2 Conflicting Gameplay Loops In Freeroam:
Both tie together to create what holds back this game from being fun
" A Dead World":
Ghost Recon's massive open world is commonly referred to as a Barren Wasteland, being filled with large mountains, trees, planes, rivers and lack of AI filled bases. It pulls the player away from your typical shooter like action and immerses the player into a unique experience. This landscape often makes traversing in freeroam an experience on it's own. However walking through the thick forest the player encounters sentinel soldiers fixing bikes, helicopters, roaming patrols, random Drone sights and even Azrael drones flying above their head. And most of it feels slapped into the game world just to provide a poor sense of combat during the player's traversal period. But in reality they don't do a very good job at it because not only does it feel forced to find a broken vehicle or a random squad every couple of meters, but it also provides no actual impact to the world or gameplay based on whether or not the player attacks or evades these men because the game lacks proper world interaction. Realism is not always adding in actual objects from the real world, but it's implementing real life logic into an interaction between the game world and the character. It's cause and effect, which is not only an essential game component in a game pursuing realism, but also Tactical, Survival and Open World games as it is what brings life and dictates what is believable to the audience. Take a second and imagine GTA without a Police heat system? Would it feel real to attack civilians, committing a crime or even shoot an Officer and not be pursued? That's my point!
Risk and Rewards
If the reward is good enough players would overcome any challenge. Currently if you are not playing a story mission or trying to achieve Skell Credits for the empty in game store there is no actual reward to raid a base. There is no current incentive for a player to go from base to base, or kill patrols other than to role-play that they are going to another base for a reason. Now the Ghost Recon current fanbase lives for role-play and is the sole reason why this game was even purchased. However it is surprising that the game loop would evolve to create a self sufficient gameplay loop for this fanbase. This severely affects replay value as it defines whether or not the player is wasting their time on playing this game!
SOLUTION:
The Aurora Commotion System or ACSO
A life bringing overhaul to Aurora's empty world that bring an advertised like AI hunted experience making the forest into a battlefield and reason for every patrol you encounter. Also gives personality to Wolves and sentinel, while adding the cause and effect to the player's actions. This easy light overhaul will bring so much life and replay ability to the game without adding new bases or story modes into the game, but instead a self sufficient world.
Example on Hardcore settings:
Stars would show up at the top right corner as Wolf signs. Effects and rules only apply to the province the commotion has occured in, AI does not know where player is constantly, but will if detected until visual is lost. **NO DRONES spawned with azrael drones** ALL CAUSES ARE ACCUMULATIVE. *Base detection refers to the caller calling reinforcements.**Cool down means incrementally declining down.*
- One Star: (3 Patrols or vehicular detections or 12 patrols killed silently) / (1 Base detection or 3 Bases raided stealthly) = Light Frequency of Wolf Patrol and Azrael drones in province. *Cool down = 4 hours in game undetected*
- Two Stars: (5 Patrols or vehicular detections or 20 patrols killed silently) / (2 Base detections or 5 Bases raided stealthily) = Light frequency of Wolf and light sentinel Patrols, Light Azrael drones in province and light sentinel road blacks. *Cool down = 3 hours in game undetected*
- Three Stars: (7 Patrols or vehicular detections or 25 patrols killed silently) / (3 Base detections or 7 Bases raided stealthily) = Mild frequency of Wolf and mild sentinel Patrols, Mild Azrael drones in province and mild sentinel and wolf road blocks. *Cool down = 2 hours in game undetected*
- Four Stars: (8 Patrols or vehicular detections or 28 patrols killed silently) / (4 Base detections or 8 Bases raided stealthily) = Heavy Frequency of Wolf and mild sentinel Patrols, Mild Azrael drones + Mild spotlight helicopters, Heavy wolf, but mild sentinel Road Blocks Freq + Super Light Rover drones with Road only patrols.... (Maybe on the drones patrols, but very little chance). *Cool down = 1 hour in game undetected*
Important AI EDITS:
- Azrael drones does not spawn drones with Wolf Patrol.
- Wolf patrols are spawned either via parachute from Azrael drones if player is spotted by Azrael drone.
- Sentinel soldiers are spawned parachuting down helicopter if player is spotted through Helicopter light.
- If player is spotted in vehicle by spotlight helicopter, Azrael drone or Road block, player is entered into a car chase.
- Add in clock widget for in game time management of day and night cycles.
Base Overhaul
Going hand and hand with the "ACSO" the goal here is revitalize Bases in Ghost Recon to impactful information beacons to the free roaming experience making raids give basically give perks and buffs to the player's ability to traverse through the hostile land of Aurora in Immersive Mode while reusing already in materials.
Green Intel: The following will be marked by a green exclamation point in every single base once they are discovered uncovering essential intel for stealth and crafting parts and will need a military time widget on the map. *Player can pick only one per intel giving the player the incentive to continue to raid base to play in stealth
- Base Equipment Locker: Currently bases have equipment locker's that are accessed by carrying dead enemy AI bodies into the Orange doors. Lockers have very minimal supplies rendering them useless. However following the ACSO the lockers will be filled with equipment, basically a gold mine of syringes, bandages, explosives and ammo making them essential components to survive hot pursuit of enemies in the case of a 2 or more stars being accrued over time. But will have 4 Guards.
- Captains: Interrogating these valuable targets will give out intel on near by Weapon Convoy routes being pinned in your main map along with an estimated time delivery, as well as allowing the player a chance to uncall reinforcements if detected, discharge sniper's from duty or even equipment loot guards through forceful demand of said captain.
- Computers:: Computer's will allow access to military logs including nearby patrol routes and total enemy count in the current base and 2 nearby bases giving the chance for players playing on immersive mode to completely empty out bases with a more accomplished feeling.
- Phones: Being harder to find and smaller phones will grant the ability for players to eliminate heat off the ACSO system by sending a false target eliminated call to the province, phones will also be a second opportunity discover both Azrael and Helicopter drones routes on the map.
- Drone Terminal: Think of it as the power generator for drones, guarded by 4 guards and run by a team of AI civilians the drone terminal will occupy an internal cavity inside the base as green lit room with lots of computers. If the player is able to hack the mainframe, which is a biggest computer, drones will be corrupted and will be silently disabled creating a stealthy way to eliminate drones!!!
Valid Community Additions for Immersive mode ACSO:
Continuesly added feedback to the ACSO to make both AI and the world of Aurora more impactful and replayable.
- Enemy Ammo and Supply Drop: Give player the menu option to disable ammo and loot drops or make them minimal with ammo and loot respective to the gun and enemy it is dropped by. Through a Loot Drop setting such as "None", "Immersive", "Minimal" and "Regular". -- @Mariyan --
- AI Day and Night Cycle Interactions: Return Wildlands AI responsiveness to Day and Night cycles. Night time results in less soldiers patrolling base and more sleeping or resting resulting in being favorable for stealthy player. And Day times results in more soldiers being on patrol. -- @Vakris_One --
- Improve AI Dialogue: Dialogue of AI needs to match fear and intensity of patrols, road blocks and reinforcements based on heat system.
ACSO Interaction with Bases:-(A NEW ADDITION)-
Small additions. New will change upon communities feedback
Base Reinforcements Based On Stars:
Base reinforcements will be impacted by your accumulated heat. Base reinforcements will continue deploying specified by in game time and stars.Cool down time refers to in game time.
*Patrols and Car detections still apply to stars so if fighting continues stars will accumulate and so will reinforcements, but stars will have a 50% faster cool down upon leaving base is left. Faster cool down caps at appropriate rate for amount of patrol, vehicle detections and base detections excluding patrols and vehicles deployed as reinforcements in bases.*
- One Star: 3 Sentinel Patrol Cars, 1x Spot light Helicopter with deploying ability . *20 minute Cool Down before redeployment*
- Two Star: 4 Sentinel Patrol Cars, 2 Wolf patrol and 1x Spot light Helicopter with deploying ability. *25 minute Cool Down before redeployment*
- Three Star: 5 Sentinel Patrol Cars, 2 Wolf patrols, 2x Spot light Helicopter with deploying ability and 1 Azrael drone Wolf Patrols deploying 8 Red Wolves. *30 minute Cool Down before redeployment*
- Four Star: 5 Sentinel Patrol Cars, 2 Wolf Patrols, 2x Spot light Helicopter with deploying ability and 2x Azrael Drone deploying 16 Red Wolves. *35 minute Cool Down before redeployment.*.
Base Security Based on Stars:
Based on how much heat you have accumulated, Bases will increase their available forces by the numbers followed. Dialogue could be used to Convey soldier fear, uncertainty and frustration towards being put on guard. Follows community addition of improved AI Day and Night Cycle.
- One Star: Population x1.2.
- Two Star: Population x1.4.
- Three Star: Population x1.6.
- Four Star: Population x1.8.
Verdict:
I believe these new features that overhaul the purpose of existing in game assets will recreate the name of Breakpoint and bring serious replay ability. The new Unidad like system for the military entity of both Sentinel and Wolves can recreate the original advertised gameplay of being a hunted lone wolf with a less intrusive approach than Wildlands due to the new improved stealth mechanics in Breakpoint and new limits and caps based on the heat system I have proposed. I believe these new features can make for some gnarly role play especially for Youtube fan favorites such as F.I.S.T and more!
Thank you for listening to me! Please share your thoughts I've written several iterations of this system in the forums let me know what you would like to see!