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  1. #1
    Hugo-FOU's Avatar Senior Member
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    [IDEA] DLC Lost Spirits

    This idea came from what I thought Fallen Ghosts was going to be. Just to clarify, I really enjoyed Fallen Ghosts. I just wasn’t what I expected.

    I expected a DLC where the Ghosts were being relentlessly hunted. More of an escape a evade mode.

    So the idea I a DLC/made set just after the events of the main game. SB is no longer an international threat but they’re still scattered all over Bolivia. Unidad are struggling to put themselves back together and the Rebels are trying to take control, but are stronger than ever. The one thing they all have in common is they want blood....Ghost Blood or anyone who supports the Ghosts and anyone who has supplied intel.

    The aim of the DLC/mode is to escape the country by making it to an extraction point. However, as soon as the ghosts set out they receive intel about a captured asset.
    This is where it could become either a story DLC or a new game mode. As a story the Ghosts receive intel and clues that take them from one assets to another. Each asset they rescue/release provides intel on other, or enemies that know the location of others. They also gather intel on eveidence of CIA involvement that needs retrieving or destroying aa well as anything else that wold fit the story.

    As a game mode the start point would be random and the extraction point random. The rescues and the like would be bonus objectives that could be completed along the way for greater rewards. Getting killed or failing an objective would restart the mode.

    Either way it would need to be a slightly different Bolivia. All helicopters are grounded to restrict the Ghosts movement. No fast travel. There are road blocks and check points all over the place. There is open battle between the Rebels, Unidad and the remains of SB.

    NO REBEL SUPPORT (You could unlock alternate support by rescuing certain people. Example rescue a particular CIA asset and gain satellite surveillance. Or rescue a pilot and primitive bombing run.)

    Ghosts start with whatever loadout is available to the player from the main campaign. From there they have to scavenge everything. No complete restocks. Ammo boxes would refill only one item slot. (Primary, secondary weapon or sidearm ammo or munition.)

    The only way to change loadout would be to loot the dead or visit the very few black market delears scattered across the map.

    DLC story complete after all objectives completed and the Ghosts successfully reach the extraction location. Game Mode complete when the Ghosts Reach the extraction location.
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  2. #2
    Ryo_Hazaki's Avatar Senior Member
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    You always have great ideas. I do have a question about this part of your ideas

    "As a game mode the start point would be random and the extraction point random. The rescues and the like would be bonus objectives that could be completed along the way for greater rewards. Getting killed or failing an objective would restart the mode."

    (With the complaints about permadeath in Ghost Mode in mind) If I understand correctly if the person fails they have to start from the beginning, as opposed to the campaign?
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  3. #3
    I always thought about some of your points in a DLC, especially when it came to ammo.

    Fallen Ghost was great and in fact underrated. Replaying FG after the Tier 1 grind is refreshing. There is a good challenge on Extreme and I like there were layers to Side Missions and Campaign Missions as well.The jammers were annoying but great, even with experience with no HUD, enemies were not dumb to their allies being taken down 50m away unlike the main campaign. I'll be honest, I had to cheese some missions with a rocket shooting heli sometimes.

    Tier 1 grind you learn to just mark with drone for points, Rebel Area mark for safety, and proceed to methodically kill undetected for maximum points.

    AMMO
    Ammo is essentially infinite. When do you ever really find yourself running out of ammo? Only time in recent memory is in Guerilla Mode, and you have to relearn trigger control and ammo management. I like the idea that ammo would not be infinite (in a DLC). You have to trade Resources for Ammo.

    I am also going to plug in my magazine system. You should start with the DLC with 3 magazines in your primary and 3 magazines for your sidearm. As you progress you can gain more magazines and ammo via your Black Market idea or Mission Criteria completion.

    Ammo must be scavenged or looted from dead bodies. Bullet caliber matters. You can loot an AK magazine, but it won't be usable for your M4.

    I like how you added aerial assets are grounded. I am an advocate that heli ammo should be finite as well.

    LOADOUTS and WEAPON MANAGEMENT
    Load outs can only be changed at your ONE safehouse. Like a Batman/Punisher lair.

    You are able to equip a primary, secondary and side arm just like in the campaign. You can have your secondary rifle as Empty. However you will lose your inventory if you drop your rifle for another rifle while on a mission. This would mean you would have to collect rifles and magazines and store them in your Safehouse Locker. No trophy guns in this mode. Guns that were achieved via Store are available but cannot be dropped.

    Let's say you've stored your ACR in your safehouse locker, but dropped it during a mission because you picked up an AK. When you go back to your safehouse, your ACR inventory would be 0. You would have to collect more ACRs.

    This would require the classic MMO-backpack inventory. Put hard cap on capacity. Going over your capacity would induce an encumbrance penalty. How to carry all those guns to your base? You can stow them in a trunk and drive that car to your safehouse garage.

    Brutal, but if people want a push in a more tactical direction, I think this is great. It'll no longer be an action tactical but a survival tactical DLC.
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  4. #4
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by Ryo_Hazaki Go to original post
    You always have great ideas. I do have a question about this part of your ideas

    "As a game mode the start point would be random and the extraction point random. The rescues and the like would be bonus objectives that could be completed along the way for greater rewards. Getting killed or failing an objective would restart the mode."

    (With the complaints about permadeath in Ghost Mode in mind) If I understand correctly if the person fails they have to start from the beginning, as opposed to the campaign?
    Thanks. Likewise. I was thinking if it was implemented as a game mode it would be more akin to Guerrilla Mode, except with this you could ‘cash out’ at a point of your choosing. The longer you waited, the more reward you could accrue but the more you risk losing if you die. (Or suffer a glitch).

    My preference would be a story, the way Fallen Ghost was done.
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  5. #5
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by Jedimindtrxx Go to original post
    I always thought about some of your points in a DLC, especially when it came to ammo.

    Fallen Ghost was great and in fact underrated. Replaying FG after the Tier 1 grind is refreshing. There is a good challenge on Extreme and I like there were layers to Side Missions and Campaign Missions as well.The jammers were annoying but great, even with experience with no HUD, enemies were not dumb to their allies being taken down 50m away unlike the main campaign. I'll be honest, I had to cheese some missions with a rocket shooting heli sometimes.

    Tier 1 grind you learn to just mark with drone for points, Rebel Area mark for safety, and proceed to methodically kill undetected for maximum points.

    AMMO
    Ammo is essentially infinite. When do you ever really find yourself running out of ammo? Only time in recent memory is in Guerilla Mode, and you have to relearn trigger control and ammo management. I like the idea that ammo would not be infinite (in a DLC). You have to trade Resources for Ammo.

    I am also going to plug in my magazine system. You should start with the DLC with 3 magazines in your primary and 3 magazines for your sidearm. As you progress you can gain more magazines and ammo via your Black Market idea or Mission Criteria completion.

    Ammo must be scavenged or looted from dead bodies. Bullet caliber matters. You can loot an AK magazine, but it won't be usable for your M4.

    I like how you added aerial assets are grounded. I am an advocate that heli ammo should be finite as well.

    LOADOUTS and WEAPON MANAGEMENT
    Load outs can only be changed at your ONE safehouse. Like a Batman/Punisher lair.

    You are able to equip a primary, secondary and side arm just like in the campaign. You can have your secondary rifle as Empty. However you will lose your inventory if you drop your rifle for another rifle while on a mission. This would mean you would have to collect rifles and magazines and store them in your Safehouse Locker. No trophy guns in this mode. Guns that were achieved via Store are available but cannot be dropped.

    Let's say you've stored your ACR in your safehouse locker, but dropped it during a mission because you picked up an AK. When you go back to your safehouse, your ACR inventory would be 0. You would have to collect more ACRs.

    This would require the classic MMO-backpack inventory. Put hard cap on capacity. Going over your capacity would induce an encumbrance penalty. How to carry all those guns to your base? You can stow them in a trunk and drive that car to your safehouse garage.

    Brutal, but if people want a push in a more tactical direction, I think this is great. It'll no longer be an action tactical but a survival tactical DLC.
    Love these ideas. They work great with the concept.

    One of the things I like to add to them is on the subject of weapon management. At present we can stow all weapons but can’t then pick up a Fallen enemy weapon. We still have to swap. Have the ability to do this, but it gets dropped the moment we switch to one of our own weapons.

    This would allow us use a enemy sniper rifle for, example, for a short period then ditch it without losing our own weapons. If that makes sense?
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  6. #6
    AvengerGR35's Avatar Senior Member
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    Your idea reminds me of the Far Cry 5 Hours Of Darkness Vietnam DLC.

    You had to go from point A to B (extraction) but you had several side objectives like eliminating Vietnamese commanders, freeing POWs to gain intel, freeing your captured teammates, destroying AA Guns, destroying propaganda radios etc. You also had to find your own weapons in the field.

    If Ubisoft wants to release a similar DLC for GRW then I wouldn't say no to it.
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  7. #7
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    Love these ideas. They work great with the concept.

    One of the things I like to add to them is on the subject of weapon management. At present we can stow all weapons but can’t then pick up a Fallen enemy weapon. We still have to swap. Have the ability to do this, but it gets dropped the moment we switch to one of our own weapons.

    This would allow us use a enemy sniper rifle for, example, for a short period then ditch it without losing our own weapons. If that makes sense?
    If it means you can return to the where you swapped (i.e. dropped) your weapon for the picked-up one, yes. IOW, pick up an enemy weapon, your's is dropped into the game-world right there (versus simply being swapped out). It would be available to be picked up again should you desire versus going back to an ammo box for example.
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  8. #8
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    If it means you can return to the where you swapped (i.e. dropped) your weapon for the picked-up one, yes. IOW, pick up an enemy weapon, your's is dropped into the game-world right there (versus simply being swapped out). It would be available to be picked up again should you desire versus going back to an ammo box for example.
    It’s something I think should’ve been in the game anyway, especially in Ghost Mode.
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  9. #9
    Originally Posted by Hugo-FOU Go to original post
    Love these ideas. They work great with the concept.

    One of the things I like to add to them is on the subject of weapon management. At present we can stow all weapons but can’t then pick up a Fallen enemy weapon. We still have to swap. Have the ability to do this, but it gets dropped the moment we switch to one of our own weapons.

    This would allow us use a enemy sniper rifle for, example, for a short period then ditch it without losing our own weapons. If that makes sense?
    Oh yes of course for QoL and immersion, I completely agree.

    I think to make that work you can holster your primary with "H". Pick up a .50 cal with "E", the penalty would have be the encumbrance. Your character would be extremely slow and cannot sprint. Good trade off gameplay wise, because you're only using that sniper rifle for a few shots most likely from the tower you downed that sniper from.

    I can't recall what shooter game did this before.

    ENCUMBRANCE/ WEIGHT is a great thing for a tactical shooter.

    Let's just take into account a current game End Game Nomad with his Posterboy outfit:
    Headwear: Nomad Cap
    Vest: Molle
    Backpack: Standard Issue
    Weapon 1: Stoner LMG A1- 100/450 rounds. (4 box magazines of 100 rounds +50 in change!)
    Weapon 2: M4 + M230- 30/255 in 5.56, 1/8 GL rounds. (8 magazines, +15in change. 9 GL rounds)
    Sidearm 1: DE 50- 7/255 of .50cal (36 magazines!)
    Inventory: 8 grenades, 7 flares, 6 C4, 6 landmines, 3 proxy mines, 6 bangs, 11 lures.

    See my drift here with carrying all this stuff.

    Weight would make sense especially if the community asks for vests to add a +Defense rating.
    +Defense at the exchange for -Speed.

    I can hear the QQing and crying now, but I know this type of survival-tactical would be great for a lot of people.
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  10. #10
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    It’s something I think should’ve been in the game anyway, especially in Ghost Mode.
    No question about that !!!
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