🛈 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. #21
    AI BLUEFOX's Avatar Senior Member
    Join Date
    Oct 2006
    Location
    Pacific
    Posts
    6,832
    Originally Posted by El_Cuervacho Go to original post
    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.
     3 people found this helpful
    Share this post

  2. #22
    Hugo-FOU's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    4,661
    Originally Posted by AI BLUEFOX Go to original post
    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.
    I completely agree with the sentiment of this, but starting out fully kitted in this instance wouldn’t quite fit the story, (granted the story is weak), but our skills should all be there.
    I personally wouldn’t mind a bit of ‘collecting’ as long as it was in the form of supply raids, rather than picking flowers. Up to now Maria’s shop has been better stocked than some small countries, which doesn’t exactly fit the theme of the Homesteaders being a group hiding from persecution.

    There’s so many ways they could breathe life into this world.
     1 people found this helpful
    Share this post

  3. #23
    El_Cuervacho's Avatar Senior Member
    Join Date
    Jan 2019
    Location
    The Black Lodge
    Posts
    4,484
    Originally Posted by AI BLUEFOX Go to original post
    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.
    100% agree.
    Share this post

  4. #24
    El_Cuervacho's Avatar Senior Member
    Join Date
    Jan 2019
    Location
    The Black Lodge
    Posts
    4,484
    Originally Posted by Hugo-FOU Go to original post
    I completely agree with the sentiment of this, but starting out fully kitted in this instance wouldn’t quite fit the story, (granted the story is weak), but our skills should all be there.
    I personally wouldn’t mind a bit of ‘collecting’ as long as it was in the form of supply raids, rather than picking flowers. Up to now Maria’s shop has been better stocked than some small countries, which doesn’t exactly fit the theme of the Homesteaders being a group hiding from persecution.

    There’s so many ways they could breathe life into this world.
    As I've already mentioned in some other thread, in my opinion your team should be allowed to pick from EVERY piece of gear, weapon and weapon attachment (including paid content) from the start, the catch is however, this only happens ONCE. After the crash though every piece of equipment you have gets damaged to some degree or another with one of your weapons or said equipment (could be at random) rendered utterly unserviceable.
    Want the stuff back? Get it from enemies/armouries or some manner of supplier (an online store too, if you have to).
    Of course this suggestion would work in the context of larger and fully-fledged set of parameters such as: having clothes affect your perfomance within particular biomes or situations depending on protection, weight, insulation, mobility, durability/physical integrity, etc.
    As a disclaimer I'm not really interested in GR becoming an RPG (although an interesting proposition, if done right), I'd be fine with them improving on the original formula but, if turning GR into a military RPG is the future, do it properly.
     1 people found this helpful
    Share this post

  5. #25
    AI BLUEFOX's Avatar Senior Member
    Join Date
    Oct 2006
    Location
    Pacific
    Posts
    6,832
    Originally Posted by Hugo-FOU Go to original post
    I completely agree with the sentiment of this, but starting out fully kitted in this instance wouldn’t quite fit the story, (granted the story is weak), but our skills should all be there.
    I personally wouldn’t mind a bit of ‘collecting’ as long as it was in the form of supply raids, rather than picking flowers. Up to now Maria’s shop has been better stocked than some small countries, which doesn’t exactly fit the theme of the Homesteaders being a group hiding from persecution.

    There’s so many ways they could breathe life into this world.
    True, so getting equipment would be your first few missions or the reason for getting your first kills so you could steal weapons and equipment. You could also be handicapped and take specific actions or time to recover rather than be improving. That could be looped so if you're careless and get injured again then you need to do things (other than a syringe stab). I think these could be worked in. It is the world itself changing that appeals to me.
     2 people found this helpful
    Share this post

  6. #26
    LaMOi's Avatar Senior Member
    Join Date
    Dec 2010
    Posts
    3,650
    I would definitely want your actions in one province directly impact another ...

    Something like the old Godfather games.

    https://youtu.be/Ofjx5BNRwSY

    So you would bomb or takeover a weapons factory and it then impacts an enemy factions troops, no armoured vests, no automatic weapons etc.
    Share this post

  7. #27
    LaMOi's Avatar Senior Member
    Join Date
    Dec 2010
    Posts
    3,650
    Originally Posted by El_Cuervacho Go to original post
    As I've already mentioned in some other thread, in my opinion your team should be allowed to pick from EVERY piece of gear, weapon and weapon attachment (including paid content) from the start, the catch is however, this only happens ONCE. After the crash though every piece of equipment you have gets damaged to some degree or another with one of your weapons or said equipment (could be at random) rendered utterly unserviceable.
    Want the stuff back? Get it from enemies/armouries or some manner of supplier (an online store too, if you have to).
    Of course this suggestion would work in the context of larger and fully-fledged set of parameters such as: having clothes affect your perfomance within particular biomes or situations depending on protection, weight, insulation, mobility, durability/physical integrity, etc.
    As a disclaimer I'm not really interested in GR becoming an RPG (although an interesting proposition, if done right), I'd be fine with them improving on the original formula but, if turning GR into a military RPG is the future, do it properly.
    I like all of that.
     2 people found this helpful
    Share this post

  8. #28
    Steven527's Avatar Senior Member
    Join Date
    Oct 2013
    Location
    land of no belts
    Posts
    5,771
    Originally Posted by AI BLUEFOX Go to original post
    True, so getting equipment would be your first few missions or the reason for getting your first kills so you could steal weapons and equipment. You could also be handicapped and take specific actions or time to recover rather than be improving. That could be looped so if you're careless and get injured again then you need to do things (other than a syringe stab). I think these could be worked in. It is the world itself changing that appeals to me.
    This would help. Explosives etc should only be obtainable from those bio locked rooms on bases. Ammo should be acquired from enemies but the ammo they have should be specific to the weapon they carry. Eventually if you were able to make some kind of comms contact you could arrange for supply drops.
    Share this post