NOMAD
I finally completed a majority of the base operators, so I can now get into detail of how it works
Operator 1- Nomad. Nomad would be an additional operator because the player would be "Create Your Own" Ghost.
INSPIRATION/BACKSTORY
I made Nomad because he's in this weird limbo on Live. You play as him (sorta) but you can change how he looks completely 180. So this is a homage to actually use him effectively. Information is taken from the Ghost Recon wiki. Before anyone attacks me on this SFOD-Delta, CAG, ACE. I went off the wiki, he joined the unit when it was called Delta.
I made his biceps and forearms larger.
WHY CHOOSE NOMAD
> Suppressing fire. How it works
- Double pinpoint system
- Point crosshair at location, select Nomad's Skill "ASSAULT-Supressing Fire", an area circle or cone displays the area you want Nomad to cover.
- Nomad would GO TO the crosshair position, and then suppress in the direction of the marked area.
- Nomad will engage enemies up to 200m, (yes, support gunners can assault longer distances, I am using the game's distances as reference point)
> His Team Lead specialty is highlighted in the LVL 10 Skill, when selected all team operators fire the same direction as Nomad for added suppression
> If one chooses LVL 20, Pinpoint Suppression, Nomad will continuously engage the area of your crosshair until you deselect/turn it off. This can serve multiple purposes in (1) have Nomad put continuous fire onto a vehicle (2) have Nomad suppress a doorway (3) have Nomad create a diversion (4) have Nomad pindown enemies from being on the move.
> If one chooses LVL 25 skill, KILL BOX. Highest version of suppressing fire. Nomad will go to crosshairs, if applicable set up his bipod, overwatches and engages any enemies in area circle or cone, the bipod set up would boosts Nomad's accuracy significantly.
IN PROGRESS
I'm trying to figure out how to add or showcase the available weapons to this character just using one screen. Only option I can think of is it would have to be a separate Loudout menu similar to the campaign. :/ Working on it.
LVL 1 - Stoner LMG A1
LVL 10 - Mk 17
LVL 20 - E60
LVL 30 - Mk 48
It's a great idea, although it has to be said this has been suggested a few times in the last couple of years since release and before then even.
Fantastic thread, though, and I really like the ideas and graphics coming up.
Note the original did have both both foreign nationals and female characters as team mates and I'm all for seeing that again. I liked that they had specialities, such as sniper, assault or support, but wouldn't like to see that become over emphasised as it is in R6 or Ghost War.
Definitely has been mentioned, I also definitely gave credit to the community for the inspiration, I also was a contributor in those conversations as well. I am looking at those old threads constantly for inspiration.
This is really an Open Project for me or anyone else that wants to contribute and to give a visual representation of what could've been or what could be. I mean, I just play Daily Challenges nowadays and then do my daily 5-10 convoys/day and then this in terms of free time.
Yes, female characters. I am trying to think of an iconic female operator, only one that comes to mind in the Tom Clancy world is the Israeli operator from classic Rainbow 6. I am definitely making Jack Stone (SAS Sniper) from GR1 as he has fanfare.
edit: found her
That definitely is the balance, trying to give the player choice in terms of operator selection vs over-emphasizing their skills. However, I think it is also cool that the player can opt to choose +4 sniper operators, and then Loud them out in Guillies and RP/mil-sim as a sniper team.
I gotchu fam. I'm at the efficiency point where each one takes ~15-20 min to make a basic rough draft like these without Skills. Green means notes to change or refine.Originally Posted by DanHibikiFanXM Go to original post
@DanHikibiFanXM, Can you come up with a Callsign for Lindy? I'll change it when I get the chance.
I didn't make skills for these, IDK if I will. I'll play go back into OGR and look at their weapon kits and make something that follow that.
Beat me to the punch, LoL.Originally Posted by DanHibikiFanXM Go to original post
Astra Galinsky ... ahhh memories.
Awesome, I think just “Lindy” works fine. The ODA team I got to work with in Afghanistan back in 2010 went by first names so that’s my suggestion (though some like Cookie preferred a nickname). Would love to see your take on Jennifer Burke (GR2/SS) and Alicia Diaz (GR2-GRAW2).Originally Posted by Jedimindtrxx Go to original post
lol man, I directly blame Susan Grey for my obsession with the MP5.Originally Posted by AI BLUEFOX Go to original post
I knew you were thinking Solid Snake, but there is definitely a resemblance to Russell's character "Snake Plisskin" (coincidence???? I think not!!) from the Escape from New York/LA movies.Originally Posted by Jedimindtrxx Go to original post
You got the Chuck Norris reference! The double entendres and joke/over the top possibilities would be endless.
Seriously---great idea (platoon based)---my only caveat based on my experience would be all team amembers should not only have a primary specialty, but a secondary as well; due tho the real possibility of casualties. It is a risky business [and I'm not implying there should be a Tom Cruise character]
I hate you. D:Originally Posted by Flanker1Six Go to original post
So I had been thinking the last few days about previous comments on this forum and going forward. Thank you for commenting, open debate is healthy for the open minded.
> Tier 1 operators realism vs. Ghost Recon fiction historically.
> Tier 1 operators are well versed in all aspects why have specialties? vs. Each Ghost should have a specialty, everyone is better at something than others. Ghost Recon historically.
> all skilled vs uniquely skilled
> OGR vs new GR
> Progression vs choice
> Creativity (my personal vision) vs. Ubi/others' vision
Then I thought, bro, you've only been playing these type of games since Day 1 OGR/SOCOM1 and really nothing else. Anyone like minded would understand the combination and balance of fiction vs IRL. People draw from IRL for inspiration, but let's be compromising here...
There's an absolute difference between a military simulation game vs action tactical game. What is the balance for Ghost Recon? Somewhere in the middle, leaning left or leaning right. If I wanted that, I'd be playing Arma or Ground Branch, which I do. If I wanted action shooter, I'd be playing those COD/Battlefield titles. I want that 3rd person action tactical, then Ghost Recon and SOCOM experience is that.
Anyway, had to get that philosophical self chatter out of the way. Answer is just make it along the lines of my vision, leaning towards OGR but with new GR flare, and the point of the thread initially was to expand of how players wanted to "care" and have more interaction and depth with their AI teammates.
UPDATED PLAYER ACTION MENU
This format would replace the current format.
TOP: As you can see, it is combination of Live's menu mixed in with familiar actions of OGR and SOCOM.
BOTTOM: The bottom row replaces the Live's Rebel Support row with your chosen Fireteam skills and abilities. note: Not all operators have 3 Skills. Plenty of skills are multiple choice such as:
example 1: OP1, place satchel Q/E place satchel 2 Q/E detonate satchel 1/2
example 2: OP2, vehicle drop, ground. Q/E select vehicle
example 3: OP3, activate ability. Q/E turn off ability
UPDATED PLATOON SET UP SCREEN
OGR:
MY REWORK ON IT
As you can see, it's merely a mesh of OGR with new GR flavor. I'm up in the air of how I feel about OGR Operator progression in Medals, Weapon, Stealth, Endurance, and Leadership. I am using my system as seen on the Main Post by using my Level Progression System and choosing whichever skills you want.
SKILLS UPDATE
I am taking a step back on Operator abilities as seen previously and making them more detailed and precise, I have decided to go with that bring the "unique operator". At the same time not giving operators so many unique and overpowered abilities. I had an operator in progress that was choose AC130 105mm, Apache strafe run, or A-10 BRRRT on location. I decided to make multiple operators to split that up.
I mean there is OGR "Auto Assign" if players DGAF. Taking a few steps back, as you can see the light blue is the "BASE ABILITY- (name)". That is basically the LVL 1 ability you get when choosing that operator.
Through progression, you earn Loadout weapons, other skills, other passives, etc. depending on the operator. The Base Ability is always active. Depending on the level, players can select a 2nd option. Depicted here you see "No Man's Land" which is a reference to WW1 where machine guns would mow down any combatants if they step out of their trenches. It is highlighted in blue. The other greyed out option "Suppression- Pinpoint" is not selected. It is a good talent though. If you want Nomad to continuously shoot at a door, generator, or vehicle. I didn't want to give both because like mentioned earlier, the point of the AI fireteam is to feel like you are commanding a platoon with precision. Using their unique abilities to dictate your playstyle and squad. Are you going with an all sniper team, full assault team, full support team or none at all for people who like to play solo.
YES. You can change their appearance like on Live.
YES. You can change their outfits like on Live.
HOW SKILLS WOULD WORK
Pretty simple. Taking the Operator action menu and the Platoon menu. Nomad is in the Alpha element in slot 2, his operator bubble would the 2nd bubble on the bottom row. When the player hovers over the bubble, the ability will appear. Q/E would be used to selection an alternate ability or skill. When the ability is selected, the cooldown appears just like in Live. If an operator has a duration to their ability, in this case, Nomad's "No Man's Land" is a 30 second duration, the player can choose via Q/E to turn it off.