Originally Posted by
El_Cuervacho
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I'm absolutely convinced that an openworld GR game with an overaching array of systems can be achieved.
Off the top of my head, take FOBs or enemy camps for instance; apart from the obvious integration of different behaviour patterns depending of weather and time of day like we had back in WL:
Patrols should be attached to specific FOBs and conduct their patrol patterns in retation to that FOB, reporting to it, request reinforcements and mortars into the player's position, potentially discovering the player's hideous/bivouacs within the area, etc (I'm sure that veterans in our community could offer ways on how to implement that far better than I could).
Enemy density and search parties could be increased depending on player activity within a certain area/province.
Sabotage to public/enemy infrastructure should have practical consequences, such as deactivating drones within an area, leaving an area without electricity for a few days, eliminating AA defenses and ALL of that should impact how civvies and the enemy react/deal with you.
When the Devs were talking about the "systemic world" for Wildlands this is exactly what I was expecting, and in my opinion what they were intending. Why it was diluted to the point of not making it into the final game in any noticeable way I don't know. I agree that the sytems you describe here can be achieved and I think should be; it's a perfect fit for the franchise if it wants to truly exploit the benefit of going open world.
We need collecting dialled right down and consequences dialled right up, the progression systems all being targeted at the world rather than the character. Instead of a static world and a character that develops, we should have a fully kitted out and capable character that stays static (except injuries, stamina etc) and a world that progresses based on actions.
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