Intro: Raids belong in Ghost Recon as a staple to it’s Core Gameplay. Currently raids in Ghost Recon Breakpoint are poorly executed attempts of adding tiered loot and bosses. To many gamers this is what raids are, you jump in with your buddies and kill bullet sponges from destiny to the division. We have seen developers define a standard for raids. Now you may think this is a tactical shooter how are raids going to work?!
Raid definition: a sudden attack on an enemy by troops, aircraft, or other armed forces in warfare.
Conflict and vision:
What if we were to redefine and revolutionize raids in the gaming industry. I believe Ghost Recon can do this, when I hear “going back it’s roots” I think of Ghost Recon returning back it’s revolutionary gameplay of changing the formula and how we play accessible tactical shooters. Ghost Recon’s recent switch to an open world has redefined the linear sand box tactical shooter it once was. And in return has created an amazing creative potential of gameplay and probably the driving force of why Ghost Recon is still relevant in modern gaming. However this idea of non-linear gaming has left the players wanting more direction and in turn endgame content has had trouble capturing the attention of players who seek more dynamic urban scenarios. After the story mode is finished what do you do free roam? But what are other options? The game has amazing open terrain, but lacks more closed urban environments and setting variety that makes the game tactically intriguing, something it’s older counterparts and most modern shooters excel in.
Solution Intro:
Raids are a chance to capture setting variety, and provide essential competition to the core gameplay. It is an opportunity to add fresh extended content with a more linear game path that older Ghost Recon player’s long for in the new open world formula. Raids should be timed high stakes linear missions, which the player is immersed into a tight claustrophobic environment and is tasked with a difficult task along with 4-8 other squad mates. These should be implemented as either flashback memories of the main character accessed through the main menu. Where the player is transferred to a lobby where players are then briefed with a mission in a different setting tasked to disarm a bomb, eliminate or extract a high valued target, terrorist hunt, escort or retrieve important intel.
Example:
Envision this you join a lobby with 4-8 other players all as a unit you have time to choose your gear and then the mission is briefed, you're tasked to disarm a set of bombs placed in the struts and rescue and extract civilians in a building that has been raided by terrorist in the US. Before you are deployed you have a view of the sandbox map layout with 3 spawn options sewage access, ground access and air deployment, the result of deployment is chosen by the players they can either all spawn in one section or take separate spawns to achieve their mission. They also have the ability to choose weather, night and day cycle that affects visibility and AI environment.
Sewage Spawn:
Sewage spawn will spawn the player in a sewage, where they will traverse around 400 meters through an underground sewage to reach a ladder that leads to the basement of the building. This would be stealth approach, which the player will be closer to disarming to disarming the bombs, but will need to utilize close quarter tactics and breaching gear to cut through door locks.
Ground Spawn or Street level:
The street level will consist of more loud breaching approach where players will be spawned in a convoy and will have three entrances they can breach rear door, side window or front door, they will need to utilize smoke bombs flash bangs, in order to breach the heavily guarded entrances. This would be the more cinematic/loud approach. They will have equal access to both civilians and bombs.
Air deployment:
This is a more interesting approach as the player will be spawned fast roping down a helicopter onto the roof of the building where the players have the option to either fast rope down the building and breach through the windows or take the main roof entrance and clear the each floor one at a time extracting civilians and eventually reaching the basement of the building.
Scenarios and verdict: Shanty town in afghan eliminating a high value target and important intel off a computer, a drug cartel raid in Bolivia, extracting a prisoner from a highly secured military base in Russia, to intercepting a convoy in the streets of London. All with the ability of having three different immersive spawn points, with close tight environments with linear AI and mission pathing, but in a smaller setting varied package. Each mission is timed with rewards based on time results including setting inspired camouflage, gear and guns specific to the country the raid is in, like the Spetznatz AS VAL and camo or British S10 gas mask and the cross draw vest. This all serves as extended content with the ability to add some seriously awesome replay value to the Ghost Recon Series. I'm talking serious clean house vibes in an extended open sandbox scenario, that will make Rainbow Six and Call of Duty look like Childs play.
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Thank you my friend!Originally Posted by hebrews312 Go to original post