🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #11
    KunninPlanz's Avatar Member
    Join Date
    Aug 2018
    Location
    The Darkside
    Posts
    304
    Originally Posted by Jedimindtrxx Go to original post
    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.
    True "posterboy" (concept art) Nomad has the 5.11 Tactical Vest, P45 sidearm in coyote brown, Standard Issue backpack in ATACS-AU pattern, and KAC LMG (Stoner LMG A1) in dark grey paint with EXPS sight and the small foregrip.
    Share this post

  2. #12
    Hugo-FOU's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    4,661
    Originally Posted by Jedimindtrxx Go to original post
    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.
    Definitely. I referenced the ‘CONFLICT’ games before. In those the gear was shared out amongst the squad. Now you could play as any member of the team in that, but it could be a way of allowing players access to more gear in a more realistic way.
    Share this post

  3. #13
    Originally Posted by KunninPlanz Go to original post
    True "posterboy" (concept art) Nomad has the 5.11 Tactical Vest, P45 sidearm in coyote brown, Standard Issue backpack in ATACS-AU pattern, and KAC LMG (Stoner LMG A1) in dark grey paint with EXPS sight and the small foregrip.
    Lol thank you for the correction to an example. Regardless, 4 boxes of 100 and with the p45 -20/255 that's roughly 12-13 magazines +another secondary +inventory is a lot of stuff for the operator to be carrying.

    Originally Posted by Hugo-FOU Go to original post
    Definitely. I referenced the ‘CONFLICT’ games before. In those the gear was shared out amongst the squad. Now you could play as any member of the team in that, but it could be a way of allowing players access to more gear in a more realistic way.
    Oh I see. Never played Conflict games before. Like classic GR/RB6 or Battlefield where you switch between operators. I can definitely see that working for a DLC. I've actually mentioned something like that before in some other thread.

    First of all, I really like the idea of being able to customize your own operator with whatever. Lots of uniqueness to that very reminiscent of a MMO-RPG. It made sense when the community wanted control of their entire squad customization. When the community finally received it, it was also a little weird changing the faces of these defined characters.

    But let's say you can control any of the 4 operators...
    This was an idea I had for probably another GR title but makes sense for a DLC as well. Each operator had their own specific specialty and stats. Customization would be a little limited based on the character's template, but this also allows for more than 4 operators, like 8 operators that you can rotate in and out depending on the mission, very similar to classic GR where operators had specialties in Assault, Demo, Sniping, etc. Nomad would be a playable character rather than your operator. Having control your operator would be a new Ghost. I guess I can reference Ghost War for different types of operators, but of course these characters would be unique characters with better background stories, not just voice lines like RB6.

    Some examples:
    Your Operator (Team Lead + jack of all trades) main weapon: any, special ability: last stand, special aura ability: teammates do more damage
    Nomad (Support gunner) main weapon: MUST be a LMG, special ability: suppressing fire + rebel support. special aura ability: teammates do more dmg to suppressed enemies.
    Midas (Agility and Speed) main weapon: MUST be a SMG, special ability: stealth and speed similar to Ghost War's Assassin, special aura ability: teammates are harder to detect.
    Holt (Tech guy) main weapon: MUST be an AR, special ability: Drone, special aura ability: teammates love you, idk filler.
    Weaver (Sniper) main weapon: MUST be a SR. special ability: Marking enemies. special aura ability: teammates are more accurate.

    Then you can have other guys, for ease one can reference Ghost War classes, but for uniqueness you can also switch out for these guys (no codenames for now):
    Bolivian Rebel Commando (rebel support caller) main weapon: selection of russian weapons, special ability: call in rebel allies
    Demo Dude (demo guy) main weapon: selection of weapons that MUST have GL attachment, special ability: more explosives
    Pilot Pete (pilot guy) main weapon: SMG, special ability: aerial vehicles are faster and more maneuverable, aura ability: SAMs take longer to lock on
    Buff Bill (big backpack mule guy) main weapon: HK weapons, special ability: special aura ability: has more backpack space

    There are a lot of possibilities there. I wouldn't go more than like 8-10 ish. Obviously there will be favoritism. The more you play with operators, the more you unlock about their background story, maybe more weapons and medals. Again though I think it would be ok for a DLC, seems more likely for another title after I just wrote all that. Also when I think about it, it's almost like The Division... lol but I only played The Division for like 2hrs vs GRW for 1300hrs, but I also think this dynamic would bring the mentality that the player IS Ghost Recon, not just Nomad.

    sorry, not proofread, omw to work.
    Share this post

  4. #14
    Hugo-FOU's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    4,661
    Originally Posted by Jedimindtrxx Go to original post
    Lol thank you for the correction to an example. Regardless, 4 boxes of 100 and with the p45 -20/255 that's roughly 12-13 magazines +another secondary +inventory is a lot of stuff for the operator to be carrying.


    Oh I see. Never played Conflict games before. Like classic GR/RB6 or Battlefield where you switch between operators. I can definitely see that working for a DLC. I've actually mentioned something like that before in some other thread.

    First of all, I really like the idea of being able to customize your own operator with whatever. Lots of uniqueness to that very reminiscent of a MMO-RPG. It made sense when the community wanted control of their entire squad customization. When the community finally received it, it was also a little weird changing the faces of these defined characters.

    But let's say you can control any of the 4 operators...
    This was an idea I had for probably another GR title but makes sense for a DLC as well. Each operator had their own specific specialty and stats. Customization would be a little limited based on the character's template, but this also allows for more than 4 operators, like 8 operators that you can rotate in and out depending on the mission, very similar to classic GR where operators had specialties in Assault, Demo, Sniping, etc. Nomad would be a playable character rather than your operator. Having control your operator would be a new Ghost. I guess I can reference Ghost War for different types of operators, but of course these characters would be unique characters with better background stories, not just voice lines like RB6.

    Some examples:
    Your Operator (Team Lead + jack of all trades) main weapon: any, special ability: last stand, special aura ability: teammates do more damage
    Nomad (Support gunner) main weapon: MUST be a LMG, special ability: suppressing fire + rebel support. special aura ability: teammates do more dmg to suppressed enemies.
    Midas (Agility and Speed) main weapon: MUST be a SMG, special ability: stealth and speed similar to Ghost War's Assassin, special aura ability: teammates are harder to detect.
    Holt (Tech guy) main weapon: MUST be an AR, special ability: Drone, special aura ability: teammates love you, idk filler.
    Weaver (Sniper) main weapon: MUST be a SR. special ability: Marking enemies. special aura ability: teammates are more accurate.

    Then you can have other guys, for ease one can reference Ghost War classes, but for uniqueness you can also switch out for these guys (no codenames for now):
    Bolivian Rebel Commando (rebel support caller) main weapon: selection of russian weapons, special ability: call in rebel allies
    Demo Dude (demo guy) main weapon: selection of weapons that MUST have GL attachment, special ability: more explosives
    Pilot Pete (pilot guy) main weapon: SMG, special ability: aerial vehicles are faster and more maneuverable, aura ability: SAMs take longer to lock on
    Buff Bill (big backpack mule guy) main weapon: HK weapons, special ability: special aura ability: has more backpack space

    There are a lot of possibilities there. I wouldn't go more than like 8-10 ish. Obviously there will be favoritism. The more you play with operators, the more you unlock about their background story, maybe more weapons and medals. Again though I think it would be ok for a DLC, seems more likely for another title after I just wrote all that. Also when I think about it, it's almost like The Division... lol but I only played The Division for like 2hrs vs GRW for 1300hrs, but I also think this dynamic would bring the mentality that the player IS Ghost Recon, not just Nomad.

    sorry, not proofread, omw to work.
    I wouldn’t want to go too MMO-RPG in case it started morphing into the Division. (Eeeekkk! No-one wants that). Maybe Aura abilities could just be for Tier Mode. I like the idea of specialisms, though I think as an ‘Endgame’ DLC you’d need to stick with your four operators from the main game, but perhaps you could assign them a specialism and make them playable.
    Share this post

  5. #15
    Originally Posted by Hugo-FOU Go to original post
    I wouldn’t want to go too MMO-RPG in case it started morphing into the Division. (Eeeekkk! No-one wants that). Maybe Aura abilities could just be for Tier Mode. I like the idea of specialisms, though I think as an ‘Endgame’ DLC you’d need to stick with your four operators from the main game, but perhaps you could assign them a specialism and make them playable.
    Very true. Just take out specials auras to prevent Overpowered popular choices and just play your favorite operator.
    Share this post

  6. #16
    This ideas could be ok, but not for this game, I don't want to criticise the game but, the game mechanics in Wildlands is ridiculously broken, and that when trying to be nice about it. So most of this ideas would be just annoyances most people would just abandon after a few minutes of play.

    For those complaining about the abundance of ammo? Simple, start a new character and skip ammo upgrades, it's quite selfish to not want something and have it imposed on everyone else. If the game had the least bit of the most basic realism with the enemies, I wouldn't mind something like the requests people make but like I mentioned previously, the game can offer some fun for a little while but it's just broken.

    I miss the old Brothers in Arms, where things at least seemed a little more realistic, at least enemies most often take cover instead of rushing the player, or the cheapest thing ever, spawn with an LMG 2' behind the players
    Share this post

  7. #17
    Originally Posted by AlexTM44 Go to original post
    This ideas could be ok, but not for this game, I don't want to criticise the game but, the game mechanics in Wildlands is ridiculously broken, and that when trying to be nice about it. So most of this ideas would be just annoyances most people would just abandon after a few minutes of play.

    For those complaining about the abundance of ammo? Simple, start a new character and skip ammo upgrades, it's quite selfish to not want something and have it imposed on everyone else. If the game had the least bit of the most basic realism with the enemies, I wouldn't mind something like the requests people make but like I mentioned previously, the game can offer some fun for a little while but it's just broken.

    I miss the old Brothers in Arms, where things at least seemed a little more realistic, at least enemies most often take cover instead of rushing the player, or the cheapest thing ever, spawn with an LMG 2' behind the players
    Can you define what you mean by the game mechanics being ridiculously broken? Like bugs and glitches? or actual gameplay mechanics like how to play: you stealth, you point, you shoot? Game is far from perfect, but it's not broken broken either. I've been on a bug reporting spam recently but I still play.

    I don't agree with you that these hypothetical suggestions would be annoying nor selfish. Ubisoft made a game that was intended to be an action shooter, a 40 hr game. They probably realized from the community support, harsh criticism, and never-happy gun fanatics, ex-mil, and people who miss tactical shooters that they have something special here, albeit, far from perfect, but it has a good niche.

    It's not a simulator like ArmA 3 or an ultra real simulator like Ground Breach, but it's not a Just Cause or GTA either. I wouldn't say it needs to be in the middle either. The fans of the those classic tactical shooters that had been lost over time to High Octane/Hollywood action shooters. I think those type of passionate and critical fans are why this game still has developer support (honestly surprised). 1300 hrs on this game personally.

    Also abundance of ammo is not a complaint, it's a suggestion for the game to push in a more tactical style direction as Original Post was alluding to, something more tactical similar to Fallen Ghost. Again, the ideas suggested for were a hypothetical DLC. The magazine ammo system is quite a fair system for both immersion and fits the genre of the Ghost Recon franchise of being a tactical shooter.
    Share this post

  8. #18
    Hugo-FOU's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    4,661
    Originally Posted by Jedimindtrxx Go to original post
    Very true. Just take out specials auras to prevent Overpowered popular choices and just play your favorite operator.
    Perfect!

    Originally Posted by AlexTM44 Go to original post
    This ideas could be ok, but not for this game, I don't want to criticise the game but, the game mechanics in Wildlands is ridiculously broken, and that when trying to be nice about it. So most of this ideas would be just annoyances most people would just abandon after a few minutes of play.

    For those complaining about the abundance of ammo? Simple, start a new character and skip ammo upgrades, it's quite selfish to not want something and have it imposed on everyone else. If the game had the least bit of the most basic realism with the enemies, I wouldn't mind something like the requests people make but like I mentioned previously, the game can offer some fun for a little while but it's just broken.

    I miss the old Brothers in Arms, where things at least seemed a little more realistic, at least enemies most often take cover instead of rushing the player, or the cheapest thing ever, spawn with an LMG 2' behind the players
    As stated below ides are for a DLC, not to be implemented in the main game. And I don’t find GR:W at all broken.

    Originally Posted by Jedimindtrxx Go to original post
    Can you define what you mean by the game mechanics being ridiculously broken? Like bugs and glitches? or actual gameplay mechanics like how to play: you stealth, you point, you shoot? Game is far from perfect, but it's not broken broken either. I've been on a bug reporting spam recently but I still play.

    I don't agree with you that these hypothetical suggestions would be annoying nor selfish. Ubisoft made a game that was intended to be an action shooter, a 40 hr game. They probably realized from the community support, harsh criticism, and never-happy gun fanatics, ex-mil, and people who miss tactical shooters that they have something special here, albeit, far from perfect, but it has a good niche.

    It's not a simulator like ArmA 3 or an ultra real simulator like Ground Breach, but it's not a Just Cause or GTA either. I wouldn't say it needs to be in the middle either. The fans of the those classic tactical shooters that had been lost over time to High Octane/Hollywood action shooters. I think those type of passionate and critical fans are why this game still has developer support (honestly surprised). 1300 hrs on this game personally.

    Also abundance of ammo is not a complaint, it's a suggestion for the game to push in a more tactical style direction as Original Post was alluding to, something more tactical similar to Fallen Ghost. Again, the ideas suggested for were a hypothetical DLC. The magazine ammo system is quite a fair system for both immersion and fits the genre of the Ghost Recon franchise of being a tactical shooter.
    +1
    Share this post

  9. #19
    better just give a slider with an option to bring DLC content (fallen ghosts(i'll gladly fight extranjeros in normal mode or have increased level cap and missions), narco road(cars!!), maybe even some features from ghost mode(mag, friendly fire, ability to unequip weapon)) into the base game for owners of the dlc. it'll make the normal game way more fun.,

    as for OP's idea...i think most of dlc to wildlands have 1 major flaw: they are separate game mode. and you need to start over. and sometimes you loose unlockables from the base game(like optic camo or predator's mask)
    Share this post

  10. #20
    Hugo-FOU's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    4,661
    Originally Posted by Slynx.Jewel Go to original post
    as for OP's idea...i think most of dlc to wildlands have 1 major flaw: they are separate game mode. and you need to start over. and sometimes you loose unlockables from the base game(like optic camo or predator's mask)
    Agreed. For the DLC to work it would need be a continuation, so should have everything from the main game.
    Share this post