it should be a hail Mary maneuver with little chance of success. Furthermore, even a team that is armed with the right gear for the situation, if they don't coordinate their efforts, they should have a very difficult time succeeding.

    When your sniper plugs a guy who surprises you, you should know that your chances of survival without that sniper would have been minimal. When you take time to distract or kill an enemy firing on your team's other positions despite being under fire yourself, you should know it's a worthy, calculated risk to save the lives of your teammates...not just an opportunity to get to the top of the scoreboard by getting an extra kill. The team should succeed not based on superior firepower, it should succeed based on teamwork and tactics and always by the skin of their teeth. Sure, have an easy mode setting for casuals...that's fine, but also give us a hardcore, unforgiving, cry in a corner in fetal position mode. Please.

    Finally, allow us to fail. It's okay, we're big kids. Opportunities in the form of multiple side missions should spring up with time limits. Some should be easy, some should be a challenge, and some should be exceedingly difficult given the team's current position, gear, and available ammo. Does the team pick the easy challenge with minor rewards or does the team pick the difficult challenge with great rewards? Take a cue from XCOM and let the bad guys win sometimes. It creates a more interesting shared narrative for the group.. Give us a choice of a lesser evil and force us to live with the consequences. It's just a game after all but that doesn't mean we shouldn't have compelling choices and drama.

    Thanks for reading.
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  2. #2
    Lolssi's Avatar Senior Member
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    Jun 2015
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    Great post even though I'm not a fan of time limits.
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  3. #3
    Just Fugu's Avatar Member
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    Apr 2015
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    I disagree with the lone wolf /Rambo remark.

    I agree it's about teamwork . But I hate it when a game restricts you from trying to win a 2v1 scenario.

    You shouldn't take away a players ability on his own to maybe win a round 2v1 3v1 else he may as well just run out and say hey I'm over here.

    Everyone has something they can bring to the party.
    A skilful player should not be restricted.


    This is based on team vs team scenario not MMO gameplay
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  4. #4
    SuperBiscotCOT's Avatar Senior Member
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    Nov 2015
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    France
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    Maybe to don't have any player who just want to kill all ennemies him self and be at the top of the scoreboard we should ... have no scoreboard !
    It's maybe stupid and in some game mods you need a scoreboard but in openworld with other players you don't realy need it.

    For the rambo style I think it should work on easy level but in hard the game should be played like a ghost or fast action but with a very good synchronisation with your team mates.
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