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  1. #1

    Rebel support abilities should have some optional economy system

    This may be a bad idea, but bear with me for a second. How come the rebels always unconditionnally support your operatives after you've brought them a few helis and cleared a few buildings? Considering we keep calling for help, causing hevay casualties within their ranks, destroying very expensive armored vehicles (not considering priceless choppers) like there was no tomorrow, selfishly sacrifying their numbers to cause a distraction to get a newspaper article, you'd think we need to keep their loyalty going, right?

    Now, this is not a pointless rant to point out an inconsistency (if ever there's even one to begin with). My point is that it's been agreed that one of the game's biggest flaws is its lack of content once you're done with the lain story. [I've already started a thread to suggest the implementation of Randomly generated missions: http://forums.ubi.com/showthread.php...t-missions-WIP ]

    I think that adding some sort of economy system to the rebel support abilites [RSA] (might be an optional system, ofc) could be a great incentive to complete more of those rebel missions. I would suggest several possible ways to do this:

    • RSA cost Resources

      Spoiler:  Show
      Simply put, every RSA would cost a given amount of resources to use. This has multiple advantages.

      - Firstly, players would think twice before using one, having to confont the cost/necessity of it. I've personally played with some people that would spam the rebel spotting ability, effectively rendering the drone useless. The RSA would feel more like a precious tool, not to be wasted on a whim.

      - Secondly, it would give a sense of weight to what you're doing. No more popping a chopper to fly for a few hundred meters, only to let it crash when you're done with it as if it were nothing more than an Uber ride. Those things are expensive, you know? Do you really want to lose that chopper you just paid for, or will you maybe keep it intact for further use?
      Spoiler:  Show
      As a sidenote, I myself got tired pretty quickly of always flying everywhere. So my teammates and me now regularly spend a few minutes traveling by road to the next checkpoint, chatting and enjoying the radio. Makes you appreciate the world a lot more, you guys should try it

      - Players would finally have a good reason to keep doing those resource missions and would always keep an eye open for that precious convoys. In the current state of the game, once you've unlocked all the skills (which is fairly easy to do), you may easily lose all interest in those.

      - Following the previous point, unlocking all the skills would be more of a challenge, as you would have to consider if your resources are better spent for that additional greande or if you need them for the next mission.

    • RSA have limited charges
      Spoiler:  Show
      A bit different than my previous post, in this case you would have to complete side rebel missions not only to upgrade your RSA, but also to keep using them. Some of the missions are actually pretty enjoyable (like the building breacjh or the radio defense), and my commando often sets to complete some of them just for fun. So why not give us an even better reason to do it? Maybe it would be a good idea to unlink the specific mission types and the specific RSA, meaning you could compelte a breach and gain Spotting charges, for instance. This would prevent players from getting tired of doing a mission type they do not like over and over. (Of course, as I will state again and again, this system should be optional, in case a players finally gets tired of those missions and deosn't want to be forced to complete them).

    • RSA weaken with the passing of time
      Spoiler:  Show
      This is probably the worst option in my opinion, but it might be the one that makes the most sense, realistically speaking. After a while, the rebels may not be as willing to pour resources into your gunslinger activity, and you might need to convince them again of your use to the cause. maybe gain their loyalty back.

      To go even further, one could imagine that killing rebels might also affect their opinion of you. all in all, it's a bit of a pity to have some kind of reputation sytem, but it can only go upward. The faction menu is kind of useless, right now, isn't it?


      By the way, I won't stress this enough: I think that all these options, if ever they are implemented, should be optional. Primarily not to force players who are fine with the system as it is to switch to something they might not like, but also because some players sometimes may feel like going on a rampage without having to manage their RSA.
      That being said, it would be very nice for the rest of us who feel like the game could use some replayability
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  2. #2
    Great ideas. Sometimes I look at parts of this game and think that it was maybe presented to the top brass who decided to water down certain elements here and cut things there so as to get the game out on time and to appeal to a broader audience in order to make more money.
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  3. #3
    LaMOi's Avatar Senior Member
    Join Date
    Dec 2010
    Posts
    3,650
    Originally Posted by Flake-FR Go to original post
    This may be a bad idea, but bear with me for a second. How come the rebels always unconditionnally support your operatives after you've brought them a few helis and cleared a few buildings? Considering we keep calling for help, causing hevay casualties within their ranks, destroying very expensive armored vehicles (not considering priceless choppers) like there was no tomorrow, selfishly sacrifying their numbers to cause a distraction to get a newspaper article, you'd think we need to keep their loyalty going, right?

    Now, this is not a pointless rant to point out an inconsistency (if ever there's even one to begin with). My point is that it's been agreed that one of the game's biggest flaws is its lack of content once you're done with the lain story. [I've already started a thread to suggest the implementation of Randomly generated missions: http://forums.ubi.com/showthread.php...t-missions-WIP ]

    I think that adding some sort of economy system to the rebel support abilites [RSA] (might be an optional system, ofc) could be a great incentive to complete more of those rebel missions. I would suggest several possible ways to do this:

    • RSA cost Resources

      Spoiler:  Show
      Simply put, every RSA would cost a given amount of resources to use. This has multiple advantages.

      - Firstly, players would think twice before using one, having to confont the cost/necessity of it. I've personally played with some people that would spam the rebel spotting ability, effectively rendering the drone useless. The RSA would feel more like a precious tool, not to be wasted on a whim.

      - Secondly, it would give a sense of weight to what you're doing. No more popping a chopper to fly for a few hundred meters, only to let it crash when you're done with it as if it were nothing more than an Uber ride. Those things are expensive, you know? Do you really want to lose that chopper you just paid for, or will you maybe keep it intact for further use?
      Spoiler:  Show
      As a sidenote, I myself got tired pretty quickly of always flying everywhere. So my teammates and me now regularly spend a few minutes traveling by road to the next checkpoint, chatting and enjoying the radio. Makes you appreciate the world a lot more, you guys should try it

      - Players would finally have a good reason to keep doing those resource missions and would always keep an eye open for that precious convoys. In the current state of the game, once you've unlocked all the skills (which is fairly easy to do), you may easily lose all interest in those.

      - Following the previous point, unlocking all the skills would be more of a challenge, as you would have to consider if your resources are better spent for that additional greande or if you need them for the next mission.

    • RSA have limited charges
      Spoiler:  Show
      A bit different than my previous post, in this case you would have to complete side rebel missions not only to upgrade your RSA, but also to keep using them. Some of the missions are actually pretty enjoyable (like the building breacjh or the radio defense), and my commando often sets to complete some of them just for fun. So why not give us an even better reason to do it? Maybe it would be a good idea to unlink the specific mission types and the specific RSA, meaning you could compelte a breach and gain Spotting charges, for instance. This would prevent players from getting tired of doing a mission type they do not like over and over. (Of course, as I will state again and again, this system should be optional, in case a players finally gets tired of those missions and deosn't want to be forced to complete them).



    • RSA weaken with the passing of time
      Spoiler:  Show
      This is probably the worst option in my opinion, but it might be the one that makes the most sense, realistically speaking. After a while, the rebels may not be as willing to pour resources into your gunslinger activity, and you might need to convince them again of your use to the cause. maybe gain their loyalty back.

      To go even further, one could imagine that killing rebels might also affect their opinion of you. all in all, it's a bit of a pity to have some kind of reputation sytem, but it can only go upward. The faction menu is kind of useless, right now, isn't it?


      By the way, I won't stress this enough: I think that all these options, if ever they are implemented, should be optional. Primarily not to force players who are fine with the system as it is to switch to something they might not like, but also because some players sometimes may feel like going on a rampage without having to manage their RSA.
      That being said, it would be very nice for the rest of us who feel like the game could use some replayability

    No im all in favour of this -- I was thinking the same thing!

    In Mercs 2 every support option cost FUEL, so it gave you an incentive to scavenge the map for fuel and steal it.
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  4. #4
    Originally Posted by mythomaniac Go to original post
    Great ideas. Sometimes I look at parts of this game and think that it was maybe presented to the top brass who decided to water down certain elements here and cut things there so as to get the game out on time and to appeal to a broader audience in order to make more money.
    Agreed. i'm sure the actual dev team has put a lot of love and effort into the game, only to be suppressed by market considerations.

    The point being there are a lot of small details that could ahve drastically improved the longevity of the game: have the intel you collect give away ONE position at a time (it's way too easy to know where everything is), this RSA system, etc... Some games go over the top whit the grindfest, i fell like GRW is a bit too much on the other end of the spectrum. Everything is too easy, too immediate. :/
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  5. #5
    UbiPhobos's Avatar Community Manager
    Join Date
    Nov 2016
    Posts
    2,073
    Hey Flake,

    A spoiler tag IN a spoiler tag! Crazy

    Appreciate the great break down. Thanks for this.
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  6. #6
    Originally Posted by UbiPhobos Go to original post
    Hey Flake,

    A spoiler tag IN a spoiler tag! Crazy

    Appreciate the great break down. Thanks for this.
    I know, rigth? ;D

    Seriously, I'm still not sure if you really like those spoiler tags or if you're being sarcastic xD
    Maybe we're all annoying you guys with ou constant tags :P
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  7. #7
    I think that is the issue with games these days, they launch almost dumb down . I would love to see this game given the opportunity to grow some depth. The base is there now if they can implement ideas like this and others I have read. Played the Division since it landed and this game far strips that one in untapped potential.
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