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  1. #1
    Ruar35's Avatar Senior Member
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    Sep 2015
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    The Small Things- Rebel Support

    In a previous post I talked about how the game was a lot of fun but it's the small things that take a tremendous game and bring it down to merely above average. I thought I would break up some of these small things into a series of posts to provide enough detail to see where changes should be made. Not that I expect these changes to be implemented, but I feel it's only fair that game designers at least get the chance to understand what we want.

    This thread is going to be about the small things that are wrong with Rebel Support.

    Vehicle Drop-

    Having the ability to get transportation in a game this big makes sense. However, have a vehicle instantly appear via magic takes away from the tactical feel of the game. I wish the rebels would drive in from off screen and bring me one of their vehicles, or one they stole from the cartel. I shouldn't be able to get a massively armored Unidad SUV when the rebels would have almost no chance of acquiring such a vehicle. Yes, it is a cool factor, but it also takes away from the game.

    Ideally the vehicle you get should be appropriate for the terrain you are at. Out in the woods somewhere? You get a motorcycle. Next to a road? You can pick civilian vehicle or armed rebel truck. The choice of vehicle should matter as well. If I get the civilian vehicle then I'm less likely to attract attention. Rolling around in a rebel truck though should mean I have a higher chance of being spotted at checkpoints or by helicopters.

    The helicopter should be only available in areas with no SAM presence. *Edit* The reason for this suggestion is because the rebels are bringing you the helo instead of it appearing by magic. IMO the rebels would not risk flying through a SAM area so they won't drop one off until you kill the SAMs. This is also dependent on a change being made so that SAM sites stay dead after you kill them. I apologize for the initial confusion on this one.

    Guns for Hire-

    This one actually works fairly well. The only change I would make is that we should be required to free prisoners in order to request help. Don't free any prisoners then you don't get any guns for hire.

    Mortar-

    The mortar option should be more realistic than current. I think the rebel safe-houses should have mortar emplacements with a range ring on the map. If you are outside of that range then you don't get support. When you do call for fire you should be limited in how many total rounds each mortar tube can fire. This could be both a logistic and a counter battery fire issue. Unidad is a full on military so they can easily retaliate against the rebels which means using mortars against Unidad would not be allowed. Advancing through the mortar tree should give you the option to request a rebel mortar team setup nearby, but it shouldn't be an instant fire kind of thing. A few minutes for the team to setup and then support your fire mission. So you can get instant support from the safe-houses or slower support from the mortar crews.

    Diversion-

    I think this one works just fine as is.

    Spotting-

    This one needs more range away from me. In the few cases where I can't use my drone then I can usually use the bino's or reposition in order to get my drone into the camp. It would be nice if I could use this from 500m away for sniping instead of 200m away for the times when I can't kill the jammer.




    The rebel support option can be a lot of fun, but at the same time it also takes away from the game. Making the options more realistic and less like an arcade would fit better in this style of game. This game feels better when it's slower and methodical than when you try to run and gun like it's CoD or BF.
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  2. #2
    Diversion.....when it works. Sometimes nothing happens, but the timer starts counting down like it did. Even a nice white marker on the ground....nothing happens. It's worked before when I used it, just not lately.
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  3. #3
    I agree that the vehicle drop off needs work - but restricting what is dropped would bug me - let me pick if I want to fly through SAM covered areas (I love it).

    I also feel like there should be a cost with these things:
    Vehicle: Fuel
    Guns: Food
    Mortar: Comms
    Diversion: Food
    Spotting: Comms

    Not a TON, but 100-500 or something wouldn't be so bad. And the varying levels of cars (we need more cars to pick - I want to get the sports car from time to time) could cost more or less fuel, with helicopter costing the most
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  4. #4
    These are some good ideas. Being able to select more than the 3 vehicle options would be great. As for the SAMs preventing helicopters there should be a restriction that if more than say 3 SAM sites are active in the region you are in then you can't call it in until you disable the sites to bring it under the required number. A small cost to each one would also be nice and the cost should slightly increase as the skill level increases. Hopefully some of these will make it in the game.
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  5. #5
    Originally Posted by postwick Go to original post
    //As for the SAMs preventing helicopters there should be a restriction that if more than say 3 SAM sites are active in the region you are in then you can't call it in until you disable the sites//

    Why? This is an open world game, let's not start making it scripted. If there are tons of SAMs and you want a helicopter, you should get a helicopter. Your choice.

    Again - agree agree agree. If you want to make it cost more fuel - I approve!

    I like the cost idea since it (may) give pause to the thoughts of "Damn man, my helicopter is like... 250m away. So far. I'll just call another." Which I have done. It saddens me.
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  6. #6
    Originally Posted by postwick Go to original post
    //As for the SAMs preventing helicopters there should be a restriction that if more than say 3 SAM sites are active in the region you are in then you can't call it in until you disable the sites//

    Why? This is an open world game, let's not start making it scripted. If there are tons of SAMs and you want a helicopter, you should get a helicopter. Your choice.

    Your right that you should get a helicopter when you want it I would just prefer to have to reduce the number of SAMs first before it just appears. Either way this won't affect my enjoyment of the game but it would help increase the length of time that I spend on it.
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  7. #7
    Originally Posted by EvilTwinTepe Go to original post
    I agree that the vehicle drop off needs work - but restricting what is dropped would bug me - let me pick if I want to fly through SAM covered areas (I love it).

    I also feel like there should be a cost with these things:
    Vehicle: Fuel
    Guns: Food
    Mortar: Comms
    Diversion: Food
    Spotting: Comms

    Not a TON, but 100-500 or something wouldn't be so bad. And the varying levels of cars (we need more cars to pick - I want to get the sports car from time to time) could cost more or less fuel, with helicopter costing the most
    This is a GREAT idea. I feel that this would really force some strategics when it comes to using rebel support. It would also give me more of a reason to keep collecting resources outside of getting perks.
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  8. #8
    Ruar35's Avatar Senior Member
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    The reason I said you shouldn't be able to get a helo is there are SAMs is not because you shouldn't be allowed to fly whenever you want, but because the rebels who bring you the chopper won't fly in a SAM area. Similar to how I suggested the vehicle dropped off would be limited based on area because the rebels are bringing it to you. I'll go back and edit for clarity.
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  9. #9
    Originally Posted by araos1 Go to original post
    Diversion.....when it works. Sometimes nothing happens, but the timer starts counting down like it did. Even a nice white marker on the ground....nothing happens. It's worked before when I used it, just not lately.
    THIS! x 600 Mortars work great, HGuns work, Spot works , Diversion most of the time nothing happens, I get the permanent white circle and no support, though the cool-down starts ,that works of course .. I am glad you posted this man, I thought it was just me.
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  10. #10
    Perhaps I'm alone on this one, but I would like to see supplies playing a role with your rebel support skills. Each skill costs a certain amount of supplies, that way you'll use these skills more thoughtfully and when you truly need them, and it also gives incentive for players to collect supplies even after reaching max skill levels.

    I'd also like to see the option to completely turn off rebel patrols, and an option to either replace them with, or simply activate separately, cartel patrols.
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