I’ve been playing with my own restrictions from day 1. I don’t need game mechanics or options to keep me from cheating myself. I don’t use syringes. I didn’t start a thread asking Ubisoft to ban them or limit them to Bivoacs. I use to only carry one primary and only change weapons at my vehicle but didn’t start a thread saying it was stupid to be able to switch between 100 different weapons anywhere. I don’t need an option to disable the shop in Bivoac... I just don’t shop from Bivoac. What’s so hard about it?Originally Posted by topeira1980 Go to original post
Anyway, I don’t mean to take it out on your thread in particular, but these kinds of forced mechanics like swapping guns only at Bivoacs or crafting only at Bivoacs really piss me off because it erodes the game and role playing options considerably when stuff like this is hard coded.
Options are king. And so your last suggestion I fully endorse.
I see where you are going with this, but honestly 5 mags is a bit light. That is the minimal loadout for an infantryman or a quick raid. Being stuck behind enemy lines without coms, straight off I could ditch squad radio and command radio and free up weight and room for 3-4 more mags and still be raid light.Originally Posted by topeira1980 Go to original post
Toss the support gunner ammo that I would normally have to carry, add five mags and still have come down half in weight... ect.
Ammo in this game is something I'm really torn on. Fighting near peer enemies using NATO weapons while also being a unit that uses NATO weapons I just dont see ammo being a scarcity, and me, I'd be picking it up constantly.
I like being able to craft items in the field, but there should be some kind of sensible restriction to it. Perhaps you shouldn't be able to craft items when the enemies are on alert (red & yellow), or engaging you in combat. If the enemies are suspicious (yellow state) or calm, you would be able to craft freely.
I have to say that I don't really care about the crafting at all. Honestly what I expect from a GR game isn't another cookie-cutter survival game mechanics copy that seems to be popular right now. My expectations are more towards the Team (and I don't mean coop/matchmaking), a good story and well done tactical gameplay without going all ARMA, which I play when I am wanting the more realistic gameplay.
But by reading most of the threads the game would turn into ARMA, if everything would be implemented as asked. So, regarding survival stuff.... I don't want bows, MacGyver-Style grenades/traps, or even a dog that tags along. The injuries and the bandages stuff okay, but the rest.... Sorry, but that is something they even could remove in my opinion, if that would give them the time to work on the overall gameplay/story and implementing the team back. In my opinion not every game/franchise needs to be turned into a survival game. I still think that GRAW/GRAW2 were the best in the franchise so far. And sorry, but not the console versions, which were more arcade shooters as well.
I think that Doom/Doom Eternal more less showed how it is done. Stay true to your roots and keep your folks happy.
Agreed, but I don’t think we should be able to craft syringes at all in the current format. It breaks the believability that we can craft complex solutions, suitable for injecting into the human body out of plants, without ever needing a lab. I’m sure Nomad could whip up a poultice, but this would be applied with the bandage, not a syringe.Originally Posted by vahndaar Go to original post
If we’re going to craft syringes, it should be from items we’ve looted. So we loot empty syringes and the solutions to fill them with. In this way they could even diversify the types of syringe and the effects they have. For example, Adrenaline to bring back full function, but not restore health. Pain killing to temporarily restore health and partial function. And then maybe a prototype clotting agent that halts bleeding. Combining these could be the way advanced syringes are created.
My issue with the crafting goes beyond realism.
There is a sense of danger and excitement that comes from knowing you lack the tools to handle a situation. where you need to play differently because there is no safety net.
Giving the ability to craft anywhere any time is removing a lot of that excitement knowing the safety net is here all the time.
I trust Bone_frog with the ammo count, but thing is - you carry not just hundreds of rounds for your own weapon, but also for every other weapon out there. Wasn't it you, Bone, that claimed ammo is heavy and we cant carry 400 bullets ranging from 9mm to 5.56 to 7.62 to shells etc etc? not to mention you also carry grenades + mines + 8000 plants?
I would love an inventory system like in RPGs where there are a few slots and you can put whatever you want into each slot - so you can carry 50 grenades or 10 grenades, 10 minutes, 10 magazines and 20 toilet papers. but this is too cumbersome to implement so i know UBI wont go there. i just thought a limitation on how many plants we can carry would work well since , just like bandages, it could be a simple toggle.
All of those tweaks to the game that UBI inserted with the ghost experience are what would have been considered very simple mods for a game like Skyrim or GTA. I but UBI can do more. obvoulsy, every change they make is backed up by solid interface changes and tutorials, but still...
We need a weight based system for weapons and inventory items, with penalties and bonuses to movement based on whether you are under or over a mid range capacity.Originally Posted by topeira1980 Go to original post
This is a exert from suggestion I gave to expand the Ghost experience.
Inventory and weapon weight. Give all weapons, munitions (including ammo) and equipment items, (but not rations or water) a weight and allow players to choose how much of an effect this has on stamina consumption and movement speed, (from none to extreme).
Set a baseline weight for normal movement and stamina consumption. Above this carries speed and stamina penalties, below it has bonuses. Allow players to drop equipment items as we now can with weapons. (This would allow players to create a nearby ‘stash’ of items. Perhaps a LMG and a few grenades on an exfil route should things go sideways)
Body armour and helmets.
Vahndaar has spoken at length on this and his suggestions surrounding weight, stealth and protection are the preferred option, but from an achievability standpoint it may be easier to simplify the suggested system. Give vests and helmets a weight that also relates to the protection bonus they offer. These would then fit in with the system above. Players could select to have greater protection, but this could be at the expense of other items or movement speed.
Helmets maybe but body armor has come a long way. ESAPI plated only weigh about a kg each these days. Gone are the days when you have a 20kg vest just to offer minimal protection.Originally Posted by Hugo-FOU Go to original post
Radios weigh more than ballistic plates these days. I mean sure if you want to be essentially bullet proof like one of the heavies you are still going to be wearing 50kg+ of armor, but aside from that armor has gotten really light.
Bigger issue is other gear. Grenades ect... we shouldn't be able to carry anywhere near as much as we currently do. It made more sense in GRW as I could write it off to squad gear. 8 frags... sure 2 per squad member. Now, it is Nomad the man of steel.
Agreed totally as a matter of fact it is perfect for filming and yes I look at most things in the game as a editor, director and producersOriginally Posted by Steven527 Go to original post
I would be supportive of various activities like crafting, load out changes, item wheel changes, and Fast travel not being available while engaged. I think that’s a fair compromise. But confining these kinds of things to Bivoacs is just too limiting.Originally Posted by topeira1980 Go to original post
I also think this should be the first and last GR game with crafting. We should never have our operators in a situation where the need to craft, ever again.