Sequel Ideas/Suggestions
BASIC PREMISE
Whatever the Ghost’s mission ends up being, it needs to be grounded in the idea that this unit is part of Joint Special Operations Command (JSOC). Relegating these guys down to basically being contractors for the CIA amounts to a plethora of missed opportunities. In reality, JSOC consists of Tier 1 operators from the Navy (DEVGRU/Seal Team 6), Army (Delta), and the Air Force (724th STS). Draw some inspiration from these units and the support they’re given (see “Rebel Support” below). The premise in Wildlands where the team was tasked with attacking various networks to weaken the overall infrastructure of a given antagonist was well done, and should be used in a follow-up game.
REBEL SUPPORT
This was awesome in Wildlands, and for some reason completely abandoned in the sequel. Rebel Support should’ve been built upon, and in staying with the previously mentioned “JSOC Theme” here’s what it could look like.
Vehicle Drop Off – this was a bit unrealistic in Wildlands, but I think the concept should evolve into something called “Extraction”. When this support is requested someone from the unit’s tactical operations center (TOC) would respond with a nearby landing zone (LZ) and estimated time of arrival (ETA). Once picked up, the extraction vehicle would default a travel route to the nearest safe house until the player sets a waypoint to be dropped off/fast rope/HALO in somewhere else. I’ve never liked the idea of bailing out of a helicopter/airplane, but stealing vehicles/aircraft can still be an option for players in the game as it is now. Limitations would include cool-down times and “no-fly zone” where enemy SAMs may be present (side mission idea: eliminate SAMs to unlock aircraft extraction in that area). Keeping in line with Wildland’s ability to choose vehicles, you could even choose extraction methods.
>> Helicopter pickup - Lands to pick up players. Option to fast rope down at next destination. Option to “fast travel”/skip to waypoint. Could even have options for different types of helicopters (MH-6 Little Bird, HH-60 Pavehawk, CH-47 Chinook, V-22 Osprey etc.).
>> Fulton Surface-to-air recovery system - Balloon goes up, fade to inside of C-130 at altitude where player can then HALO back into the map over chosen province/district.
>> Convoy - Player can choose passenger or gunner. Once out of danger the player can “fast travel”/skip to next waypoint set or stay in the convoy for the whole ride if they so choose.
>> C-130 - Players would have to fight their way to the nearest friendly controlled airstrip (see side mission ideas below). After takeoff the C-130 would reach max altitude and fly over whatever province/district the player wanted to HALO in to.
Guns for Hire – This could be molded into what is known as Quick Reaction Force (QRF). When a player initiates this support they’ll be supported by a local special operations unit known as an Operational Detachment Alpha or ODA unit. This could even be a Ranger unit.
Mortar – This should simply be “Air Support”. Like the Vehicle Drop-off support, you could have the option to choose various forms of Air Support.
>> QRF – like guns for hire, but for the air. Would consist of a pair of up-armored Blackhawks with gunners providing support overhead, or two AH-64 Apache helicopters raining down hellfire missiles. Limitations would be “fuel” demonstrated in game via a time limit.
>> Spectre Gunship – player would call it in and set “call for fire” waypoints on the map. Limitations would include the fact that these gunships only operate during night hours. Players could be limited to one or two per night.
>> Artillery – very similar to the Wildlands mortar function.
>> A-10 Warthog or F-16 bombing/gun run. Player indicates a start point and a heading (direction) for the call for fire.
>> Cruise Missile – deployed from the drone overhead that provides the “Spotting” support function. Missile controlled by player.
Diversion – Would operate the same as the Guns for Hire. An ODA or Ranger team would take up position wherever the player designates and operate much like the rebels do in Wildlands.
Spotting – Would work much the same as it does in Wildlands but would be called “ISR” which stands for Intelligence, Surveillance, Reconnaissance. This is information supplied to our operators via a drone in real life. Limitations would be similar to Wildlands with a “cooldown” time limit but would also not be available if an area has a SAM site.
SIDE MISSIONS
The rebel support side missions were a good diversion from the main story in the game. Not much needs to change, but here are some ideas for changes/additions to what has been offered.
SAM sites – destroying these would open areas up for some of the above support functions (extractions via aircraft, air support, and spotting).
Compound/HVT Takedown – would be a mix between the “Vehicle Drop-off Rebel Support Missions” in Wildlands and Control Points in The Division. Unlike Wildlands it wouldn’t all be confined to one closed off building, but instead an open compound with one final building that would be breached and cleared by the player. Would feature building clearing and CQB and once the area was secured it would be occupied by friendly forces and operated as a forward operating base (FOB). Would act as a fast travel point for extractions. The impact of taking these FOBs would be increased reaction times for the “Guns for Hire” and “Diversion” forces used in the game. FOBs can be taken back by enemy forces, but the player would be notified of enemy attacks and requested for assistance.
Airfield Seizure – each province could have one major airfield and maybe a few smaller air strips located throughout. Taking these over in the game would give the player more options for air support and extraction in that particular region. Major airfields would remain in friendly control once taken, but air strips can be taken back by enemy forces, with the player being notified of enemy attacks and requested for assistance to repel the attack.
Visit, Board, Search, and Seize (VBSS) Missions – this is a mission consisting of the player boarding a water vessel and taking it over. These side missions would play similar to how Compound Takedowns play out except on the water. This would require the game map to have a coast, or be set on an island like in Breakpoint. Taking over ships could provide the player with various resources used to enhance the player’s gear or skills.
MISC IDEAS
Breaching – this was a good idea in Breakpoint. Build on this by the following
>> Explosive Breaching - give the player breaching charges that can be used on doors for side missions like the Compound Takedown and VBSS mentioned previously. If using friendly AI teammates, one of them automatically throws a flashbang through the door once the player initiates the breaching charge. Would even cool to allow players to breach some non-reinforced walls throughout regular gameplay.
>> Mechanical Breaching – this was used very little in Wildlands (some places had doors that could be kicked in). Add to this with the addition of bolt cutters/pry bars/sledge hammers etc. to break open doors. This would be a quieter option than using the explosive breaching charges mentioned previously.
>> Lock Picking – when stealth is required/preferred
Gunsmith – continue to flesh this out. Plenty of games allow gun customization and this has always been a fun aspect of Ghost Recon.
>> Add “Gearsmith” – let us customize our kit more. Helmets can be customized with various NVGs, IR/Strobe lights, flashlights, covers, etc. Let us choose from different types of belts (i.e. compare the Crye Blast Belt with a minimalist belt like what Ronin Tactics sells). Finally, plate carriers; many plate carriers allow for various zip on back panels that negate the need for backpacks. Give players these options. Overall these are the three major categories of kit: Helmet, Plate Carrier, Belt
>> Letting us customize our AI teammates look in Wildlands was a huge welcome. Let us customize our AI teammates weapons and loadouts too.
>> AI Teammates – the fan base wants AI teammates. I think it would be cool to increase the team size from four to a more realistic six.
Fast Travel – I think fast travel should be simplified to a particular province/district of the map. The player would select a province to fast travel to, then find themselves at max altitude at the back of an open C-130. They jump out wherever they want and free fall/HALO to their preferred destination. Online teammates can choose to opt in when a party leader or teammate chooses to fast travel.
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