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  1. #1

    Camouflage: Function Over Form

    Despite being mostly very happy with the breadth of the selection, something I've been disappointed with since day one is the purely aesthetic affectation of camouflage.

    I'd really love to see camouflage have actual bearing on gameplay. With all environments being represented, I see it as a massive missed opportunity to not pair camo patterns with geographical climates. It would be simply a matter of making certain camo more effective based on your region(cumulative percentile could be based on each element of clothing/weapon sharing the relevant theme). Ghillie suits not withstanding, obviously. They aught to incur a very high bonus to concealment, while possibly affecting mobility or handling slightly, as a balancing metric.

    Additionally, with regard to premium camo patterns, it seems to me that this would make purchasing new camouflage far more feasible to the more tactically-minded demographic of players who may not have otherwise had any interest in buying weapon/clothing camo.

    Of course, to preempt the argument of players who prefer form over function, they'd be able to continue using whatever garish dayglow nonsense they think looks cool as penalties needn't be assessed, appropriate camouflage could be purely beneficial, while those of us who actually take the time to configure our outfit presets by climate/operation will actually be rewarded for our effort and engagement with the game.
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  2. #2
    KingSpawn1979's Avatar Senior Member
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    You're absolutely right, and tbh I personally think its a Shame this isn't in the Game. One if so many missed Opportunities in this Game :/
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  3. #3
    I have to agree.
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  4. #4
    I like to arrange my camo to suit each region...I like to think it matters! I use black when it goes night-time too
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  5. #5
    Ghost416's Avatar Senior Member
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    Originally Posted by postwick Go to original post
    It would be nice to have what you're wearing matter, but that's easier said than done. You couldn't do it by region. For example, if a region is "jungle" so you choose green camo, what about when you're inside a building in that region?
    Easy, camo effect goes to zero.
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  6. #6
    cpswords's Avatar Member
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    Originally Posted by Ghost416 Go to original post
    Easy, camo effect goes to zero.
    Totally agree.
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  7. #7
    cpswords's Avatar Member
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    Splinter Cell Blacklist had different bonuses for different armour and that game is a good few years old now..

    Metal Gear Solid Snake Eater had armour with different bonuses for different environments, and that game is ancient.

    Doing it today will be no issue at all.
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  8. #8
    Originally Posted by postwick Go to original post
    Ok so now start thinking about the effort necessary to tag every square foot of the map for camo adjustment. Not saying it can't or shouldn't be done, but it would be a massive effort.
    They may be able to leverage the same algorithms used to generate the terrain and the designer tools. Depending on the engine indoor areas are already flagged differently for lighting purposes. May even be able to use texture sets to apply a broad first set of flags. I don't think it would be that big of an issue. There are already rough geometries visible on large map that could be used for a lot of urban and smaller infrastructure.
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  9. #9
    cpswords's Avatar Member
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    Originally Posted by postwick Go to original post
    How big and diverse were those maps compared to Wildlands?

    I wouldn't think of this game as 1 big area. The developers could do it per province. That wouldn't be too hard to select the entire province and apply 1 factor to cover the whole thing.
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  10. #10
    cpswords's Avatar Member
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    Originally Posted by postwick Go to original post
    Each province isn't a homogeneous environment. Koani has salt flats and mountains, for example. A base might have grass around it, then jungle. Should the camo have the same effect in the grassy area as it does in the jungle? When you start thinking it through, the complexity emerges.

    Also, considering there are thousands of clothing combinations possible they'd have to account for that as well. Again, it's something I'd like, but the effort necessary is being underestimated.

    If they just did big huge blanket areas like you suggest, the outcome would be terrible and Ubisoft would get blasted.
    I agree with what you have said, you are totally right. The example in Koani is a perfect example.

    Perhaps it could be possible for them to break each province into small sections. For example, Koani could be split into 4 zones, each with a different set of rules.

    With regards to the neigh on unlimited combinations of clothing, it would, and I think should, be better to add new armour to the game with the stats. The current kit could be cosmetic items with no bonuses, and then you could do a mission or find armour boxes throughout the world with the bonuses on them. I don't think that bonuses should be added to kit that we all have access to instantly, I do feel that we should have to work for it and hunt it out.
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