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  1. #1
    GiveMeTactical's Avatar Banned
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    The Storyline of Wildlands... Features, hopes & Dreams

    I know we have heard about the Mexican Drug Cartel taking over a major part of Bolivia and setting up camp there. Ok cool, that is a nice story and one that should be enjoyable to play for a shooter game.

    I also know that we have spoken about some of this in various different threads but I was hoping to merge this into 1 to make it simpler for most people.

    Now, being said that, we have also heard that we will indulge in civilian rescue... is there a way to know how many ways can we do this over and over without it getting boring and repetitive (ala Far Cry).

    We also heard of side missions and I don't recall of what exactly they will consist off... or is this part of the rescue civilians?

    Are all the outpost take-downs going to be the same? meaning, there will always be a bad guy who we need to get intel from and will he always run so we can get to the firefight? Sorry if this has been said multiple times, there are only so many videos I can endure of what I know will not be anything like the real gameplay so perhaps I missed it.

    In the Solo Campaign, how are the teammate AI be controlled? Is it going to be with a set of instructions prior to attacking the outpost or live in-game where you must stop enjoying the game to give the orders to each teammate... We have heard nothing about soul swapping but this would be truly cool if possible for immersion and flow of game enjoyment.

    Will they engage on their own based on a set instructions you previously give them or will they just take pot shots screaming "I'm hit, I'm hit".

    Will they be smart enough to figure out that if I am behind cover and an enemy comes near me while I am looking the other way the teammate ai will defend me and take care of the baddy or will it just stand there doing nothing while appreciating how much I get punched full of lead.

    Are they going to be annoying to the fullest like in Graw 2 and start telling me "I'm ready Captain", "Ok Captain" when I don't want to use them, and if so... can I turn that off.

    Are the annoying "Suppresor ON" tags be on every mode level or will there be an option to turn the off... same goes for all the other annoying tags. Which by the way I understand are there for the casual gamer who likes to be taken by the hand and told at every move what to do.

    On the hardest levels, is the enemy AI and the Teammate AI be equally smarter. And yes, not human being like but given a set of instructions that don't require me taking time from enjoying the game while I try not to get kill while trying to get my ai teammates from getting kill as well.

    On all the debate about No cover Mechanics... is this going to be the same on all Mode Levels or will Hard-Hardcore have some sort of cover mechanic where TPV will get narrower as you approach a corner to make it hard to see what's on the other side?

    Vehicles... will they take damage and act a bit more sim-like or will they be invisible like what we saw on the trailers and E3. Also, are we going to get penalized if we ride on a motorcycle and try to take down a vehicle by T-boning it w/o being splattered all over the vehicle like we are superman and we saw on some of the E3 demos. and please, spare me the "This was an E3 demo" I know that already, just need to make sure it won't happen even in Easy Mode, let alone in any of the hardest levels.

    Gunsmith... are going to be able to change Fire Mode, Suppresors, gadgets while in game or it must be done previous to every mission like in GRFS?

    If we choose a sniper rifle, are we only able to have a side arm or can we also have an SMG as a 2nd choice weapon.

    Are weapons going to sound the same and have the same mechanics or will they be model after the real thing. If the same, are we going to be able to play with the file to make them have different bullet penetration and sound?


    I know I ask this before but its worth repeating, well, at least for me it is... Being an open world, is the enemy AI going to spawn at a short distance from where we are or will there always be there? I ask this because sniping is my favorite thing to do and if I choose a sniper rifle but can't really use it from a long distance because I have to go over the invisible line to make the enemy appears, well, it will get annoying real fast. That and if all I have left is a pistol because now I can't use the sniper rifle then it won't be very enjoyable game to say the least. Sure, I may be able to pick up an enemy weapon but not the same immersion, for me at least.

    And, if they will be spawned always, can I still send my ai to recon the place while I laid down cover fire or take pot shots from a distance? I know I was told the guys who went to Paris did this but I am not playing Co-Op, I am talking solely about Solo Campaign so the question needs to be asked and hopefully answered as well.

    Enemy AI... same as teammate ai or easy on the easy levels but invincible on the hardest levels. What if anything will make these enemy ai different from the other GR games? Can you elaborate?

    Well, I am sure I have forgotten a bunch of other stuff that I will be asking later on.
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  2. #2
    If the guns sounded like their real-life counterpart a lot of the weapons would sound exactly the same. The Battlefield developers did a great job recording the real weapon sounds and adjusting them a small bit so they sound more different from each other.
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  3. #3
    Originally Posted by GiveMeTactical Go to original post
    Are they going to be annoying to the fullest like in Graw 2 and start telling me "I'm ready Captain", "Ok Captain" when I don't want to use them, and if so... can I turn that off.
    I want to know this too. I mean, for solo work I don't mind voice acting from my AI squad but for co-op I would really hope there's at least the option to turn banter like this off. My friends and I are communicating - I don't need the game to tell me the same information or even worse​ alert me to stuff we haven't noticed yet.
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  4. #4
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by GiveMeTactical Go to original post
    I know we have heard about the Mexican Drug Cartel taking over a major part of Bolivia and setting up camp there. Ok cool, that is a nice story and one that should be enjoyable to play for a shooter game.

    I also know that we have spoken about some of this in various different threads but I was hoping to merge this into 1 to make it simpler for most people.

    Now, being said that, we have also heard that we will indulge in civilian rescue... is there a way to know how many ways can we do this over and over without it getting boring and repetitive (ala Far Cry).

    We also heard of side missions and I don't recall of what exactly they will consist off... or is this part of the rescue civilians?

    Are all the outpost take-downs going to be the same? meaning, there will always be a bad guy who we need to get intel from and will he always run so we can get to the firefight? Sorry if this has been said multiple times, there are only so many videos I can endure of what I know will not be anything like the real gameplay so perhaps I missed it.
    I think this is a key point and will define the game. There is probably a sweet spot where the missions are different enough to not seem like a repetitive grind, as if we're following a preset formula, but consistent enough with each other enough to form a meaningful whole. The setting and theme are spot on for Ghost Recon, but whereas the originals had only a few sympathetic objectives in each mission that felt "connected", and the others went the story-on-rails route, Wildlands has set itself a big challenge. I'm hopeful that the "systemic" nature of the world provides the glue that relates a variety of missions into a campaign.


    Originally Posted by GiveMeTactical Go to original post
    In the Solo Campaign, how are the teammate AI be controlled? Is it going to be with a set of instructions prior to attacking the outpost or live in-game where you must stop enjoying the game to give the orders to each teammate... We have heard nothing about soul swapping but this would be truly cool if possible for immersion and flow of game enjoyment.

    Will they engage on their own based on a set instructions you previously give them or will they just take pot shots screaming "I'm hit, I'm hit".

    Will they be smart enough to figure out that if I am behind cover and an enemy comes near me while I am looking the other way the teammate ai will defend me and take care of the baddy or will it just stand there doing nothing while appreciating how much I get punched full of lead.

    Are they going to be annoying to the fullest like in Graw 2 and start telling me "I'm ready Captain", "Ok Captain" when I don't want to use them, and if so... can I turn that off.
    The more like the original the better for me. Especially the audio from AI team mates.

    Originally Posted by GiveMeTactical Go to original post
    Are the annoying "Suppresor ON" tags be on every mode level or will there be an option to turn the off... same goes for all the other annoying tags. Which by the way I understand are there for the casual gamer who likes to be taken by the hand and told at every move what to do.

    On the hardest levels, is the enemy AI and the Teammate AI be equally smarter. And yes, not human being like but given a set of instructions that don't require me taking time from enjoying the game while I try not to get kill while trying to get my ai teammates from getting kill as well.
    Hope so!


    Originally Posted by GiveMeTactical Go to original post
    On all the debate about No cover Mechanics... is this going to be the same on all Mode Levels or will Hard-Hardcore have some sort of cover mechanic where TPV will get narrower as you approach a corner to make it hard to see what's on the other side?
    As it is a core game mechanic as opposed to a simple parametric option, I suspect, as my personal opinion, that this will be the same no matter what other options are there.


    Originally Posted by GiveMeTactical Go to original post
    Vehicles... will they take damage and act a bit more sim-like or will they be invisible like what we saw on the trailers and E3. Also, are we going to get penalized if we ride on a motorcycle and try to take down a vehicle by T-boning it w/o being splattered all over the vehicle like we are superman and we saw on some of the E3 demos. and please, spare me the "This was an E3 demo" I know that already, just need to make sure it won't happen even in Easy Mode, let alone in any of the hardest levels.
    Agree

    Originally Posted by GiveMeTactical Go to original post
    Gunsmith... are going to be able to change Fire Mode, Suppresors, gadgets while in game or it must be done previous to every mission like in GRFS?

    If we choose a sniper rifle, are we only able to have a side arm or can we also have an SMG as a 2nd choice weapon.

    Are weapons going to sound the same and have the same mechanics or will they be model after the real thing. If the same, are we going to be able to play with the file to make them have different bullet penetration and sound?
    We have seen in the gameplay videos and feedback from those at E3 that ROF and supressors can be changed in game and that two primaries are carried. The audio is usually good in GR so hopefully will be in Wildlands.

    Originally Posted by GiveMeTactical Go to original post
    I know I ask this before but its worth repeating, well, at least for me it is... Being an open world, is the enemy AI going to spawn at a short distance from where we are or will there always be there? I ask this because sniping is my favorite thing to do and if I choose a sniper rifle but can't really use it from a long distance because I have to go over the invisible line to make the enemy appears, well, it will get annoying real fast. That and if all I have left is a pistol because now I can't use the sniper rifle then it won't be very enjoyable game to say the least. Sure, I may be able to pick up an enemy weapon but not the same immersion, for me at least.

    And, if they will be spawned always, can I still send my ai to recon the place while I laid down cover fire or take pot shots from a distance? I know I was told the guys who went to Paris did this but I am not playing Co-Op, I am talking solely about Solo Campaign so the question needs to be asked and hopefully answered as well.
    I'm not sure, but I don't think the enemy AI do spawn in. I think they all exist in the world from the off. Good question, though, wonder if Keeba can answer.


    Originally Posted by GiveMeTactical Go to original post
    Enemy AI... same as teammate ai or easy on the easy levels but invincible on the hardest levels. What if anything will make these enemy ai different from the other GR games? Can you elaborate?
    Another key feature that will define the game I think. It will go a long, long way to bring that tactical feel if it's done right.
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  5. #5
    GiveMeTactical's Avatar Banned
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    Originally Posted by TheSgtUltra Go to original post
    If the guns sounded like their real-life counterpart a lot of the weapons would sound exactly the same. The Battlefield developers did a great job recording the real weapon sounds and adjusting them a small bit so they sound more different from each other.
    I beg to differ... an AK-47 does not sound even remotely close as say an M4A1. I can give you that a M4a1, M16 & M416 might sound close but not the same. I am not here telling them that ALL weapons sound different because I have only used a handful of them but, at the very least, give each one of them their original sound... more so if the enemy ai will be equipped with AK-47 or the Chinese counterpart version, I don't want them sounding like others. Part of the reason why I almost never choose an AK-47 in any GR game is because of it.

    Small Pet Peeve perhaps but one that can ruin the immersion from people that know or understand the basics of something.



    Originally Posted by DanHibikiFanXM Go to original post
    I want to know this too. I mean, for solo work I don't mind voice acting from my AI squad but for co-op I would really hope there's at least the option to turn banter like this off. My friends and I are communicating - I don't need the game to tell me the same information or even worse​ alert me to stuff we haven't noticed yet.
    Since I won't do Co-op, or highly doubtful, then I do need to know what the plan for the solo campaign will be. I love the fact that in the Original GR, I don't recall listening to my teammates nag like they did in GRAW 2. Voice acting like in GRFS was good because you did not control them so at least you don't feel like you are PLAYING the game alone nor they nag constantly..

    Originally Posted by AI BLUEFOX Go to original post
    I think this is a key point and will define the game. There is probably a sweet spot where the missions are different enough to not seem like a repetitive grind, as if we're following a preset formula, but consistent enough with each other enough to form a meaningful whole. The setting and theme are spot on for Ghost Recon, but whereas the originals had only a few sympathetic objectives in each mission that felt "connected", and the others went the story-on-rails route, Wildlands has set itself a big challenge. I'm hopeful that the "systemic" nature of the world provides the glue that relates a variety of missions into a campaign.
    Even though I did enjoy FC3 & 4 for what they were, aside from not even thinking about it from a logical point of view that no untrained man could have taken such a huge leap so I would be able to enjoy the game, part of the side missions were done more for getting that weapon or the other weapon (**) but they were really BLAH to say the least, I mean, it was basically a c'mon for 8 year old kids to play the game and keep them entertain that they were gaining xp points while doing so. They coincide with the story, don't get me wrong but it was the way they were done, not trying to offend the devs but it was very lazy like or like an after thought just to have more content.



    Originally Posted by AI BLUEFOX Go to original post
    We have seen in the gameplay videos and feedback from those at E3 that ROF and supressors can be changed in game and that two primaries are carried. The audio is usually good in GR so hopefully will be in Wildlands.
    Ok, so two primaries can be carried... did they said which ones or we can pick and choose what we want?

    Remembering GRAW 2 that I finished playing it again a few weeks ago... I remember that I could take a primary weapon but my choices for a seconday were limited to SMGs only.


    Originally Posted by AI BLUEFOX Go to original post
    I'm not sure, but I don't think the enemy AI do spawn in. I think they all exist in the world from the off. Good question, though, wonder if Keeba can answer.
    I hope so too... I don't believe this is a National Security type of question and I am hoping we can get an answer soon.



    Originally Posted by AI BLUEFOX Go to original post
    Another key feature that will define the game I think. It will go a long, long way to bring that tactical feel if it's done right.
    This is part of the why I asked.


    (**) It brings me back to something I said on other threads and I think I forgot to say it on this one... I am an Elite Operator, I should have access to the best weapons from the time I hit the Play button. If this can not be the case because we were dropped in Bolivia under the guise of night and I can't take the best weaponry possible then I should not be able to have it later or rather NOT have it than get it through XP gains as I feel that the game is cheating or taking me by the hand and forcing me to those side missions to get the weapons. If they do that, do so only for gadgets that are not detrimental to the core game.
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