Love this idea Crock.Originally Posted by CrockfordCK Go to original post
I think Paris needs to show that they actually understand the general direction of the community wants before they create something new, Lessons need to show they have been learned first.Originally Posted by karma996 Go to original post
This is the same studio that lead development of every Ghost Recon since GRAW. So we know that they can make good games, but their design choices were too heavily influenced by other franchises. But now that they've reorganized their leadership, so that each IP is separate, hopefully the next Ghost Recon can reestablish it's own identity again, from the ground up.Originally Posted by smilecry Go to original post
I dont think there is a problem of being influenced by other franchises.
If you are selective of what you are being influenced on and these things helps towards augmenting and enhancing the experience that your Ip was supposed to give.
For example, here are a few things that other games done right, that would be really interesting to see in a future Gr title
• Reinforcements comes from nearby bases, instead of spawning out of thin air (MGS V)
• AI commands (Here we have several good examples from a few great games: SOCOM US NAVY SEALS, SWAT 4 and R6 VEGAS)
• Tactical entry methods (R6 SIEGE)
• Rapel (When trying to do turn off communication facilities in WL some of them had better access points on the second floor, which we couldn't use unless we parachuted on top of it, would be nice to rapel like on R6 Siege)
• Outposts and base domination (Farcry series)
• Enemy AI (MGS V)
• Being able to swim underwater and Scuba (GTA V)
• Weapon damage, penetration and range is related to and cartridge (Tarkov)
• Windage and range adjusting on scope (Sniper Ghost Warrior)
• Smoke Grenades (Ironic how this is present on R6 but not GR)
• We could get the ability to choose the type of drone we have, either a flying one, or a ground one like either the R6, or the ground ability on FS drone
• Enemies have day and night cycles (GRWL and MGS V)
He meant influence from other Ubi franchises and this is exactly why they said their editorial team was being split up and expanded to give each team more flexibility and control over their own projects / franchises.Originally Posted by ArgimonEd Go to original post
The individual currently in charge will have a more higher level role (vs. hands on) where each VP responsible for the projects / franchises will report to him.
GR was losing its identity and this could help restore some uniqueness to it's titles. ......hopefully allowing the team to make creative decisions that are more in line with what fans want.
I agree though that there are other games out there that they can take cues from. ....games they should be paying particularly close attention to.
I'd add a weaponsmith like CoD:MW and an ammo /magazine management system and reload mechanics like Sandstorm or several others. .....the list goes on for a better damage model, wounding mechanics, etc.
Several maps the size of Wildlands' map would be a massive project in trying to fill each map that size with content. Several Provinced sized maps would be way more feasible.Originally Posted by CrockfordCK Go to original post
I'm talking about using specific game mechanics, and cramming them into multiple games franchises. Tiered loot (Breakpoint, The Division and AC). Clothing stats ( Breakpoint and AC). Killer Drones ( Breakpoint, Division 2 and Watchdogs). Inconsequential dialog options (breakpoint and AC). Operator classes that have special abilities and gear (R6 Siege and Ghost Recon). Skill trees (Ghost Recon and AC). Crafting supplies (Breakpoint, FC and AC). Even the visual override mechanic came from Assassins Creed.