Well technically women can become US Navy SEALs. Just none have made it through BUD/s yet. So far 10 have tried, 8 washed out in pre-BUD/s and 2 rung out before Hell Week.Originally Posted by Jedimindtrxx Go to original post
The thing is that GR has always been about a US Tier 1 unit. So an international nature really doesn't make sense.
Lolol should've named him Solid. Venom is just a body double of Big Boss.Originally Posted by Jedimindtrxx Go to original post
Edit: Imagine Solid Snake teaming up with the Ghosts. That would've been awesome.
I prefer Sturdy Serpent. lolOriginally Posted by AvengerGR35 Go to original post
Solid Snake defeated am M1 Abrams with hand grenades. The Ghosts would just slow him down. XDEdit: Imagine Solid Snake teaming up with the Ghosts. That would've been awesome.
INSPIRATION
Reginald McCould is loosely based on a IRL 21 SAS Regiment Reserve operator who single-handedly stormed a luxury hotel in Nairobi, Kenya clearing the hotel of remaining terrorist threats, evacuating and rescuing hostages, and securing the building prior to additional aid.
The story is referenced from the source link below:
https://news.sky.com/story/all-terro...hotel-11608680
Of course, I have to add some bravado and gusto to this character.
WHY CHOOSE KENYA
> Kenya's major draw as apart of your fireteam is he is able to singlehandedly clear areas that are dangerous with that methodical SAS precision
> British accent in converations.
> Attack operator who favors the use of flashbangs.
> Can also cause great diversions by having civilians evacuate area or shooting open all rebel cages in an area.
IN PROGRESS...
- Change LVL 15 to Diversion
- Correct LVL 20 spelling
You know I was like "This guy has to be trolling me". Meticulous me, had to figure out why you were thinking Kurt Russell. At first, I was like "Oh makes sense, with Soldier (1998)". But then I saw googleimage of him with an eyepatch in Escape from LA(1996).Originally Posted by Flanker1Six Go to original post
This is what you were thinking:
Usually after I post, I also leave a copy on the Original Post. The post located in the forum pages usually gives a more detail description and explanation, but Venom is loosely based on Solid/Venom Snake. His bio and skills are all Easter Eggs paying homage to Big Boss.
I will add Chuck to the list of requests.
Delta Force Chuck or Walker Texas Ranger Chuck. Not going to lie, it's more of a fun operator... LVL 5, flying kicks target, target gets knocked out. LVL 10, roundhouse kicks target, target explodes. LOLOLOL
That is EXACTLY what I am going for.Originally Posted by DanHibikiFanXM Go to original post
It's an inspiration of ideas from the community mixed in with old school.
The GOAL is choice. With choice comes optimization, but also with choice there's more room for consequences as well. Want people to feel like ugh, why only one choice, when they're all good. While some are purely progression. Also want people to feel, "fuhhhhhhh, why'd I take that skill?"
The further this goes, the less I'm into the idea at all. It is getting rather hokey at this point. I get that what the SAS guy did in Nairobi seems impressive, and in a certain sense it is. However, all he did was demonstrate the basic skill set of a Tier 1 operator. Any man or woman(there are women in Black Squadron) graduating green team can do what he did and have to be able to maintain that as basic standard to stay a part of the command. CAG, SAS, they are all pretty much the same in basic abilities.Originally Posted by Jedimindtrxx Go to original post
As it is the progression system in the game, wherein we have to earn skills that should be basic TCS for a Tier 1 guy is hokey. I get it, it is a game, and they made it canon in the book by making Nomad a new and underqualified guy who is getting OTJ and has to earn his team's respect. However, having a full team of folks like that, yeah I'm really not digging that.
What got me to buy this game was its return to its roots in terms of realism. If the whole thing goes hokey and/or scifi again. I'll move on. AA is reportedly developing a new release quite possibly with a campaign again. That could be fun.
I'd love a return to the platoon based system, I just don't want a hokey progression system where I have Bucky Barnes and Captain America super heroes in my squad.
I guess it depends which game you want or what you want to make of it.Originally Posted by Bone_Frog Go to original post
I believe there is a distinct difference between Ghost Recon and Ghost Recon: Wildlands. Is GR:W the successor or is it a step in another direction similar to Assassin's Creed.
My favorite shooter all time is SOCOM 2. Adding I also played Arma3 for >1000 hrs, I play Ground Branch, limited SQUAD time. I also play the classic GR often and even yesterday for creative inspiration, I'm at >1500 hrs on GR:W... so I truly get it and what kind of game you want.
My inspiration again is Tom Clancy universe from old GR and new GR but also SOCOM 1-2's teammate command menu. I am going for that Alpha, Bravo, Charlie Element. I know initially, I said 5 operators total, just made sense to me if the players got into a car while playing Co-Op. Max car capacity, small detail. Which is why I didn't go for 6.
I'm working on it. Work in progress.
If the game is kept open world, that is a lot AI strolling all together. The player can choose either +0 additional operators or +4 operators as I suggested. The point is lots of the community, from what I read, wanted to "care" about their AI operators in multiple suggestions. I'm doing that by giving personality, rewarding players by time used with progression skills that are by choice, or one can not use them at all. That is taken directly from GR 1. Earn operators, give them points towards weapon, endurance, leadership if you use them on a mission. Progression is just a utilization of player engagement like loyalty programs. The more you play or use, the more you should be rewarded. Even Classic GR had rewards in the form of Specialist Operators and post-mission actions points.
Hokey, sci-fi, or even Captain America is not what I'm going for. Yes, I like to made some fun fan art ones, but even those would be true to current Live's version. If it seems that way, it was being 90% serious and then adding 10% fun. The golden choice for Kenya, LVL over 9000, was an attempt for people to catch the sarcasm in that skill.
Think about this. I mentioned earlier... that the bottom Rebel Support would be replaced with Operator Support skills. Again you choose only ONE skill for each operator that you choose to go with you. Depending on your playstyle which is hypothetically realism. Your bottom Operator support role would be something like.
(1) Nomad- Overwatch and suppress. Nomad suppressing any enemy in his cone shape overwatch position.
(2) Midas skill - Driver, point at vehicle with crosshair, Midas gets in the vehicle, waits until you're in, and drives towards your marker
(3) Holt's skill - UAV, briefly look over area from UAV viewpoint, maybe 10 seconds.
(4) Weaver's skill - overwatch, drop down large area circle of the area you want Weaver to overwatch and call out targets
(5) Kenya's skill- point at doorway, flash and clear room.
IMO, that is not off the rails at all, and is more in-line and closer with SOCOM1 (2001) and you're not using all the skills every engagement.
Again, also adds variety to a larger player base that wants to play like current Live's version as well.
(1) Midas- vehicle drop, ground
(2) Carlos- rebel support
(3) CCT guy- mortar strike
(4) weaver- diversion, point at gas tank, use skill Disable target
(5) Holt- perma mark area
This world I'm making removes the player's drone, removes player marking, removes vehicle cheesing(unless you want it), removes rebel guns for hire/diversion (unless you want that local asset), and removes rebels perma marking large area (unless you choose the operator), so you can choose the Skills you want to have which, at the same, focuses on using the squad, otherwise it really just you shooting things in the same fashion as Live. I am not trying to take away from Live, despite wanting to.
Top row commands would be adjusted, using Q/E to for additional commands. On Live, it's Fire, Hold, Go To, Regroup
The Bravo and Charlie element example would be
BRAVO- Nomad, Midas. Go To (crosshair) Q/E, choose assault
CHARLIE- Holt, Weaver. Go to (crosshair) Q/E, choose stealth
^ inspired by SOCOM, old GR, old Rainbow6
Again work in progress.
Adding: If the game returned to the old GR format of playing levels, ofc the skills would differ and be lesser. It would be more of, choose based off Classes: Rifleman, Demo, Support, Sniper and each operator would have a subtle passive like +1 leadership bonus for Nomad or Weaver has access to SR-25, other Sniper operators use M110 as a base. Midas has access to 203. Subtle things like that if it were a linear level system.