So with my new computer I was finally able to play Far Cry 5---the old one was powerful enough to run it, but its CPU was too old for some sort of chipset instructions IDKWTF---and while it's mostly a silly arcadey FPS romp where it's pretty tough to play tactically I do think the game includes a couple of features Wildlands could benefit from.
(1) In Far Cry 5 when you take an outpost from the cult the regular denizens of Hope County occupy it and turn it into their own outpost full of friendly fighters, shops, and questgivers. I'd love to see this in Wildlands. It allows you to actually make a difference in the game world and reshape the political geography of the map. No one likes Tier One mode and endlessly repeatable missions anyway. But I'm pretty sure everyone would love to see rebels come in and permanently occupy SB or Unidad bases after we clear them out. Let us feel like our actions make a difference to the country rather than instantly repopulating hostile bases with their full original complement of tangos the moment we get like 2 km away from an outpost we cleared.
(2) AI driving in Far Cry 5 is utterly brilliant, and we should have it in Wildlands. Sure, Grace crashes us into fences, trees, cows, and even people a little sometimes, but mostly she follows the logical path via roads to whatever location marker I've set. Why can't Holt do the same while I get to sit in the damned minigun turret or chillax in the passenger seat? I know I'm willing to forgive him for "that one time". AI driving is a good compromise if you don't want to manually pilot a vehicle everywhere but find fast travel too unimmersive. Obviously AIs in Wildlands more or less know how to drive, so it shouldn't be beyond the realm of possibility that AI Ghosts can do so.
My expectations that we'll get these things are not high---they should be technically possible and near universally desired, it's just that I'm sure most of us feel that by this point the willingness of whatever devs still work on Wildlands to alter anything significant about how the game works just isn't there any more---but I wanted to speak up about it anyway, let Ubi know they really nailed it with a couple of great features in another of their games.
If not this GRW maybe the next one.
Ami
Number 1, no. Huge NO.
The world is already empty. Side mission is once-and-gone and now you want to Far Cry 5 base-take-over novelty that's going to make it even more empty.
No, I wouldn't like seeing rebels sitting in Unidad's place. If it was like that, I would have dropped the game within the first 2 months.
What else will we shoot outside of replaying same Story Mission over and over again? Chickens and Llamas?
Live enemies give constant challenge and keep the action ready on the spot. Outpost Master flick switch is nothing compared to that.
And where are those FC5 people who liked the permanent takeover? Gone. Because they're pretty much once-and-done player. Meanwhile people like me who want to keep engaged in the game suffer. And that's why sadly I had to throw FC5 away.
This is a video game and it's a shooter game, so yes, I want my enemies to be active so I can play what the game is all about and give me tools with. Novelties and 'immersion' crap doesn't give jack other than its charm on paper. Look at how useful our Rebel Vehicle Support now after that 'for immersion' feedback to not spawn it close to us. Yeah.
rebels capturing bases might be a cool gameplay mechanic but from a story perspective that's the last thing the ghosts would want
if rebels started taking over bases they go from terrorists shooting up a city block to terrorists taking over the country then all the cameras would be on the rebels who the ghosts are supporting and if any news came out that american forces were supporting them it would be a political nightmare for the USA
that and the ghosts don't care for the rebels taking over Bolivia there only target is the cartel and if the rebels took out the Bolivian government or occupied a large part of the country and tried to succeed this would lead to major geopolitical problems that could haunt the world for generations
also with the fallen ghosts expansion the rebels having major control of Bolivia is ruled out
Starting a new playthrough seems like more fun than endlessly fighting in an undynamic game world where nothing you do has any impact. ((((Originally Posted by Kane_sg Go to original post
Well, apostrophising the rebels as "terrorists" doesn't seem very apropos, but if you really don't find it immersive for farmers and workers and other smallfolk to take their country back from narcos and corrupt military and political leaders we could try assigning cleared outposts to non Unidad government forces who aren't so vile. Maybe that regular army General Baro mentions.Originally Posted by ManticButton Go to original post
the bulk of the rebels are fighting for freedom but it's leaders are vile scumOriginally Posted by non-exist-ent Go to original post
pac katari has on multiple occasions talked about selling the stolen narco cocaine, killing the people who have different political beliefs or those who stand in his way, or even trying to ally the rebels with terrorists
this on top of what the rebels do on a daily bases such a destroying property, killing civilians (accidentally) and so on
if the cia and dea weren't holding there hands for most of their decisions the rebels would have gone down the path of terrorism long ago
so the Bolivian government spinning the rebels as terrorists isn't far off
that and if it were up to pac katari the Bolivian government would go from a democratic republic to a full on socialist state
and we all know how pac treats people who stand in his way
it would be the complete disassembly and exaction of the Bolivian military and government
it would be interesting if a few of the bases (like 4 or 6) could be taken over by the rebels and the rebels would have to defend it like how the outpost system worked in far cry 4 (but less annoying)
so it would be less of the rebels completely taking over and more so the rebels having a small foothold in Bolivia
I'm also a HUGH no for No. 1.
1.) For the simple reason it doesn't make sense if one wishes to follow the story: the Ghosts are not in Bolivia in support of the rebels overthrowing the gov't.
2.) As already stated by Kane-sg - FC5 did a horrible job of making the world even more empty with the permanent takeover of outposts - but at least it made sense story-wise for Hope County. It was compounded by what took place once you cleared each region.
No, for Bolivia it might be a temporary takeover of a UNIDAD base for example, but to what end even then? There's no feature built into the game to remain at a base, and it would just make the world that much more "empty". Story-wise, UNIDAD forces would return and re-claim them in any event. The Ghosts are not there battling UNIDAD as its mission.
Regarding SBC outposts, one can make the case that as the cartel is dismantled in each province it would be UNIDAD coming in to fill the vacuum, not the rebels. That would naturally keep the game world alive as the player continues the campaign.
Unfortunately the Ubisoft developers of the Far Cry series (totally different from those making GR) still haven't found a good solution after all the comments coming from those who hated FC2's almost instant re-spawning of roadblocks.
It's safe to say, there's no chance of anything being done with GRW, And let's hope not for the next, unless there's some other feature to keep the game-world alive as one progresses thru the campaign - if it's an open-world environment of course.
I like the idea but with slight alteration. 1, Rather than just taking over the base and it then being in rebel hands from then on, how about them constantly changing hands? After a period of time SB or Unidad could attack one of the captured bases. The Ghost could get a request for help from the rebels and support them defending it. If you’re busy with a mission at the time the notification comes through the base gets taken over and you have to clear it again. This would prevent the world emptying and actually have a constant stream of spontaneous (ish), events to play.
Post end of game Unidad could even be split in two. Half being loyal to General Baro and the rest to SB. So you could fight Unidad, for Unidad.
I’m also against #1 for two reasons...Originally Posted by non-exist-ent Go to original post
First, if you spend anytime in the Far Cry forums you’ll hear people bitterly complaining that as you progress, the world becomes utterly boring with nothing to do. And people also complain that you can’t replay outposts until you’ve completed the whole game and all of the outposts and can then reset them all. Both are real problems in my opinion. It’s not a desirable thing other than to give you warm fuzzies. There’s no need for it either.
Second, the whole premise in Wildlands is that the Cartel effectively has unlimited resources and the only way a few ghosts can realistically have an impact is to dismantle the leadership. It’s not a case where the rebels just need you to tip the scales in their favour, the Cartel has them massively out resourced in man power, weapons, machinery, and political ties with Unidad. It’s nonsense to think the rebels could hold an outpost you’ve captured for more than 5 minutes. It totally makes sense, that as soon as you leave, the Cartel will move back in. Hence the fruitlessness of trying to dismantle the cartel that way. You as Ghosts should not be clearing outposts... that’s not what you are there to do. Anything besides focusing on the leadership is an unnecessary distraction that puts you and your team at unnecessary risk.
Now Far Cry has little in touch with reality, but arguably, the antagonists in that series have limited resources, and you and the locals can have an impact, and so it makes sense that you can chip away at the outposts, one by one. Although, it was more fun in Far Cry 4 where the bad guys would try to retake an outpost soon after you liberated it. But for the two reasons I mention above, I hope we don’t see that mechanic unless the plot and situation really warrants it in a future game, but if it does get implemented, many people will be complaining the world is devoid of bad guys to kill.
Edit: Just assume that when you come back to a Cartel outpost, the rebels locked in cages are what’s left of the Rebel garrison you left there after you last liberated it![]()
There you go, "problem" solved ...Originally Posted by VirtualRain1 Go to original post
This makes sense for all the larger bases, but could be a nice addition for all those little outposts where we gathered intel.Originally Posted by VirtualRain1 Go to original post