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  1. #11
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by Dieinthedark Go to original post
    Furthermore, I'd like there to be some depth to the available commands again not just follow me, move here, hold/open fire. The most fun tactical games utilize brainpower and planning/intelligence as much as their trigger fingers; at least that's something I know I enjoy. Any time you have to feel like you are relying on your competent AI team members, it makes the game come to life more than say the Far Cry games (one single over powered character).

    Example of depth of commands I'd like to see and have friendly AI actually follow:
    Completely agree. Another important aspect of AI in a game like this is how they handle CQB/room clearing. They should be able to sweep rooms without doing too much of stupid ****.

    I guess we'll see after the next trailer/update.
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  2. #12
    Looks godd, but I think GRW should be more arcade (like GRFS), less"deep tactical" (liek Opflash).

    Have you played Conflict Desert Storm series? There wasn't so "deep" commanding like above, but was great game and team commanding worked well, was easy to use, we can switch between characters, and they did that order, what we gave them.
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  3. #13
    Originally Posted by GustyX Go to original post
    Looks godd, but I think GRW should be more arcade (like GRFS), less"deep tactical" (liek Opflash).

    Have you played Conflict Desert Storm series? There wasn't so "deep" commanding like above, but was great game and team commanding worked well, was easy to use, we can switch between characters, and they did that order, what we gave them.
    I disagree. This game needs to give something to us older fans. GRFS just didn't do enough - the coordinated shot mechanic was wonderful but otherwise your teammates were just 'there.' You couldn't establish stable firing positions to safeguard against flanks or do any real fire and maneuver tactics. Your teammates just ran around and did whatever they wanted outside of you telling them to shoot at a single target. It's too simplified and dumbed down even from something like GRAW which offered the absolute bare minimum of commands.

    I'd say there should be something kind of in the middle. Operation Flashpoint Dragon Rising isn't the best example because the radial menus were badly implemented and offered too many choices for such a small team and such limited scenarios. The best command system I've ever seen/used IMO is from Operation Flashpoint Red River. Using the D-Pad you could select individual soldiers in your fire team, two different teammates, or the team as a whole to give commands to. The command wheel was also much more simplified and had a number of essential enhancements like being able to cancel an order easily OR go back if you pressed the wrong thing. The problem with OFPDR and OFPRR is that the AI was bad. I'll post links to some videos that will show what I'm talking about. The first is an old ViDoc that the OFPRR team made talking about the command wheel and the other is one of my old videos where you can actually see it in action.

    OFPRR ViDoc -

    My OFPRR FTE Video -
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  4. #14
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by DanHibikiFanXM Go to original post
    I disagree. This game needs to give something to us older fans. GRFS just didn't do enough - the coordinated shot mechanic was wonderful but otherwise your teammates were just 'there.' You couldn't establish stable firing positions to safeguard against flanks or do any real fire and maneuver tactics. Your teammates just ran around and did whatever they wanted outside of you telling them to shoot at a single target. It's too simplified and dumbed down even from something like GRAW which offered the absolute bare minimum of commands.

    I'd say there should be something kind of in the middle. Operation Flashpoint Dragon Rising isn't the best example because the radial menus were badly implemented and offered too many choices for such a small team and such limited scenarios. The best command system I've ever seen/used IMO is from Operation Flashpoint Red River. Using the D-Pad you could select individual soldiers in your fire team, two different teammates, or the team as a whole to give commands to. The command wheel was also much more simplified and had a number of essential enhancements like being able to cancel an order easily OR go back if you pressed the wrong thing. The problem with OFPDR and OFPRR is that the AI was bad. I'll post links to some videos that will show what I'm talking about. The first is an old ViDoc that the OFPRR team made talking about the command wheel and the other is one of my old videos where you can actually see it in action.
    Seconded. I wonder how much resources they're gonna designate on (friendly) AI design. I hope it's lots.
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  5. #15
    Lolssi's Avatar Senior Member
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    Originally Posted by Sp--pyBrown Go to original post
    Seconded. I wonder how much resources they're gonna designate on (friendly) AI design. I hope it's lots.
    And +1
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  6. #16
    GiveMeTactical's Avatar Banned
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    Only time will tell and I gotta agree that it will be a flop to go to extremes (ie: arcade-ish like GRFS or Super-Duper-100 diierent key binds-like ARMA))... If I have to go waste days learning what each cumbersome keybind does or can do, I will drop the game in less than 20 mins like I did all the arma games.

    Then again, OPTIONS is the name of the game and why we have different modes... EASY / NORMAL / HARD / HARDCORE
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  7. #17
    Sp--pyBrown's Avatar Senior Member
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    Originally Posted by GiveMeTactical Go to original post
    I will drop the game in less than 20 mins like I did all the arma games.
    But you buy it before you drop it. That's what Ubisoft cares about



    Then again, OPTIONS is the name of the game and why we have different modes... EASY / NORMAL / HARD / HARDCORE
    Seconded.
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  8. #18
    SuperBiscotCOT's Avatar Senior Member
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    Ok you want EASY / NORMAL / HARD / HARDCORE but you can't have a perfect mode. Some people will want to have a global hard game but they absolutely want some realy pushed far AI commands.
    One of the solution is to have the option to choose a mode and then to customize it deeper. I think about some racing games that give you the ability too choose if you want the game to give you the trajectory in curves, etc.

    But If everyone can choose differents settings for gameplay, the difficulty of the AI can't be change and is the same for all players or at the intermediary level of all your squad members.
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  9. #19
    GiveMeTactical's Avatar Banned
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    Originally Posted by Sp--pyBrown Go to original post
    But you buy it before you drop it. That's what Ubisoft cares about





    Seconded.
    Negative Ghost Rider... I have a friend with more money than brains and he buys, pre orders, etc, everything and anything because that's how he buys his kid's love. I get to install it and test it at the same time, that is how I demo all the games I want to buy. This is why I play almost all shooter games w/o spending a dime, unless I really like them and I know I can go over them more than once.

    Given the fact that YOU CAN'T PLEASE EVERYBODY, noobs don't want anything to do with tactical, they just want to show-off to their peeps that they either have the sickest rig or the highest XP kill ratio (this is for the most part), then you have the medium options and then the hard, which I agree with you, it should be the one the DEVS spend more time on giving us options so we can pick and choose... as I can see here, there are plenty of people like me that all they want to do is play the Solo and/or Campaign.
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  10. #20
    Originally Posted by GiveMeTactical Go to original post
    Only time will tell and I gotta agree that it will be a flop to go to extremes (ie: arcade-ish like GRFS or Super-Duper-100 diierent key binds-like ARMA))... If I have to go waste days learning what each cumbersome keybind does or can do, I will drop the game in less than 20 mins like I did all the arma games.

    Then again, OPTIONS is the name of the game and why we have different modes... EASY / NORMAL / HARD / HARDCORE
    I absolutely hate those games with over the top command systems. You spend 20 damned minutes fumbling through keys on a keyboard (or button combos on a controller) just to simply tell the guy go over there and shoot when they shoot back. So fine after a test of patience you finally get him in place but as soon as the shooting starts the stupid AI does something completely horrid and has your team run around like headless chickens! So what's the point in setting it all up if the AI doesn't work? That has been one of my biggest issues with the older Rainbow Six games, you need to use your AI squad, but they are all generally dumber than rocks.
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