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  1. #1

    [Suggestion] Have Camo Effect Stealth

    One thing that sort of bugged me about the closed beta was that you could have people have any form of camo and have the same amount of stealth. This could be changed pretty easily in my opinion, and here is how I suggest it could work:

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    Terrain Types:
    Woodland
    Desert
    Urban
    Snow

    Terrain types would have to be grouped in these categories so things can be easier on the programming side of things. Textures can be assigned with a generic type that they can be referenced for detecting when the player is on that specific material. It's pretty simple to separate what is what as well, green stuff is woodland, tan stuff is desert, non-rural towns and cities have the Urban passive, and snowy areas are snow. Rocky areas would be a separate type and would be considered a neutral type.


    Camo Types:
    Woodland
    Desert
    Urban
    Night Raid
    Snow
    Multicam

    These types are generic categories that things fall under. Anything that is considered woodland would be woodland, anything considered desert is desert, anything grey or urban focused would be urban, black would be for night raid, and any snow camos for snow. Generic Multicam is considered neutral.

    ----------------------------------------

    Items that determine the camo type the player is wearing is: Shirt, Pants, Vest

    Bonuses:
    Complete set of Woodland or Desert camo gives you +15% stealth. This means that while the player is moving, enemies take longer to recognize. If the player is prone and motionless, an enemy will ignore the player unless the player is within 2 meters of the NPC. Moving at full speed would remove this effect.
    Complete set of Urban gives the player +10% stealth when inside cities, buildings, and towns. Rural areas in the jungle or desert will not give the player the stealth bonus.
    Complete set of Night Raid gives the player +15% stealth at night time EXCEPT in snow areas. This means that while the player is moving, enemies take longer to recognize. If the player is prone and motionless, an enemy will ignore the player unless the player is within 2 meters of the NPC. Moving at full speed would reduce this effect down to 3%.
    Complete set of Snow gives the player +20% stealth in snowy areas.
    Complete set of Multicam gives the player a flat +3% stealth bonus.


    If a player has all 3 the same camo type, they get the complete set bonus.
    If a player has just 2 of the same camo type, they get half of the complete bonus. This also increases the range in which NPCs will detect prone and motionless players by 8 meters.
    If a player has 3 different camo types, they get no bonus.
    Ghillie suits shouldn't provide any additional bonus so the game isn't full of bush wookies.
    Additional gear items COULD provide additional bonuses, but honestly it would be too much micro management and add a lot time players will have to spend if they want to swap out camos so they get a different bonus.
    Rainy weather would give enemies a -5% debuff in vision and detection range
    Snowy weather would give enemies a 7% debuff in vision and detection range

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    That's pretty much it. A pretty technical layout of what I think would add a pretty awesome addition to the game. This would make people that want to do things more stealthy have a reason to swap out camo instead of doing it for tacticool points. It's a pretty minor nitpick, but I'm willing to bet that other people would want this as a feature as well.
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  2. #2
    K0ZAK1's Avatar Senior Member
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    GRW got a be 150% just like reality in everything the more the better other wise this latest shooter in a year 2017 will suck, but they should mostly stay away from Rainbow6 and Division concept and bring more other modern everything that is real and popular in reality mostly, that's how i see it so as with future updates would be nice if developers visit Shot Shows every year
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  3. #3
    Originally Posted by Kozzak.77 Go to original post
    GRW got a be 150% just like reality in everything the more the better other wise this latest shooter in a year 2017 will suck, but they should mostly stay away from Rainbow6 and Division concept and bring more other modern everything that is real and popular in reality mostly, that's how i see it so as with future updates would be nice if developers visit Shot Shows every year
    Ghost Recon hasn't always been about reality. If anything, the original Rainbow Six games were the ones that came the closest to reality.

    It did begin, however, as a realistic game, but as time has passed, Ghost Recon has been less and less about realism and more about being sneaky Special Forces characters with highly advanced tech at their disposal to get the job done. After playing the beta, it's clear they understand the material they are making, so I'm not too worried about it. While I would love it to be more realistic, I'm positive not everyone would like it to be at ArmA levels.

    My proposed changes would add a way to suggest to players that stealth would be the way you should proceed, but players can ignore it if they choose and just go in loud. It adds a realism factor but that's not the point of it.
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  4. #4
    downfierce's Avatar Member
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    I'm pretty sure that's the type of decision that has to be made early on and they apparently chose to make customization a purely cosmetic affair. Not really that surprising when you realize that they also gave all the characters cats eyes so they dont need night vison goggles to see in the dark.
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  5. #5
    Originally Posted by downfierce Go to original post
    I'm pretty sure that's the type of decision that has to be made early on and they apparently chose to make customization a purely cosmetic affair. Not really that surprising when you realize that they also gave all the characters cats eyes so they dont need night vison goggles to see in the dark.
    No, its not.

    It would be relatively easy to implement. It might take some time, but easy. All they would have to do is just assign each terrain texture a "terrain camo type" property that can be referenced in condition statements. Then they assign each camo texture a "camo type" property that is inherited when a player selects it and has it on their character's gear. Then it's either a bunch of if statements, select case, dictionary, or whatever method of programming it they want to use to program the values and conditions into. Would it take a decent amount of time to do? Between 8 and 30 hours depending on the sheer amount of textures they have for the game. Is it hard to do? No, an unpaid intern could do it in an afternoon.

    As for the night vision not being implemented, it is likely a super lazy excuse as to why they don't show them, like that it would clip into facewear your character has and isn't compatible with all the different hats/helmets you can have. I agree it should be in there, but whatever.
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  6. #6
    JonathanRL's Avatar Member
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    While I like this suggestion, I would not like it implemented because people would feel forced to alter their outfits away from what they wanted to wear to what kept them hidden. With the weather and regions also changing a lot, it would also be very difficult to keep up.
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  7. #7
    Originally Posted by JonathanRL Go to original post
    While I like this suggestion, I would not like it implemented because people would feel forced to alter their outfits away from what they wanted to wear to what kept them hidden. With the weather and regions also changing a lot, it would also be very difficult to keep up.
    I understand your first point, which is why I was suggesting that it was only 3 pieces of gear instead of a majority. This is also why I rejected Ghillie Suits from being a thing because I hate everyone being bush wookies and some people don't like em. This is also why I was suggesting that the camos available be split into categories so that you still have options available. It doesn't matter if your particular choice of Woodland camo is better for where you are, it just needs to be in the Woodland category. I also wanted to keep the bonus to be relatively minor so that it is just a bit of extra help for whoever wanted to be extra stealthy. It isn't meant to be enough of a bonus that everyone is required to use it.

    As for the second point, I disagree. From a programming standpoint, its actually quite simple. On the ground, there is a texture. It will be tied to a specific terrain type. The game will then take into consideration the camo you have on, and store it once you leave the gear customization menu, so that when you are moving over terrain, it will be able to determine as to whether or not you get the buff.
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