🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    Please NO more forced stealth gameplay sections in the next Splinter Cell

    Let the Splinter Cell veterans decide when they want to break stealth or use lethal force.

    Reward the more stealthy players with additional XP or unique weapon/tool unlocks, but do not funnel their experience down a rigid path.
     1 people found this helpful
    Share this post

  2. #2
    I completely agree. There will likely be sections where detection would cause a failed mission, but even then the player should have the choice lethal/non-lethal takedowns. I loved the three playstyles from Blacklist.
    Share this post

  3. #3
    DexLuther's Avatar Senior Member
    Join Date
    Mar 2008
    Location
    Montreal, Canada
    Posts
    1,052
    I remember most Splinter Cell games having missions where you couldn't kill or get detected. Hell I distinctly remember also having a 3 alarm and you fail system on some missions.

    Hell, the Ghost's motto is "Swiftly, Silently, Invisibly."

    Part of the challenge is completing the mission within it's constraints, which as part of the story is sometimes you can't let them know you were there and being seen or leaving a trail of dead bodies is a pretty big sign that at least SOMEONE was there.

    I assume no one liked playing "the floor is lave" with you guys when you were a kid. Always complaining that ALL the floor is lava and that you should be able to choose where the floor is lava and where it isn't whenever you choose.
     1 people found this helpful
    Share this post

  4. #4
    Originally Posted by DexLuther Go to original post
    I remember most Splinter Cell games having missions where you couldn't kill or get detected. Hell I distinctly remember also having a 3 alarm and you fail system on some missions.

    Hell, the Ghost's motto is "Swiftly, Silently, Invisibly."

    Part of the challenge is completing the mission within it's constraints, which as part of the story is sometimes you can't let them know you were there and being seen or leaving a trail of dead bodies is a pretty big sign that at least SOMEONE was there.

    I assume no one liked playing "the floor is lave" with you guys when you were a kid. Always complaining that ALL the floor is lava and that you should be able to choose where the floor is lava and where it isn't whenever you choose.

    Well, this is on Ubisoft for not properly explaining to the audience that the mission is a challenge mission with tight rules. The trailer made it appear that we would be able to play the mission within the parameters that have been set since the game came out, but you couldn't even knock someone out in this mission. The biggest pain was the exfil, but after many deaths, it was satisfying to finally beat it. In the end, people need to understand that the mission was designed as challenge and not a straight forward mission.
     1 people found this helpful
    Share this post

  5. #5
    LaMOi's Avatar Senior Member
    Join Date
    Dec 2010
    Posts
    3,650
    Originally Posted by Copperhead_SG Go to original post
    Let the Splinter Cell veterans decide when they want to break stealth or use lethal force.

    Reward the more stealthy players with additional XP or unique weapon/tool unlocks, but do not funnel their experience down a rigid path.
    Totally agree.

    I think they just wanted to make the mission a little bit different - and a tribute to old school Splinter Cell.

    Shame the latter half of the mission was too chaotic to enjoy.
     1 people found this helpful
    Share this post

  6. #6
    shobhit7777777's Avatar Senior Member
    Join Date
    Nov 2010
    Location
    Mumbai, India
    Posts
    8,356
    I can assure you that even veteran Splinter Cell players would likely find forced stealth (heck, forced anything) annoying. Insta-fail on detection is as annoying as a scripted "alert" and firefight.

    Also, what's more tense?

    Sneaking into a heavily guarded base, timing your movement, waiting for that one guy to look away, move towards your next piece of cover., run into a sentry and are about to be discovered but salvage it with a quick headshot followed by a "Phew" and a moment of breath catching.

    Or

    Doing all the above except 7 times in a row because killing anyone fails the mission.
     2 people found this helpful
    Share this post

  7. #7
    Agreed. The consequence of breaking stealth should be met with overwhelming force, not game over.
     1 people found this helpful
    Share this post

  8. #8
    CarolinaFrog's Avatar Senior Member
    Join Date
    Sep 2015
    Location
    NC USA
    Posts
    1,014
    and wheres our body drag??? i mean... seriously!!! mark a target, let a teammate drop em and then grab the fresh kill and drag it off... thats how its done!!! why cant we do that ingame?
    Share this post