I’d like to see a couple things that would essentially pay homage to the ghost recon titles of the past.
1. MRC assault rifle
2. XM8 assault rifle
3. Lone wolf rifle from Ghost recon 2
3. ACH helmet with cross com attachment
4. Cross com glasses
5. Vests and headgear from the advanced warfighter titles.
Also, more international camouflage patterns would be pretty cool to have. Latvia has a pretty sweet digital pattern and Italy’s camouflage patterns are pretty interesting.
1/ more female face and hairstyles customization
2/ all lights should be breakable on shoots
3/ ennemies (or rescues when alerts are on) when hearing shots should go to presumed origin of shots and not our location when we have moved
4/ defensive machines (gun, etc) should not be able to shoot you preciseky when out of sight
5/ when "guided" option is off, access to intells should be easier instead navigating into menus
6/ vehicles armor should be scaled (car should not take 100+ bullets to be destroyed when aiming at crucial parts such as motor or fuel tank)
1. Injury system at present is far too forgiving and even on extreme difficulty injuries occur far less than I would like and expect. On top of this when you consider the unlimited bandages, ability to heal minor injuries with syringes and health regen makes the injury system less of a critical need for the player to manage than it should be.
For this I would suggest a slider which would allow players to customise the severity of the injury system to fit their preferences and perhaps an option to toggle the health regen on or off. With options to have the injury system off all the way to a much more harsher option than the default we have now.
2. I feel night time is overall too bright and negates the use of night vision as you can usually see fairly well without them. I would like to see the night become a bit darker although not necessarily be pitch black (as I have a bug atm which prevents me from using night vision at all, which has persisted for over a week) but it should certainly be alot harder than present to make out enemies and details without the night vision. After all that is the point of night vision, no?
3.selling and dismantling items should be easier and less cumbersome for the user. Holding a button on the inventory/shop to bring up a selection option, then the player taps X to select the items to sell/dismantle then holds X to sell/dismantle all selected items? Also an option to buy max consumables by holding square or just tapping X for consumables.
4.the ability to change shoulder while in cover and to change shoulder while using RPG.
5. The ability to rename visual presets and load out presets on console (don't know if you can on PC or not) with more visual presets slots available.
6.more options in the radial wheel for equipping more than two offensive items etc.
7.more customisation options for characters particularly face presets as most are... Underwhelming, as well as hair options for male and female characters.
8.an offline option, even if this means that shared progression is turned off for this character slot. As playing solo and being kicked just as I'm about to finish an elite faction mission is not cool.
9.increase daily cap on faction battle pass (or remove it) as not everyone has the time to play the game at regular amounts. Also more camouflages, gear and weapons would be appreciated in the battlepass. As I found the rewards somewhat underwhelming.
10. Ghillie suit headgear options would be nice and make my walking bush less ridiculous looking with no headgear.
11. More advanced AI tactics such as AI using grenades, suppressing fire etc. Especially for the wolves.
I'll reiterate some points, with how I see them...
1. More attachments in genereal - lights (as mentioned), underbarrel shotgun, more scopes with adjustable or dual magnification, and greater range of attachments per weapon
2. Knife choice visible on player model, in one of two places, and alternate with Y, like blousing boots
3. Allowing the cross-draw option to actually show your pistol being holstered on the vest, or even allowing a cross-draw option on multiple vests by pressing Y, same as above
4. Rolling sleeves, and/or adding elbow pads using, you guessed it Y to toggle, so elbow pads could be toggled on non-rolling or short sleeves, and the sleeves could be rolled on items where it makes sense
5. Colours that allow you to match to the secondary colour of the camos, for example olive green doesn't quite match the secondary of the green CADPAT (I'm no expert in camo), or set the secondary youself using available colours
6. Prone movement while aiming, even if it was only available while over-the-shoulder or prevented firing, and a lateral roll while prone by holding B with left or right movement, or the like
7. Shoulder swapping while cover, and better auto-cover detection, as sometimes it just doesn't work
8. Either ammo crates, or the ability to buy ammo, even if they would only fill your ammo part way, and you had to scavenge the rest
9. Minor cosmetic items - gas mask that can be worn with a helmet, NVGs that can be worn without a hemlet
10. Smoke grenades
I can come up with a lot of ways to make stealth and spotting better. Part of that would be some MAJOR changes to core game mechanics, though, like equipment buffs. If you're interested you might want to read my last post to see where I'm going with this.
For instance, different clothing should have different stealth buffs in different terrains. The terrains I've identified so far might be Woodland, Alpine, Transitional, Urban, and Marine (meaning actually swimming in water). And Urban should be split into Industrial and Non-Industrial (more on why later). I haven't encountered a desert yet, but maybe there is one in the game. But frex, Multicam might be pretty good in transitional, a little worse in woodland, a little worse again in Urban, etc. Something more woodland would obviously be good in woodlands, a little worse in transitonal, etc. Black or navy blue would be pretty bad almost everywhere, but maybe slightly ok in urban, and best in Marine. The funky Navy blue & gray camo might also be decent in urban and best in marine. White arctic camo would suck and give penalties almost everywhere but be EXCELLENT in alpine zones. The various browns would be kind of middling in transitional, a little worse in woodland, a bit more worse in urban. Greens would be the opposite, middling in woodland and a bit worse in transitional. Both should be inferior to actual camo patterns. "Urban camo" actually kind of sucks everywhere, especially the ones that include white (though they might have a small bonus in alpine) but ones that are all-grays might actually be somewhat decent in urban areas, a little worse in marine.
I don't think that fanboyism for a given camo pattern should play into things- the woodland pattern and the greener ATACS pattern should have identical buffs, for instance. They're both essentially designed for woodland.
And people are very good at spotting movement. So, movement should nerf stealth appropriately. And falling down a slope should be a horrible nerf.
Obviously, this game is at least in part about gear fetishism. So, let the players indulge their fetishes. Don't try to coerce them to wear a new hat they don't like just because it's a bogus "higher level" or offers an agility buff for no logical reason. The devs seem to want to encourage changing appearance a lot. Well, this terrain-based stealth buff would encourage that in a much less annoying way.
Civilian clothes are where things get VERY interesting.
Most civilian clothes shouldn't offer much stealth bonuses, except in designated civilian areas where you're trying to "blend in." (And conversely, maybe penalties in other terrains where appropriate, like with an orange t-shirt or white dress shirt, etc.) Also, civilian clothes should give stealth buffs when in or near a civilian VEHICLE that is in a civilian area, or on or on the shoulder of a paved road. For me, this would be a very attractive mechanic! After all, this game basically has you playing as a guerrilla in an occupied zone- you should be able to try to blend in! This is very consistent with Delta or SAS or whatnot who often move around covertly in civilian clothes. But maybe the Bad Guys have some basic descriptions of you, so this shouldn't be absolute. And, you can't have weapons displayed, obviously! This is why the game needs a concealed pistol holster. And it needs a variety of backpacks of different sizes, so that a few differently-colored civilian Jansport packs could be included, maybe very small with only 4 slots, and you can stash a small SMG like an MP7 in there too. And a brightly colored hard hat and reflective vest should each allow small extra stealth bonuses in industrial areas, though obviously giving penalties anywhere else. If you are spotted, maybe the Bad Guy shouts "You there! Just a minute! Show me your ID!" and approaches, and only opens fire after standing pretty close to you for a few seconds, if you produce a weapon, or if you run away. This would simulate the gurads being reasonable familir with the civilians who are working there. Something similar would happen with vehicles at at a road checkpoint- one Bad Guy should always approach to check ID while the others cover them.
Likewise, the road checkpoints should all have a retractable barrier that prevents you from just driving through, unless you go around them within a certain distance, which should result in automatic spotting. If it's just a simple arm that raises you should be able to ram through at the cost of automatic spotting, but there are also things like retractable bollards or spikes that retract out of the roadway that could be used. Or there should at the VERY least be some Jersey barriers that force you to slow down and zig-zag through a bit and stop for inspection, just like at real checkpoints. If you don't stop= automatic spotting. If you do stop it takes a few seconds for the Bad Guy to realize that you don't have proper ID and they alert. Presumably the player would start shooting before that, though. There should also probably be some sort of simple vehicle checkpoint at the entrances to most facilities, even if it's just one with a retractable arm that is easily rammed through, though the Jersey barrier thing would also be very realistic.
Civilian clothes shouldn't give stealth buffs in a military vehicle, though. If anything, maybe a slight penalty expect in the closed vehicles like the APC. But frankly, spotting players while in vehicles all needs to be toned down a bit, and maybe such things as the openness of the vehicle taken into consideration. It should be pretty hard to spot you in the APC or the MRAP. Hopping into a military vehicle should NOT just be a free pass, though- such vehicles should still be required to stop at road checkpoints for ID checks. This is where it would be nice to be able to fire a handgun out a window, eh? And when you steal one eventually a call should go out to the Bad Guys to find and investigate vehicle #34-G15, which has gone missing. The delay for this should vary- it should be randomized to anywhere up to an hour if you had to kill it's crew- to simulate them missing a radio check in- or up to 12 hours or so if you stole one that was parked. (Something similar might be appropriate for stealing a parked civilian vehicle, maybe randomized up to 24 hours before the owner notices and informs authorities.) And if you stole one but left a crew member alive he should report it pretty quick. Maybe add large ID numbers to all vehicle skins, including on the roofs, to make this obvious to players.
And if you're in a pretty open vehicle, like the dune buggies or safari truck, or even just have someone riding in the back of a pickup, spotting you should be a bit easier.
Speaking of vehicles, a Bad Guy who is in the gunner position with a minigun really shouldn't bail out when he is fired at. He should return fire with the minigun, at least in the general direction that he was shot at from. Right now they seem to bail out immediately. That's just silly. Maybe they could duck down, only exposing their head until they identify a target, then man the gun again and start firing? At least some of the time? It would be nice to see a vehicle drop off a few riflemen to start searching while the vehicle covers them, too.
And speaking of civilian clothes again... Ideally it would be nice to have the different sizes of backpacks implemented, and you should be able to store clothes and an empty backpack inside another backpack. Then, again ideally, you could sneak close to a facility and change clothes, while leaving all the militaria in a sort of a cache that you could pick up again later. But if you don't pick it up within a certain randomized period of time (up to 24 hours?) then it is assumed to be discovered and you lose it. Or, the player could use his less-favorite equipment for the infil and just treat it is expendable, if desired. You should have secure caches at bivouacs for storing stuff, too.
Frankly, I'd like to see gear carriage work more like in Escape from Tarkov, especially with magazines. (And looting bodies.) Since all the MOLLE stuff is so modular it might be nice to have light, medium, and heavy versions of almost all vests and harnesses that allowing carrying more magazines as size goes up. Or ideally, instead, you'd be able to customize yourself with mag pouches pouches on any MOLLE vest. I've seen a lot of operators just use the 3-mag chest rig for rifle mags when working from a vehicle to keep things tight and light, but there are also 6-mag and even 8-mag pouches. Most tactical pants should allow carrying another two magazine pouches too- almost every operator I've met has a couple of magazines on his belt. And not just pistol mags. But probably not civilian pants, though an argument could be made- maybe just one pistol mag pouch only? And maybe give the reflective vest two small pockets that can hold pistol mags?
It's probably too detailed to specify MOLLE pouches for different sizes of rifle mags, but separating rifle, pistol, and MG pouches would be appropriate. And maybe a drum magazine for a rifle or SMG requires the MG mag pouch?
It would be REALLY cool to MOLLE up your own vest, wouldn't it?
Oh, and ghillie suit components should not necessarily have huge stealth buffs at baseline, but should give a very good stealth buff when PRONE or CRAWLING. Maybe slightly less when crouched and immobile. Their baseline should only be about the same as a similarly-colored camo patterned uniform when moving, other than crawling.
But they should be heavy (giving a small stamina penalty) as well as hot and bulky (giving a small agility penalty). If you're a sniper who wants to wear his magical suit of invisibility there should be a tradeoff. Oh, but you should also be able to carry your ghille components in your pack and put them one when you need them.
You should NOT be able to change carried gear anywhere but a bivouac, though. Allowing gear changes at any time really makes the game too easy. I can always swap out to get a food buff, or carry grenades then swap to mines when I want one, etc. It's a very poor design decision.