Of course there is one BIG problem with UBI fixing bugs!, we would get more![]()
The list of present bugs is extensive, and to be honest, they just do not have a Team capable of doing this, as time has showed.
One thing what i find false, say you have a 3 man patrol, you sneak up behind one at back take him and kill him, the others are immediately alerted. In real life that is unlikely to happen, you could stealthily take out all 3 unnoticed. They have relied on the Drones for the Game, which most do not want, and has spoilt the Game, especially with the invisible ones? And extensive presence. I was sniping at a distance, taking out defences men, guns, mortars etc, i used my drone for recon, there was an enemy one so marked him, looked down Scope on Sniper, it was not there?! Wanted to take it out, as we know the Bugs make them a pain.
I've been thinking something similar, but just fast roping up and down to a helicopter you could call for, and that didn't crash to the ground when you jumped, would cover it for me. There's space for a pilot NPC, wouldn't take much doing. Of course, the daft thing about all the stuff that's missing is that they've already got all this gameplay figured out in other games.
Still, it's still not going to make Auroa interesting, is it. Every time I see a wild boar (impossible) deer (would have to be imported) or "ancient" wooden settlement, I just palm the crap out my face.
Td2 already has reinforcements arrive vis helo and fast rope to ground, td2 ubi right? Wait wildlands was ubi also and yet we got this gem
Ubi brags about crap no one except them cares about, worlds first ever 8 man raid td2. First ever raid in ghost recon, look how big our sand box is .... blah blah etc etc
Quantity over quality, how much area is just fluff? Look how many sq miles we rendered, vs improving game mechanics.
Now the thunderstorm that was done over weekend, first time I had seen such an event in game ....... outstanding
All if not 80% or better ops should be in the ink black of night, raid at night? Is that possible? Never seen it.
Less done better always beats lots of poorly done anything
Exactly, Red2. How hard can it be for them to get this right, like. As everyone can see, their overarching problem is they don't get the genre, and they think it needs fancy dress and intrusive mechanics to be interesting. Worst of all is that they seemed to be so lost as to what to do with it, that they ended up interfering in stuff that worked just fine for no reason, taking all sorts of choices away from us in the process. It's becoming a bit of a habit, too.
Oh man the $#!t they could have accomplished with and yes will say it an actual RAID the chopper insertion would have been the second step in the raid as the one now would get the briefing about the island from jericho on a set objective compound or chosen by the team leader devise up a insertion and infiltration points of entry as well as extraction points and just to keep it a little bit interesting how about they don't up the player count but instead it be a 4 player co-op with A.I. team mate put in with actual good A.I. perrammeters so each co-op player has a buddy that is capible of being a buddy (just thought that would be a good solution if they could not up the player count) sometimes it's good to dream.
One thing I'm hoping the next Ghost Recon does is do away with the player's character knowing how to fly all of the aircraft in the game. There are two things I would like to see in it's place.
1. Fast Travel immersion with incursion options. Options: Dive, Rappel, Drop Off. With the options mentioned, once the fast travel loads the player(s) into the game, they are loaded into the world according to the option they selected. A non player controlled aircraft flies over the player's targeted area and a brief cutscene smoothly transitions to gameplay of the players diving, rappelling, or hopping out of the aircraft on the ground, leaving the NPC pilot to fly the helicopter out.
2. Military, enemy, and civilian NPC pilots. Any location where there is an aircraft on the map, there will be an NPC pilot to interact with. The player will be able to fly and land the aircraft traditionally, but the NPC pilot must be in the aircraft pilot seat. To have an enemy pilot fly the Ghosts, the player will have to capture the pilot alive and intimidate much like the intimidation side missions in Wildlands. Instead of knocking out the pilot, the player must stow them into the pilot seat. Upon landing, the player can talk to the pilot and request the pilot to stay or take off.
2b, Popping a flare. Still on topic with 2 above, Ghosts will have a specific colored flare (consumable ammo) to call in an airlift. There will need to be a radius indicator when aiming the flare to show the player whether or not the terrain is fit for landing. Red will indicate there isn't enough clearance or flat terrain and will not permit the player to pop a flare. A white radius indicator communicates to the player that the aircraft can land in that area. Once the flare is popped, a flying helicopter will spawn with an NPC pilot and land in the designated radius for the Ghosts to board. The flare will attract any nearby enemies to the area if the area is not cleared out. Once on board, the lead player controls the helicopter.
I would propose a "switch seats" button for the player to put the aircraft on auto pilot so that the player can shoot from the aircraft, but I'm not confident evasive autopilot can be pulled off.
This is an awesome idea!Originally Posted by Keltimus Go to original post