Wildlands really nailed some of the jungle/wetland areas so to play to their strengths and possibly use existing assets areas that have similar biomes would seem like a good idea to go off of.
I would personally opt for somewhere in Africa as my top pick, maybe Nigeria/(a neighboring country) dealing with oil companies/mercenaries, rebel groups terror groups and civil war/coup attempt, or Sierra Leone/neighboring country like Liberia dealing with diamond trade rebel groups civil war and a coup.
Another option in Africa could be Mozambique and parts of a few bordering countries or The Democratic Republic of the Congo & Rwanda dealing with the rebel groups that fled Rwanda after the 1994 Rwandan genecide taking refuge over the border in the DRC and could also deal with Cobalt & Lithium mining). With any of the aforementioned African countries, it's possible to have China be involved in some way either as a direct opponent propping up a hostile regime the ghost team has to undermine covertly by aiding rebels/previous regime military forces. Or the ghost team would have to actively try to avoid contact with the Chinese military/gov’t personnel. China's involvement in the development of infrastructure in return for access to resources/emerging markets in many African countries is extensive so it's plausible the ghost team might come into contact with them in one of the countries adding another interesting dynamic/faction to deal with.
It would be an interesting aspect to have to deal with border crossings procuring local safe houses/currency/arms/vehicles if needed after crossing into a different country legally or illegally.
Having different factions militaries within the countries could provide some added tension, as would cross-border conflicts between factions possibly having to deal with a coup's at some point either acting to support one or subvert one. Good world building is an important aspect that most games/movies fail at miserably if done right the game world should feel alive and things/events should happen whether or not they are instigated by the player.
Developing assets/relationships with local villagers and rebel groups when entering a new region... working with the rebel groups in the various countries teaching them things like fire team movements patrolling, bounding, formations, clearing buildings, ambush tactics such as Linear, L Shape, & V Shape Ambushes at either a Near or Far distance this would hopefully give them some character development as well as teach the player some of these tactics, Rebels should have more functionality such as being able to be given specific orders to do certain things like change formations, change the Rules Of Engagement, chain waypoints, or tell them to suppress a target, set up a defensive position/ambushes, assault or fall back etc....
Overall a much larger emphasis on clandestine operations incorporating "fieldcraft" & "tradecraft" aspects into the game, and having there be an inherent benefit for the player to blend in, and use common weapons/calibers used by local factions.
I think Civilians should have a larger impact on one's mission (and not just be aimlessly wonder about as set dressing) one could gather intel on targets/missions/convoys by asking them for information (one would have to choose the right things to ask/say to get information out of them, not just another NPC one has to press the action button next to, to activate a BS side mission but an actual dialog with multiple outcomes) this may mean bribing them. In addition, the civilians living in close proximity to hostile outposts/territory should be able to rat out the team to the hostile forces and would be less likely to help one of the ghosts as they would have to live with the consequences of being a rat in a hostile faction's territory.
One might have to dress in civilian clothing trying to get thru a checkpoint/checkpoints without being detected. One might have to bribe the guards at the checkpoint (maybe have some sort of random factor to cause the player to be detected. Or if they don't bribe them well enough they don't let you pass) the catch is that the team only has a certain amount of cash to bribe people with for parts of the game, be that guards or civilians (to get intel or to not have the civilians not give you up to the enemy, depending on the relative distance or scope of influence the hostile faction has on the civilians they would be more or less inclined to help or rat you out.) If it goes south at the checkpoint the team would have to escape and evade or if the checkpoint is to heavily reinforced the team is compromised (possibly have a capture system where the team members that are caught go to a local jail one could break out of/have people break them out or bribe the guards or get interrogated).
Survival is another aspect that could be explored in a subtle nonabrasive manner. Arguably there is not enough emphasis put on the clandestine operations with minimal support in a hostile country, a survival component in the game could improve that as well as the bribing system above. It would be great to see on "ghost difficulty" to have ones clothing actually impact the wellbeing/health (for lack of a better term) of the player. The player would have to source shelter water and food. Shelter could encompass one's clothing and a safe house/or a base camp in a given region.
One could have to gather water periodically, same goes for eating rations stealing/buying food or hunting (not to the point it's a nuisance though something like every 4-6 real world hours not enough to be annoying but enough to impact gameplay occasionally). If one is hungry/thirsty they would have less energy to do things. They would get more fatigued at a faster rate, it would take longer to recover stamina. If one is too cold they would be less accurate and wouldn't be as quick at doing things like switching guns, equipment, reloading, etc.. and maybe more scope sway as a result.
Mobility & Gear/Ammo count being affected by what Guns, Calibers, Backpacks, Plate Carriers, Chest Rigs, that one chooses impacts what one has available to them during a mission and their mobility. Didn't pack the bolt cutters too bad, didn't wear a plate carrier on a direct action raid go down in a few shots, didn't consider the weight of your gear/gun/caliber choice now your slower with less stamina.
Making the team's vehicle more useful by having storage for additional weapons ammo gear as well as having a winch jerry cans & snorkel storage of heavy weapons like an M107A1, MK32A1, CARL-GUSTAF M4, 60mm &/or 81mm mortars as well as tripod mounted crew-served weapons like the General Dynamics .338NM LWMMG or .50 BMG XM806 one can move around to set up ambushes/defensive positions.
To make travel between areas more engaging and add a bit of tension having the need to fill up the cars with at gas stations/safe houses/or with jerry cans in case one runs out of gas in remote areas. Having areas on roads where one can get stuck in mud/sand/water after which one would need to use a winch/recovery kit to get out, as well as including flat tires/engine problems being a random/very rare occurrence and more commonplace for NPC vehicles, 4x4's should be noticeably more capable than standard front or rear wheel drive vehicles.
Ballistics being based on real-world caliber, barrel length, and ammunition data and not made up. As well as including optics with functioning holdovers, Ballistic Drop Compensators, and Auto-Ranging markings on the reticles. Example: https://cdn0.thetruthaboutguns.com/w...S-reticle4.png
The inclusion of Ammo choice.
-Armor Piercing
rounds (better penetration) and possibly velocity.
-Boat Tail Hollow Points.
So as to increase terminal/external ballistics and not to over penetrate one's intended target causing the projectile to strike something that would compromise one's presence to the enemy or harm an HVT or noncombatants.
-Supersonic/Subsonic Ammo.
option to use either subsonic or supersonic ammo for suppressed firearms as an option so as to get better bullet velocity lethality and trajectory with supersonic rounds with the trade-off being the report of the round breaking the sound barrier down range. Subsonic ammo being much quieter but has decreased velocity/lethality.
Fleshed out Breaching tools and Mechanics.
Realistic Magazine/Ammo retention partially expended magazines stay in a pool of magazines until the player expends all full magazines then the partially expended magazines are rotated through when one swaps magazines.
Climbing gear/mechanics.
Forward Air Controller gear and equipment complete with standard SOF Close air support options that a squad/fire team member could call in.
Realistic and well fleshed out Quick Reaction Force options to include the vehicles they infill in with, the friendly QRF could be made up of rebels, a sister SOF unit and or a supporting unit like the Rangers.
Option for AI controlled infill & exfill options via helicopter, plane, ground vihicle, and water craft.
Mission planning board at the teams safe house or FOB, that one can plan the infil & exfil, route of ingress & egress, points of entery fall back points etc...
CO-OP Player count based on ODA Team/squad structure 12 at the highest split into 2-3 fire teams of either 6 or 4 people.
Multiplayer Gamemode Ideas (HVT) (CSAR) (Escape & Evade)
1st.) Mode would be called (HVT) High-Value Target.
In HVT the defensive team would be tasked with defending a high-value person at a static location or the team would have to move the HVT to a series of locations or a specific location that would update if the first location was compromised.
The Defensive team would win if the time were to run out, or they repelled the other team.
The attacking team would be told at the beginning of the round if they were capturing or killing the HVT.
The attacking team would have the choice to infill via parachute or helicopter and land at player designated landing zones outside a certain distance from the objective.
Once the HVT was killed or captured the attacking team would have to exfiltrate to an extraction zone (with tertiary alternatives) without being killed, captured, or lose the HVT.
.....Map size.
1-2 square kilometers give or take.
.....Player count.
would be 8-12 players for the attacking team (A Squad split up into two Fireteams ideally could be less like 6 but still needs 2 fire teams of 3). For the defensive team if augmented with AI could be the same team number as the attackers.
.....Spawn types.
Could be limited respawns or restricted to 1 life depending on settings.
.....Chat type
Possibly required game chat to help with teamwork/cohesion.
2nd.) Mode would be (CSAR) Combat Search and Rescue.
In CSAR the First Team would be tasked with destroying a downed (Drone) (Helicopter/Resupply Plane) depending on which it was the team might have to extract important tech/pilot & air crewman to an extraction point (with alternatives) should the main one not be viable for the team to reach.
The opposing team would try to secure the crash site retrieving the tech or the aircrew if the First team got there first they would pursue them trying to prevent them from extracting or destroying the objective.
*Optional idea could have the opposing force shoot down the aircraft to start off the round with a MANPAD Man-portable air-defense systems like a Stinger.
......Map size.
1-2 square kilometers give or take.
......Player Count
4-6 players for the First team, 6-8 players for opposing team. Could be evenly matched if that seems to work better if so maybe augment the team with AI.
.....Spawn types.
Could be limited respawns or restricted to 1 life depending on settings.
.....Chat type
Possibly required game chat to help with teamwork/cohesion.
3rd.) Mode would be Escape & Evade.................
In Escape & Evade the First team would start off getting shot down in an aircraft there would be variations in getting shot down one would include having to bail out of a plane that was hit parachuting to the ground if the team was split up they would attempt to rally up or go directly for the extraction point.
They would have to evade a much larger opposing force as they try to get to an extraction zone should the first become untenable the team would have to reach another extraction point. (possibly augmented by AI patrols & search teams as well as hostile AI located at checkpoints/points of interest if possible)
The opposing team would have to track down the first team more points would go for capturing them but killing them would be acceptable.
.....Map size.
1-2 square kilometers give or take.
.....Player Count
4-6 players for the First team, 6-10 players for opposing team. Augmented with AI.
.....Spawn types.
Restricted to 1 life for the first team, limited spawns for opposition team.
.....Chat type.
Possibly required game chat to help with teamwork/cohesion.
4th.) Something like Rainbow Six Siege with varied objectives (Rescue Hostage) (Destroy___target of interest) (Secure Area) on a medium-small map with multiple rounds to win.
.....Map Size
Relatively small, or medium if teams scaled up.
.....Spawn type
Restricted to 1 life per team member
.....Chat type.
Possibly required game chat to help with teamwork/cohesion.
very good idea....
https://www.youtube.com/watch?v=YKUOB8MN4Kc
Like I said in another post they should build off of this game offer a new location but you need to go to a local airport get on the plane and the loading to the next map starts
I want this game to be like World of Warcraft and evolving game. Just build upon something that’s already good
So, in essence; An in-depth authentic tactical shooter instead of a trendy superficial loot-shooter? That's exactly what the core user-base wanted after the announcement trailer. The shallowness of Wildlands is what really surprised me when I got my hands on it. Back then they were promising "authenticity" and all that jazz.
Actually no, you can murder innocent civilians and rebels for days without the locals or even the rebels blinking their shallow excuse for an eye.
They managed to create a really immersive world and backstory, but immediately blew all that away by focusing on loot, xp/tier/prestige points etc.; on unlocks in general. For example, "safe houses" could've been much more than just lame old spawn points. Now, the player just spawns in and sprints off to an assault helicopter, zooming past everything in the world to get to the next unlock. It's really a shame how they threw all that work away like that.
Seems like Ubisoft was torn between creating a really great experience and shoddily throwing together something that can get loot crates sold. Loot crates won. That's probably still the case in Wildlands 2.
Originally Posted by FerroMortem Go to original post
Remember when they announced the Peruvian Connection DLC and everyone thought it would mean they'd expand the map to other countries too? Lmao. Then they released the gameplay footage and suddenly this forum deflated to what it is now. In-fighting, trolling and crying about missing vanity items or cameo caricature characters from Siege.... Amazing.
Then you have community influencers (like Bluefox //NO HATE TO THE LAD// you keep doing you, blue!) who went around and told fans of the original Ghost Recon that the legacy was over and that it was time to move on. Talk about alienating loyal users for corporate interest....
As far as "Wildlands 2" goes, I'd be okay with a far, far more restricted world, and shifting that focus on getting the realistic setting in place. That would be accomplished by bringing aboard people who have seen that world for themselves and including as much of that technical knownledge into every mechanic until every line of code in the game become representative of the concept that is Ghost Recon. There are passionate veterans out there who would love to tell their story without the Hollywood-esque flair corrupting it. Look at Black Powder Red Earth (especially the original or the new Yemen-series) for how it's done. Hell, there are "celebrities" on Youtube(!!), like Travis Haley, who would love an opportunity like this, if done right.
Then add the transparent vanity item packs to the store. Then add the DLCs that echo the integrity of the original development. That's how you make iconic games and create a loyal user-base. Too bad the economy is scaring studios away from this approach.
Ah, well, time for
Tom Clancy's Ghost Recon Wildlands 2: Battle Royale
Come get your Pink Flamingo skins and Victory Dances for only $399!
![]()