🛈 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. #1

    Wolves Overhaul (Suggestions and thoughts).

    This Thread is made for the community to discuss the Wolf Faction. As most of the game's advertisement and mechanics revolved around the combat against the wolves, only for them to be a minimal threat and their attire to be locked behind a raid and a pay wall. Express your ideas, suggestions on how to improve the wolf factions.


    In a lot of the advertising for Ghost Recon Breakpoint there was a large emphasis on the lethality and persistance of the Wolves. The faction of the Wolves was ex-ghost turned rogue and the player, Nomad, was literally being hunted by packs of well trained rogue Ghosts. Hence the introduction of one of the coolest features Prone Camouflage, it was advertised as an essential tool to avoid being spotted by the wolves and get the jump on them in the thick jungle.

    I mean how awesome could it get, the idea was like Wildland's version of Unidad except, the troops didn't arrive in cars, but they patrolled in groups in search of you. And with th inclusion of Azrael drones it seemed almost as if you were actually behind enemy lines on the run.

    However this was far from the truth and the Wolves only ended up having less time and range to detect the player, more damage and more health. The only things that really defines the Wolf faction is their metallic/leather attire.

    Suggestion on Wolf AI World Interaction:
    Bases: Personally I would love to have Wolves become a more essential component to the combat gameplay. Much like Unidad the Wolf faction should a hive like behavior swarming bases and provinces at the first visual detection all out firefight in a base inside the province. If a player decides to go running an gunning after a couple of minutes of a loud firefight Wolves should start coming by to handle the situation much like Unidad did. As the player keeps making a mess, eliminating entire bases the Wolf patrols and Azrael drones should increase dramatically based on a scaled 4 star system much like GTA and Wildlands. This would create more of a cause and effect or an interactive world for the player as your actions have very cinematic, but realistic consequences. If the player kills in stealth either Wolves or sentinel should show up after a longer period of time due to loss of communication with the base and this should add stars at a slower pace as you raise suspicion in the province.

    Roads and Azrael Drones: After a certain amount of star Wolves should create occasional road blocks with heavy tank vehicles, using them as checkpoints, Azrael Drones should become more frequent with spotlights at night to help the player keep a visual tab of whether or not they're being spotted. Kinda like a search team. I think this will make Wolves a lot more intense.


    Rewards for wolf bases:
    Wolf bases should have crates with unique wolf specific gear including the frogmen corps viel, full rain coat, vests, pants, unique helmets and guns. Since the developers haven't released a lot of wolf gear they have a chance of making wolf gear with different gear camps and markings a reward for taking out a big wolf camp. Giving prestige and genuine reason to raid wolf bases.
     3 people found this helpful
    Share this post

  2. #2
    Bambihunter1971's Avatar Senior Member
    Join Date
    May 2014
    Location
    Rural Oklahoma, USA
    Posts
    1,545
    Love the presentation and it is packed with some good ideas. Overall I'd like to see that but with the suggestion that the "heat" is also based on difficulty levels.

    I didn't play GTA-5 long (got it free with video card). The reason was you couldn't really have any crazy fun before being overwhelmed; at least solo. A friend gave me a (cheat) code to use for infinite ammo. So, I went out of town up on a hill, purposely drew heat and that was the funnest 3 hour firefight I may have ever had (I'm 49 so played a lot of hours). In town, it would have been overwhelming in a heartbeat and then run out of ammo and get killed. That would be an unenjoyable 10 minute firefight.
     1 people found this helpful
    Share this post

  3. #3
    Wolves are nice from an appearance design, they look cool and distinct from the player character(assuming the player isn't wearing Wolf gear) which is important for enemy design in games, the problem is completely gameplay related in that they aren't different from Sentinel NPCs in any way outside of having different combat dialogue. They can fix them by either giving them better AI(think hunter AI like the division) or something distinct to make them stand out from standard Sentinel, like Wildlands hivemind AI and Unidad's/GTA cop wave mechanics or making them passive hunters like Mercenaries from AC odyssey.
     2 people found this helpful
    Share this post

  4. #4
    Virtual-Chris's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    Vancouver, BC
    Posts
    5,695
    I find it completely baffling that the Unidad never-ending waves mechanic is absent from this game. In Wildlands it is one of the only mechanics that strikes a deep concern into any players heart... even in co-op where you’re generally OP AF.

    I could not care less about the cosmetics. They are ridiculously impractical for special forces war fighters and belong in Star Wars.
     5 people found this helpful
    Share this post

  5. #5
    Originally Posted by Virtual-Chris Go to original post
    I find it completely baffling that the Unidad never-ending waves mechanic is absent from this game. In Wildlands it is one of the only mechanics that strikes a deep concern into any players heart... even in co-op where you’re generally OP AF.

    I could not care less about the cosmetics. They are ridiculously impractical for special forces war fighters and belong in Star Wars.
    If I had to guess, a lot of people complained how annoying Unidad was, and they removed it for that reason.
     1 people found this helpful
    Share this post

  6. #6
    Originally Posted by Bambihunter1971 Go to original post
    Love the presentation and it is packed with some good ideas. Overall I'd like to see that but with the suggestion that the "heat" is also based on difficulty levels.

    I didn't play GTA-5 long (got it free with video card). The reason was you couldn't really have any crazy fun before being overwhelmed; at least solo. A friend gave me a (cheat) code to use for infinite ammo. So, I went out of town up on a hill, purposely drew heat and that was the funnest 3 hour firefight I may have ever had (I'm 49 so played a lot of hours). In town, it would have been overwhelming in a heartbeat and then run out of ammo and get killed. That would be an unenjoyable 10 minute firefight.
    Yea true that I think what would really draw the line between both Wildlands and GTA heat system from the theoretical heat system of Breakpoint is the improved stealth mechanics. Currently if the player is detected the AI will rush and investigate the last known sighting of Nomad in comparison in GTA and Wildlands the AI would automatically know where the player was at all times unless they ventured outside of the hotzone. In this case this stealth system would allow the option for the player to either engage in the fight or stealthily maker their intense getaway from the Wolves. The roadblocks, patrols and Azrael Drone frequency increase in the province will not send AI players rushing to the player’s location on attack mode, but will be sending Wolves as search partys in search of the Player. If the player is spotted then similar to bases a radio call man has to be eliminated before he calls in reinforcements prompting the Wolf heat to increase. But if the player manages to wipe them out silently they come out with no consequences.
    Share this post

  7. #7
    Originally Posted by Bambihunter1971 Go to original post
    Love the presentation and it is packed with some good ideas. Overall I'd like to see that but with the suggestion that the "heat" is also based on difficulty levels.

    I didn't play GTA-5 long (got it free with video card). The reason was you couldn't really have any crazy fun before being overwhelmed; at least solo. A friend gave me a (cheat) code to use for infinite ammo. So, I went out of town up on a hill, purposely drew heat and that was the funnest 3 hour firefight I may have ever had (I'm 49 so played a lot of hours). In town, it would have been overwhelming in a heartbeat and then run out of ammo and get killed. That would be an unenjoyable 10 minute firefight.
    Originally Posted by Stomp0nMybaIls Go to original post
    Wolves are nice from an appearance design, they look cool and distinct from the player character(assuming the player isn't wearing Wolf gear) which is important for enemy design in games, the problem is completely gameplay related in that they aren't different from Sentinel NPCs in any way outside of having different combat dialogue. They can fix them by either giving them better AI(think hunter AI like the division) or something distinct to make them stand out from standard Sentinel, like Wildlands hivemind AI and Unidad's/GTA cop wave mechanics or making them passive hunters like Mercenaries from AC odyssey.
    I think character and player identity is very important. However Ghost Recon being a light looter shooter has very little to offer in terms of loot, especially in the context of the new immersive mode that will eliminate tiered loot leaving loot boxes completely empty for those individuals who already have all the guns unlocked. Right now there's absolutely no reason to raid a wolf camp other than just replay value or roleplay. There is no reward for the player for taking out Wolf base on Realistic Mode or immersive mode. I think a lot of players like the wolf gear and for those who don’t I think a lot real life military gear thats not already in the game, but on enemy character models can be added in Wolf Camps as loot in order to add more of an incentive to play the game. I think it’s a very realistic thing to do in terms of what the developers can do to improve the game and it would add that same prestige that the raids added only inside the base game.
    Share this post

  8. #8
    Steven527's Avatar Senior Member
    Join Date
    Oct 2013
    Location
    land of no belts
    Posts
    5,771
    Originally Posted by SaviorBasedGod Go to original post
    I think a lot of players like the wolf gear and for those who don’t I think a lot real life military gear thats not already in the game, but on enemy character models can be added in Wolf Camps as loot in order to add more of an incentive to play the game. I think it’s a very realistic thing to do in terms of what the developers can do to improve the game and it would add that same prestige that the raids added only inside the base game.
    So you raid a base you get the wolf gear and then... you're done? I m not sure where that leads to a longer term appreciation for the game. I am actually looking forward to only getting weapons by stripping dead enemies. This finding stuff all over the place stored in the strangest locations is part of the immersion break. Auroa is like Iraq after the US invasion where there was literally tons of weapons and ammo all over the place unsecured. The only place I should legitimately find weapons is Sentinel bases and dead sentinel troops.
     1 people found this helpful
    Share this post

  9. #9
    Originally Posted by Virtual-Chris Go to original post
    I find it completely baffling that the Unidad never-ending waves mechanic is absent from this game. In Wildlands it is one of the only mechanics that strikes a deep concern into any players heart... even in co-op where you’re generally OP AF.

    I could not care less about the cosmetics. They are ridiculously impractical for special forces war fighters and belong in Star Wars.
    I really love those mechanics, wave after waves of Unidad but the problem here is the Wolves are only a small group of Rogue Spec Ops Units, while Unidad is a Spec Ops Unit of one country.
     1 people found this helpful
    Share this post

  10. #10
    Keltimus's Avatar Senior Member
    Join Date
    Oct 2015
    Location
    D.C. area
    Posts
    1,327
    They dressed ridiculous and didn't behave like a elite team with the purpose of hunting you down. The only threat they posed was armor and accuracy. They didn't have numbers or tactics. They even didn't have any snipers All they had to rely on was their assault rifles and drones. Rather than a hunting party, they felt more like just tougher security who wear loin goofy loin cloths. Whenever you messed up and Sentinel called in for back up, who showed up? Just more Sentinal. Why wouldn't the Wolves respond to the call?

    How I would have designed the Wolves? Like bad *** Ghosts who became mercenaries.They look gritty, mean, and have been through hell and are pissed off at the people who screwed them over instead of looking like a bunch of mall security guards who joined a goth circus and thought they looked cool.

    As far as how I would make them behave? Even with default settings, there would be no indication to alert the player that he or she was spotted by the Wolves. They should behave as though they are going to take you by surprise. The more the player is active in a province, the more the Wolves increase their presence in that province. Not with patrols, but with ambushes. Hiding at sites or behind trees on well traveled paths. In a fight with Sentinel, they call the a pack of Wolves for back up. When fighting the Wolves and they start seeing their brothers fall, they call in waves of Sentinel. The Sentinel will only chase you out of the area. The Wolves will continue to pursue unless you kill them all or bug out faster than they can keep up.
     2 people found this helpful
    Share this post

Page 1 of 4 123 ... Last ►►