[FEEDBACK][SUGGESTION][CUSTOMIZATION][WEAPONS][CAMPAIGN] Improvements and Thoughts
Sorry, reposting this with the proper tags.
I just want to start off by saying I am a long time fan of the ghost recon series and the larger Tom Clancy universe. I absolutely love what the team has done with Wildlands and the promise of the game. The awesome dedication and care of the team at Ubi has inspired me to share my feedback for the first time. The PVP expansion has been wonderful and I know that is the focus at this point, but there are a few changes that I feel could be made to the campaign portion of the game that I believe could radically improve and deepen the game significantly, especially for those who play the campaign as a single player.
While I understand the drive to encourage players to seek out communities online in order to make connections and play with others to build a deeper experience, I am, because of the obligations of my life, typically only able to play for short periods that don’t coincide with my friends’ availability. While we are able to grab a coop session every once in a while and I enjoy that experience, those occasions are rare, and I avoid matchmaking for my short playtimes because I feel like I would just be wasting other players time. I also am just used to and enjoy playing as a single player.
Also Im aware some of these ideas have been addressed by the devs, but I'm reiterating them anyways because I believe they fit with the logic of the game and the goals of choice and customization.
Squad Control
• Overall my main complaint here is one of precision. While the squad ai are fairly autonomous once an attack order is given and do a decent job of finding cover in the approach, I have encountered many times where a rapid change in the environment (which is one of the really awesome dynamic things I love about this game) either leaves them in flux or unresponsive to commands in the way they are intended. Additionally there have been many occasions where their choice of cover and concealment leaves them horribly exposed. This often happens in urban and wooded environments and is probably just a product of the complexity of the world (which again is awesome). The other case occurs in more open environments where in order to find cover I will look around to find that one have of the squad has wandered 40m away. There are several steps that I think could address this.
• Rules Of Engagement/Suppression: This is a big one for me, as probably my biggest complaint is the inconsistency in the way the squad responds to threats. The most common situation is having the squad assault, and then because of a split in the enemy force or approaching reinforcements they will return to their normal behavior and by the time I’ve hit the assault command and they have taken off their suppressors again I have already been overwhelmed and shot. I really miss the ability to toggle a static ROE that was present in previous Ghost Recon installments and also the Rainbow Six Vegas games. The ability to have the squad in a default behavior such as ‘return fire only’ or ‘actively engage’ as threats appear would go a long way to being able to respond to the dynamic threats and situations that always arise in this game. In addition to this the ability to toggle the squads use of suppressors would be an awesome further component to this idea. This would give the player the ability order an assault with suppressors and have the team silently move through a camp or have the loud stuff ready in order to defend a position. (This idea also corresponds to my later thoughts on weapon customization).
• Precise placement: Changing the “Move to” command to a system of more precise placement (Such as the individual circles in GRAW and GRAW 2) would dramatically improve the ability to have the squad approach in an concealed manner or dig into cover. Especially around corners where the current system will often lead to one of the squad members ending up on the wrong side of the corner or wall in open view.
• Splitting the Squad: Another idea that would increase the functionality of the AI squad and really empower the ability of a single player to plan and execute more complex attacks and approaches would be the ability to select individual squad members or specific groupings to give commands to. Other games have done this and it could be done with a toggle or selection in the squad command wheel. But this way the player could place a sniper on a hilltop to cover or have individual members cover exits or set up specific defense positions for missions that call for it, or even split the squad into two groups of two and approach an objective from two sides. This would give the player the full tactical ability available in co-op with like-minded partners.
• Squad Vehicle Use:An extension of the squad splitting idea would be giving the squad members the ability to be commanded into vehicles that they could then drive. The idea would be that once they entered the vehicle you would then be able to give commands to that vehicle. This would be doable again by an ability to switch who or in this case what you are giving commands to (Something like the ability to switch between the squad and vehicles in the crosscom in GRAW and GRAW 2). This would open up the options to the player in a huge and really cool way. Having a squad member covering you with a helicopter or attacking with an APC as a distraction would put the tools of a coordinated team into the hands of an individual player.
• Guns for Hire: Under a revised command system with these feature the group of rebels that is granted to the player with the Guns For Hire Support could become a controllable group. Much like adding a vehicle unit to command, the guns for hire would become a secondary squad that could be switched to and given basic general movement and attack/defense commands (suppressors and sync shot would make this way too overpowered). This would make their use a lot more dynamic and allow for some really cool moments assaulting larger bases and forces.
Customization of Holt, Weaver, and Midas:
• Appearance: Although this is the most superficial of the changes, I believe the ability to customize the appearance of the AI squad would deepen the experience of the game and fit in with the promise of customization. I am not necessarily talking about facial features, but rather their outfits and gear. The idea that you could put Weaver in a Ghillie suit to tailor to his identity as a sniper or give the whole team a common camo scheme or unifying feature is one that I think would deepen the player’s involvement and engagement with the characters, and create some interesting choices.
• Weapons: One of the things that was so fundamental about past ghost recon games was choosing the composition of the squad to try to meet the needs of the mission. I think this idea could be built into the game’s logic by being able to modify the loadout of the AI characters. Being able to equip squad members with different weapons and to modify those weapons for different ranges and styles of engagements and missions would go a long way towards building the versatility in assigning roles of co-op into the single player experience, and just empower the player to cater to their own play-style.
I know some of these ideas are pretty ambitious and probably not feasible changes at this stage, but I’m passionate about this game and this series and after spending a fair amount of time with game I wanted to add my feedback and thoughts about how to make this game even better or at the least for consideration in respect to the future direction of the series. I know its a long read but thank you for your time!
Thanks for what you've created!!
Best –Longehost926
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