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  1. #11
    Ghost-Ami's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    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.
    This is definitely a good compromise. I just want the world to not feel so static.
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  2. #12
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by non-exist-ent Go to original post
    This is definitely a good compromise. I just want the world to not feel so static.
    Agreed. It would be good to have a bit of ebb and flow between the rebels and SB/Unidad to get involved in.
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  3. #13
    UbiInsulin's Avatar Community Manager
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    I believe both of these suggestions have made their way to the team, but I don't know whether any changes to these systems are in the pipeline.
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  4. #14
    Frag_Maniac's Avatar Banned
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    1. I personally don't want any more Rebel intervention period. I'd in fact rather they not force their interference in many missions. Madre Coca being just one of them where they often kill her before you can get to her.

    2. I can't think of anything brilliant about FC5's AI. Sure, they can drive vehicles but often do so on their own without asking them to and kill stealth. They also suck at driving on dirt roads with lots of turns. Their dialog is constantly interrupted and repeated, are they're often slow as hell at keeping up on foot, and too often need reviving.

    I've also had a lot of ridiculous moments where your AI companions when in a boat will get stuck in certain poses or fall out for no reason.

    The only way I play FC5 anymore is with no companion AI, but even then, you still have all the drug zombie craziness. It's just a horrible game that had so much wasted potential. Honestly, I can't even convince myself to go back and play it anymore.
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  5. #15
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Frag_Maniac Go to original post
    1. I personally don't want any more Rebel intervention period. I'd in fact rather they not force their interference in many missions. Madre Coca being just one of them where they often kill her before you can get to her.
    ...
    Speaking of rebel intervention, does anyone know what happens in the game if you don't do Rebel Rising; just ignore it, leave the province with La Yuri and El Polito still alive and pick up from another location?
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  6. #16
    MikeWeeks's Avatar Senior Member
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    Originally Posted by BIG_BOSS_S. Go to original post
    add in the sliding mechanic from farcry. its annoying in GRW when your under heavy fire and your tryin to go cover to cover and when you try to hard crouch while running they just drop to prone and get shot up. imagine having a sliding mechanic where they slide into cover while bullets fly past you.
    I wonder if this is one feature tied to the game engine, as it might be in the Far Cry series in that you can't go prone.
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  7. #17
    Frag_Maniac's Avatar Banned
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    Originally Posted by MikeWeeks Go to original post
    Speaking of rebel intervention, does anyone know what happens in the game if you don't do Rebel Rising; just ignore it, leave the province with La Yuri and El Polito still alive and pick up from another location?
    I seriously wanted to try skipping Rebellion Rising, but every time the game would load up Bowman would go into the spiel about that mission, and I was not willing to wait through that dialog before starting all my video gameplay. I'm pretty sure the Rebels are scripted to interfere in certain places anyway, so I doubt it would really do any good.
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  8. #18
    Virtual-Chris's Avatar Senior Member
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    One mechanic Wildlands desperately needs is NOT erasing bodies as soon as you look elsewhere. OR at least still enabling passing bad guys identify that there was a dead body there. This issue makes stealth way easier in many situations that it should be... kill someone, look away, evidence gone. WTF?!

    THEN, it would make sense to have the ability to move bodies like Far Cry.

    As it stands I have to pretend that my team is stealthily piling bodies in the back lot behind the fence. Don’t make me have to imagine this.
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  9. #19
    MikeWeeks's Avatar Senior Member
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    Originally Posted by VirtualRain1 Go to original post
    One mechanic Wildlands desperately needs is NOT erasing bodies as soon as you look elsewhere. OR at least still enabling passing bad guys identify that there was a dead body there. This issue makes stealth way easier in many situations that it should be... kill someone, look away, evidence gone. WTF?!

    THEN, it would make sense to have the ability to move bodies like Far Cry.

    As it stands I have to pretend that my team is stealthily piling bodies in the back lot behind the fence. Don’t make me have to imagine this.
    Previous comments on the subject have ranged from it being (basically) a system resource management tool to one of a means to move the game along when you're in free roam mode. Since bodies can remain in those "don't be detected" missions, it would appear to be a developer's decision of some type.

    What I get a kick out of is when you knock out sleeping enemies, and the next guy will lay on this blood-soaked bed/cox. To say nothing of the patrolling enemy coming across a weapon and very noticeable pool of blood ...
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  10. #20
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Frag_Maniac Go to original post
    I seriously wanted to try skipping Rebellion Rising, but every time the game would load up Bowman would go into the spiel about that mission, and I was not willing to wait through that dialog before starting all my video gameplay. I'm pretty sure the Rebels are scripted to interfere in certain places anyway, so I doubt it would really do any good.
    I know the hunting lodge is a no-go zone if the mission hasn't been done - discovered that by accident in my first play through.

    Yeah, I bet the only impact on increasing rebel skills is the "strength" of rebels when they spawn, not whether they will at a lower rate for example.
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