Sorry don't get what you mean?
the OPSAT and the SMI are different things, the only link that connects them is that the OPSAT can pull data from the SMI (maps,objectives etc for sam to use in the field) or at least thats what they say it does we never use it.... its just words and cutscenes and not actually used in any way, reading actual data/briefings/emails and maps of missions would be nice.
So i can't say that i loved it cause it didn't have any actual use as a gameplay mechanic while the OPSAT did in the legacy tittles (read notes,email and objectives)
SMI is literally just a menu screen disguised as something "cool" while the OPSAT has an actual use
That reminds me, i did like the Gone Dark missions, anyone remember those? They were lacking and very bare, but i think they could be improved and i would like to see them return in SC7.
Maybe I'm doing it wrong, but I don't even see a way to access the OPSAT. It seems like you're going into a PAUSE menu that's akin to the SMI interface. I'm not sure if earlier SC games always had the OPSAT pausing the game (I do know it did that in the original SC), but I think later games stuff happened in real time, so you could be discovered while fiddling with the OPSAT.
Now, I think they should bring back the OCP. Yeah, it was like a directional EMP burst, but I don't see how you take something so useful and omit it in favor of shooting out lights (which definitely draws attention that something's up where the OCP made guards think it was just an electrical problem).
In the old games SC1-4 you could press the pause button (in SC1-2) on the PC versions (SC3-4) the OPSAT got its dedicated button and only in Chaos Theory,DoubleAgentV1 time would move.
In there you could see notes you collected from datasticks/interoggations,objectives,pictures and was a neat feature that made the game more believable and i loved it
Later in Conviction and Blacklist you couldn't use the OPSAT, and the SMI is just a menu launch mission screen, without the extra data.
The OCP did have a great use, but it needs rebalancing, extent the timer to 5min or so maybe limited ammo, cause you could spam it a lot in that game.
Y'know I thought the same thing at times. Maybe give the OCP a life battery when used. I don't know how you'd refill it, but I think if you had some batteries or something as part of your loadout, it could help with it. It would sure make the player preserve their equipment more.The OCP did have a great use, but it needs rebalancing, extent the timer to 5min or so maybe limited ammo, cause you could spam it a lot in that game.
**** YEAH! THAT is what I want. An ORGANIC stealth experience instead of this scripted and specifically designed and perfectly placed scenarios that Conviction and Blacklist do.Originally Posted by Jazz117Volkov Go to original post
It gave Fisher as a character more depth, but did nothing but downgrade the series as a game.Originally Posted by Tracer_511 Go to original post
Conviction introduced one "mechanic" which was Mark and Execute. A mechanic that has replaced the jump button and not for the better.
Chaos Theory introduced LOADS more than Conviction.
- knife
- ledge grabs
- EMF
- EEV
- OCP
- expanded alarm stage depth
- sound meter
- integrated laser mic in goggles
- enhanced AI,
And to top it all off so the game feels new, they made new animations for everything so it feels like you're playing for the first time again.
It added A LOT.
Conviction gave one or two things
- Mark and Execute which as I already stated earlier did more harm than good by REPLACING something more important, a JUMP BUTTON.
- Wallhack Vision(SONAR)
- Portable EMP
Notice how Chaos Theory didn't replace anything, it simply ADDED. Making Conviction, Ubisoft basically said '**** your jump button and **** your night vision and thermal vision, variable speeds, etc."
Conviction either replaced something or removed it completely while Chaos Theory mostly added to the game. The only things it took away that I can think that I wish WOULD return is the double jump or wall jump from SC1 where you can kick yourself off a higher point of a wall to get an extra boost to reach a high point. Also how the SC20K was more downgraded than upgraded. We received attachments like shotgun which is practically useless since it's a stealth game and the sniper attachment is also useless since it's not suppressed. Those were outright replacements and NOT for the better and Ubisoft should have taken note of that when making Double Agent 6th gen.
I'm guessing... note... GUESSING your favorite was Conviction because it was the first one you played. That's usually how things are. The first game in a series someone plays is the best experience they have since it's the first time playing the series.