Hi Guys
Wanted to start a thread as we have been talking about it in the “randomised missions” thread. As Ubisoft has mentioned it won’t get read unless we tag it, so thought we could continue that conversation here where it may be looked at.
So just to clarify what the “mission generator v mission editor is. I mentioned in the “randomised missions” thread that in the year 2 Q&A blog (question 10), that the devs said that a mission editor would not be possible.
https://ghost-recon.ubisoft.com/wild...m:154-76770-32
When we say mission editor, do the devs think we mean a level editor such as the one used to build levels in the same way far cry 5 arcade does?
Or
To randomly/ custom make mission types using assets already in the game?
For example
Mission type- assinate HVT, Rescue NPC, steak intel, blow up stash, clear the base etc
Time of day- night, day, dusk, sun set
Weather- sunny, raining, storms
Location- villa, silver mine, oil refinery, other locations in pve map (as they are in campaign) etc
Enemy type- SB, Unidad, LE (from fallen ghosts)
Enemy density- low, medium, high
Modifiers (for additional challenge/ reward)- coop, solo, extreme, No HUD, pistol only, time limit, no detection, melee only, etc
Reward- based on performance/ difficulty of modifiers on for the mission.
Ubisoft, I just wanted to know if the devs are aware the second one is what we are after?
Totally cool if the devs can’t create that on this engine or it’s too big a job. I just want to set my expectations for future updates and perhaps something that could be added in a sequel.
Sounds to me that people are looking for replayability from variety and challenge, and the mission “editor/ generator” would provide that randomness people desire.
That would certainly keep me playing for god knows how long. :-)
I could also see a lot of YouTube’s/ streamers creating a lot of fun content with this too which would certainly help with re marketing the game again. (A bit like the resurgence of the division after patch 1.8 came out earlier this year). Player numbers exploded.
Looking forward to hearing feedback.
I see so many possibilities for challenges, etc. with a mission generator but I'm afraid the answer will be the same as it certainly would require some framework, etc. even though it could use existing mechanics, scenario, etc. from the current gameplay.
Doesn't hurt to ask though as i would love to see such a feature. More replayability is better for the fans and better for Ubisoft as it could open more opportunities to sell items. .....if GRW moved in this direction I certainly would give consideration to buying some of their packs, etc.
Would be great and I would want this without a doubt if it was possible but I think it’s extremely unlikely unfortunately. I sadly don’t see this game having anything to keep it going and I’m finding that this game has a limit and beyond that there isn’t much more going for it in terms of longevity.
There is only so many times I can raid the same outposts, F.OB’s or complete the same missions before it starts to get stale. I wish there was something that would add some more replaybility to this title as it is truly great for the most part but after 28 days of gameplay I’m literally at a loss as I just don’t have anything to keep the good fight going. I think Ubi need to look at GTAV or Fallout and look at how other companies keep their open world games going.
As I said before I think Ubi should have just went with a linear game and focused more on mechanics and features that could have made it a totally immersive tactical shooter but instead they went open world and didn’t really nail it and also the rest kinda suffered too, ie, mechanics.
I would love nothing more than they sort this game out and add in more replay value but as I said I wouldn’t hold my breathe.
Again, "go the Skyrim radiant quests route" It's kinda funny that Bethesda never could add MP to Skyrim (because of the engine). This game, they could add something like radiant quest generator and it would be a big step to immortalising the game.
Skyrim released 2011; loads of people are still playing it to this day, which mods are definitely a big part of too.
For suggestion thread's make sure, like you say, to use the appropriate tags so we are sure to look at it. Here's the guide!
Thanks, I shall make sure I do it properly next time. Appreciate you taking the time to read the thread.
I would love to hear people’s suggestions (using the current assets in the game/ take minimal resources from the dev team) about ideas for how a mission generator would work.
There are so many locations in the game that would be great mini sandboxes for the different scenarios.
For example I had a quick replay of fallen ghosts and although a lot of the assets from the campaign were re used, the challenge against the new New enemy type in those same environments freshened it up completely! (There were more of them and their mixed abilities made each area a real challenge)
Some locations that I really enjoyed that I think would be good to re use with different mission objectives would be:
(I’ll pick 3 each in 3locations to keep list short)
MONTUYUK
Carl bookart- kill bookart in silver mine
Full Load- blow up mortar supplies
The Instructors- assassinate 3 instructors
OCORO
Aggressive Competition- blow up cocaine supplies in train yard
Cooking with coca- blow up mixers in factory
El emissario- assainate el emissario at his villa
PN DE AGUA VERDE
Carzita- party island interrogation
Carzita VIP list- download VIP list
Carzita’s assistant- assassinate carzitas assistant
Honourable mentions
ESPIRITU SANTO
La santera chapel- steal el sueno bible
KOANI
Flight Plan- infiltrate air base and steal flight plan
MOJOCOYO
The main stash- blow up main stash
BARVECHOS
Pulpo’s right hand man- interrogate HVT
Nidia Flores- kidnap HVT
SAN MATEO
El pozolero- kidnap HVT
LIBERTAD
Chemical Trail- interrogate HVT
CAIMANES
The prototype- blow up sub
Submarine fleet 1- blow up sub
El cerebro- kidnap HVT
MEDIA LUNA
El Commandante-assassinate HVT
LA CRUZ
La plaga- assassinate HVT
FLOR DE ORO
The black site- steal intel
There are a few more and I’m sure many other people have favourites. I thought the locations of each of these would be superb settings for multiple mission types.
Then perhaps you could choose the settings/ modifiers as mentioned at the beginning of the feed.
Anyone like to add anything? (Using the limitations/ assets of what we have in the game as it is today. E.g. some of the options that the custom games in ghost war have. The less work for the dev team the better, as I would assume they are already overloaded).
I'm totally in love with this idea. The lack of something like is exactly why I haven't bought this game yet. Someone asked in my previous thread ("randomized missions"), why Ubisoft would build something like this, because it would be the end-all (all we'd want in a game, with no incentive to buy another). I'll repeat here that perhaps they could make this into a series, all related, but yet different. Here's what I'm thinking. Perhaps additional games in the series, which are for the most part, drastically different environments. For example, "Ghost Recon: URBAN", "Ghost Recon: DESERT", "Ghost Recon: TUNDRA", "Ghost Recon: NAVAL" (you raid ships, locations close to shore, etc.). Those names could use some embellishing, but I stated them that way for thematic effect only. The best part, if you own one of the games already, you can import your Ghost squad into the other games as well, so you could use them across games. The time you invest in building your squad isn't wasted; there's a sense of ownership that you won't lose. On Ubisoft's part, design elements and code are reused, lessening development time for each game, and doing something nobody else has done before with their games. With each of these having a "mission generator" like we've talked about (no need for story; just the basic premise that we're a ghost team at war with terror), popularity and replayability are greatly multiplied, keeping many more players engaged for much longer. I don't know about you guys, but I'd buy them ALL.
HOW THE MISSION GENERATOR COULD FIT INTO GRW
I was thinking about this a lot yesterday and two ideas came to mind.
OPTION A- it’s own mode like ghost war/ ghost mode/ dlc
-This would have its own lobby to pair up with randoms/ friends
- you could set the missions up like a custom game in ghost war
- all the assets could be sectioned off, areas updated/ balanced to suit the mode
PRO’s
- higher quality, hand crafted experience
- more polish and balance put into the mode
- would allow players to pick exactly what they want for the best experience
CONS
- probably requires lots more resources from the dev team, perhaps even a team especially for this mode.
- will probably have lots of bugs and glitches which will add to the work load of the dev team
- a separate mode could separate the player base
- more servers/ resources required from Ubisoft
- more loading screens
OPTION B- randomised mission generator in main campaign
- select random mission generator in whatever area you happen to be in.
- Creates a randomised objective for you using the assets already in the game
- you activate/ start the mission by travelling to nearest safe house
PRO’s
- keeps campaign player base together
- fewer dev assets required to create/ maintain an entirely new mode
- uses the same systems in the game for when you want to replay a mission. Leave an area, select mission, come back to area and do mission.
- easier to implement using current systems? (The devs will know best)
CONS
- less player choice
- may keep getting less preferred mission types/ modifiers
- the quality of the random mission generated will depend on the combination of assets used in the randomisation.
SUMMARY
Essentially, what players are after in terms of gameplay in PVE is replayability, variety and challenge.
I have no idea how much effort it takes to create a random mission generator/ resources required but I wanted to share these ideas in the hope that it may help the dev team look at it from another angle.
If anyone else has any ideas to build on this, please chip in