I was thinking of a feature that would allow you to switch between AI characters while free roaming in the open world. Each character would be customizable just like the current and only playable character nomad. Each playable character will only have access to specific skills that can be unlocked for example, Holt will have more unlockable drone skills than any other character because his role is an Engineer, he's an expert in technology and he's a drone specialist.
Next, Midas will have access to assault related skills such as Stable Aim, Hip Fire Spread and Grenade Launcher because he plays the role as the assault on the team.
Being able to switch characters will make clearing bases fairly easier. Each character could be controlled and positioned in different areas making infiltrating more interesting.
I hope the developers take this feature into consideration.
I really like the amount of thought you gave each teammate's individual loadout and skills here, thegamer113.! Can definitely see how something like this would offer up a completely different perspective when it comes to tackling those camps. Appreciate you sharing this with us!
Thanks guys. I think that Ubisoft has confirmed in a QnA that AI customisation is not coming to the game but that was when the game first released so there's still hope that this could happen.
The only thing that has let me down is the lack of communication that Ubisoft is showing towards the community. It feels like they're not taking feedback and suggestion into consideration which could continue the games lifespan.
We asked for soul switch before release and it won't be comming in the game as it is not devs vision of the game, focus on one character and play coop with friends that gonna replace the IA.
Maybe will see this in a GRW2 if they want to do a sequel, with all the feedback done for GRW many things can be add to the sequel.
Because Midas wears all black, I feel like he'd be more of a stealthy specced character, whereas Holt in his casual outfit would be more of the assault specced character.
Also, each character should have unique qualities that would encourage us to switch off of Nomad.
It's not like it would discourage us from playing as Nomad either, since Nomad has by far the largest inventory. The AI characters would have only two weapons (or three if you want to give them sidearms) and just a few grenades or flashbangs or other misc items depending on the character. So playing as Nomad will still likely be the most common way to play by far. Switching to the other characters would, I imagine, be just for a fun change of pace more than anything else.
Also, I would like each character to have their own voice lines for each squad command, like regroup and whatnot. They could be silent when calling orders, but it would feel "incomplete." Unfortunately I don't think Ubi would call the actors back in just for a fun little feature like this, so it's likely that they would just remain silent and just use the hand gestures when calling orders.
I'll throw in some ideas.
Midas
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Passive ability: Consternation - Upon Midas being discovered, the enemy that saw him suffers a sudden, alarming dread that results in confusion for a few seconds. 20 second cooldown.
Passive ability: - Reach of Shadow: As long as Midas is not currently engaged, he has double melee takedown range, and uses the knifekill animations from Fallen Ghosts. While engaged, he uses normal melee takedown animations and he has the normal takedown range, but he regenerates health and ammo for every takedown.
Active ability: Lethality - Midas's weapon is completely silent for a single second. Kills extend this duration by one second up to a maximum of five. Upon reaching five, Midas enters optic camouflage that lasts until the next time he fires his weapon. Melee takedowns do not end this effect, but his invisibility deactivates every time he performs a melee takedown. If Midas does not reach five kills, this ability goes on a 20 second cooldown. This ability cannot be started while Engaged. Optic Camouflage automatically ends after a camp is completely cleared or when you get a large distance away from enemy forces.
Weaver
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Passive: Marksmanship - Weaver has no scope sway. Additionally, when Weaver is prone, his weapon's damage and range are doubled, but not the penetration. Weaver's pistol has a unique three-round burst. Weaver's sniper rifle has a scope with adjustable zoom.
Unique ability: Anti-materiel round - For three seconds, Weaver's next shot from his sniper rifle will instantly destroy a vehicle regardless of where his bullet landed on the vehicle. Vehicles destroyed by this ability will explode with twice the damage and three times the range. 20 second cooldown. Headshots with any of Weaver's weapons reset this cooldown.
Don't really feel like thinking up a kit for Holt at the moment. Also, I would imagine that the equipment level of the NPC's would match the level of the player. For example, Holt's assault rifle would have equivalent stats to the LVOA-C Bad News if the player is level 30, whereas Holt's assault rifle would have equivalent stats to the M4 if the player was level 25.
Great idea thegamer113. Reminds me of the original R6 games i used to play. You had ROE commands and could soul swap to characters to move them into place while giving them a command to cover a certain area, set the ROE, etc. When encountering contacts, the AI took over depending on what their instruction was. Waypoints are also cool as they would allow you to orchestrate diversions, flanking maneuvers, cover fire from designated points, etc.
This would give the game a whole new feel in single player allowing folks to really get into the mission planning and execution.
I also felt a lot more invested in my AI team (I actually cared more) than I do in GRW.