Ideas Wishlist
I don't know how viable these are but here are some ideas I'd like to see.
General Ideas
If we're spotted by an Azrael drone Don’t magically spawn the Wolves use a mechanic similar to Unidad. Have a helicopter arrive first, while cars loaded with Sentinel squads come burning up the nearest road. If you take too long to escape the Wolves appear as well, and with them they start to bring drones and more helicopters/cars etc. Ultimately, it’s not a fight you can win but one you have to escape from. On the topic of appropriate reactions if the Ghost’s attack a base with a helicopter and a call for reinforcements goes out, have an attack helicopter turn up not one that relies on four dudes sitting on the benches armed with assault rifles.
The loss of ammo on reload is okay but I’d like to see the ammo pool replaced with a magazine system. This would also make the Engineer’s resupply drone a bit more helpful.
Drones: I feel the aerial drones should either be slower (can’t waggle dance) or more lightly armoured (can waggle dance but more fragile). Currently they’re both heavily armoured and manoeuvrable. Ground based drones like Behemoths should take less damage from firearms but more from things like rockets and C4. We should also be able to damage specific parts, so a rocket can blow a track off to immobilise it or damage a weapon like the mortar. The damage should also be applied consistently regardless of awareness; it might be me but it feels like if a drone is on alert it takes less damage.
Injuries: If you’re going to have the player get staggered/injured whenever they’re shot, the enemy should be as well. Breachers tend to be the guiltiest party of this and seem to just shrug off a bullet going through their chest at close range to get that kill-shot. I’m not an expert on firearms by any stretch but I’m pretty certain body armour doesn’t mean “immune to bullets”.
Dragging bodies. A couple of things on this the first is the ability to drag a downed heavy and the second is dragging downed ghosts into cover to patch them up rather than stepping out of cover to patch them up. I don't mean picking them up to move them but literally when someone is down next to cover that you're in you should be able to grab them and pull them to you.
Skill Tree
We need something to spend our 70+ spare skill points on so, I put together a little list of skills I’d like to see each class get to make them a little unique. These bonuses once bought are only active when you are playing that class.
Medic
- Medics can use bandages & syringes on others.
- Medics revive people without injuries.
- Medics carry additional bandage/syringes/medkits
Panther
- Can melee heavies
- Faster melee kills
Assault
- Stagger resistance
- Flashbang resistance
- Injury resistance
Sharpshooter
- Sniper rifles can pierce light cover with a suppressor
- Improved bullet penetration for a sniper rifle without a suppressor
Echelon
- Planted explosives (C4/Mines) get increased damage and radius
- Movement penalty while injured is reduced
Engineer
- Bonus damage resistance and injury resistance when operating a hacked turret or a vehicle weapon
- Recoil is reduced on fully auto weapons
An Idea for an Golem Island
Playing Immersive mode removes the raid from the game, and while it was fun it was really out of place for Ghost Recon, and it leaves the island completely unusable for those preferring the Immersive Mode. Speaking for myself and my group the first bits were the most fun finding specific intel and piecing together what we needed to do to unlock the bosses. My idea is making that the core part of the "raid".
The Ghost’s objectives start with three objectives that are based on sabotaging the infrastructure, assassinate/kidnap commanders, hijack/destroy resource convoys or rescuing prisoners. They could even be mixed together like having a prison convoy moving from A to B and the Ghosts can either hit the convoy or try to storm a heavily defended base wrapped up in a bubble of barbed wire and minefields. On top of this you could even have additional intel on targets of opportunity. A further complication is that the longer the Ghosts are active the more alert Sentinel and the Wolves become and eventually everywhere is on alert and it's time to leave the island.
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