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  1. #1
    Agent_Ares's Avatar Senior Member
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    10 Things to Drastically Improve breakpoint ( year 2 )

    1. No more Magically refreshing Bases 5s after you leave it. The state of the base should be flagged as "Cleared" or "Partially Cleared" "Fresh". Cleared bases only refresh in 72 - 102 hours. Partially cleared bases refresh in 24 ingame hours.

    2. Destructible Glass + Lights and the ability to move through them like in Wildlands. It's unrealistic and impractical everything is suddenly bulletproof and our operator suddenly can't crawl through windows anymore.

    3. Reinforcement Mechanic + Hotzones. If an enemy base is attacked and they have a Commander \ Radio tower. Reinforcements need to arrive. Same way as Wildlands and MGS Phantom Pain. The more Activity in on Area by the player the larger the "Hotzone" in that area becomes. Meaning bases will have more troops and more reinforcements. If you are quiet and stealthy it doesn't increase, unless you hit a major story base. ( this increases world difficulty as you progress through the story ) Reinforcements should come based on location. Air dropping reinforcements \ APCs and trucks by road \ Large Boat Troop Carriers if near a dock. By setting up "Reinforcement" points along bases it allows more realistic responses toward player action.

    4. Remove Money and Bring back Supplies for Homesteaders. Homesteaders have no need for money, they are outcasts. They need supplies. Give us new Rebel abilities you "unlock" as you progress. Unlike in Wildlands - make it so players actually "Consume resources" when they use a rebel ability.

    5. New Enemy Archetypes. With Better Ai. Ballistic Shield Grunts - that walk with a heavy shield in front. Causes some AI to be pulled into a line behind them using the shield to move forward while in cover. Requires players to use explosives to the side to knock out the train.

    6. Rebel Forward Operating bases. Instead of having to come back to Erewhon each time. As you liberate some small bases, they instead get taken over by Rebel forces. Allowing you to have a nice forward operating base to come back to in the region. Which has a garage - far more practical than a car appearing in a camp in the middle of nowhere.

    7. More NPC activity. In Wildlands you see cars driving along the road, people living life, going to parties, etc. In Breakpoint in general they either stand still or walk around aimlessly. See supply trucks going to a landing bay - people loading \ unloading cargo. Train stopping loading \ unloading cargo. Even in Wildlands, you would see enemies sit watch tv, or inspect cargo containers, or numerous other activities that don't exist in Breakpoint.

    8. More Areas with a purpose. Many areas in Breakpoint are completely useless for Eye Candy, Huge Refineries with nothing inside of them. This is a massive waste of Assets. Give them a purpose. Allow players to capture special structures that give them supplies per day as long as it remains captured. So when they clear out the area they need to defend against a wave style attack. Then Rebels take it over. After 48 - 72 hours, there is a possibility of an enemy raid that can happen if you don't defend it you lose it. On a side note bring back wave defense missions for Wildlands that was one of the more enjoyable parts of the game - where things like mines mattered.

    9. Last known Position mechanic instead of magical Eye of Soron Ai.
    If an enemy can't see you- then things like mortars or other things should not be able to target your exact location. It needs to use an RNG mechanic on a radius to randomly shoot the area you were last seen. Instead of perfect accuracy through a bush, it needs a targeting penalty that sprays randomly in that area unless you shoot back. Then it gives away your position temporarily allowing Ai to increase their targeting capability.

    10. improved and Optimized UI. Instead of players constantly having to go to backpack to switch out gear, using a UI like in Farcry to hotswap Gear items on the fly would be ideal. As well as a "Hold ESC" to close all UI menu items instead of having to press ESC 4 - 5 times.
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  2. #2
    Originally Posted by Agent_Ares Go to original post
    1. No more Magically refreshing Bases 5s after you leave it. The state of the base should be flagged as "Cleared" or "Partially Cleared" "Fresh". Cleared bases only refresh in 72 - 102 hours. Partially cleared bases refresh in 24 ingame hours.

    2. Destructible Glass + Lights and the ability to move through them like in Wildlands. It's unrealistic and impractical everything is suddenly bulletproof and our operator suddenly can't crawl through windows anymore.

    3. Reinforcement Mechanic + Hotzones. If an enemy base is attacked and they have a Commander \ Radio tower. Reinforcements need to arrive. Same way as Wildlands and MGS Phantom Pain. The more Activity in on Area by the player the larger the "Hotzone" in that area becomes. Meaning bases will have more troops and more reinforcements. If you are quiet and stealthy it doesn't increase, unless you hit a major story base. ( this increases world difficulty as you progress through the story )

    4. Remove Money and Bring back Supplies for Homesteaders. Homesteaders have no need for money, they are outcasts. They need supplies. Give us new Rebel abilities you "unlock" as you progress. Unlike in Wildlands - make it so players actually "Consume resources" when they use a rebel ability.

    5. New Enemy Archetypes. With Better Ai. Ballistic Shield Grunts - that walk with a heavy shield in front. Causes some AI to be pulled into a line behind them using the shield to move forward while in cover. Requires players to use explosives to the side to knock out the train.

    6. Rebel Forward Operating bases. Instead of having to come back to Erewhon each time. As you liberate some small bases, they instead get taken over by Rebel forces. Allowing you to have a nice forward operating base to come back to in the region. Which has a garage - far more practical than a car appearing in a camp in the middle of nowhere.

    7. More NPC activity. In Wildlands you see cars driving along the road, people living life, going to parties, etc. In Breakpoint in general they either stand still or walk around aimlessly. See supply trucks going to a landing bay - people loading \ unloading cargo. Train stopping loading \ unloading cargo. Even in Wildlands, you would see enemies sit watch tv, or inspect cargo containers, or numerous other activities that don't exist in Breakpoint.

    8. More Areas with a purpose. Many areas in Breakpoint are completely useless for Eye Candy, Huge Refineries with nothing inside of them. This is a massive waste of Assets. Give them a purpose. Allow players to capture special structures that give them supplies per day as long as it remains captured. So when they clear out the area they need to defend against a wave style attack. Then Rebels take it over. After 48 - 72 hours, there is a possibility of an enemy raid that can happen if you don't defend it you lose it. On a side note bring back wave defense missions for Wildlands that was one of the more enjoyable parts of the game - where things like mines mattered.

    9. Last known Position mechanic instead of magical Eye of Soron Ai.
    If an enemy can't see you- then things like mortars or other things should not be able to target your exact location. It needs to use an RNG mechanic on a radius to randomly shoot the area you were last seen. Instead of perfect accuracy through a bush, it needs a targeting penalty that sprays randomly in that area unless you shoot back. Then it gives away your position temporarily allowing Ai to increase their targeting capability.

    10. improved and Optimized UI. Instead of players constantly having to go to backpack to switch out gear, using a UI like in Farcry to hotswap Gear items on the fly would be ideal. As well as a "Hold ESC" to close all UI menu items instead of having to press ESC 4 - 5 times.
    Agreed 100%
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  3. #3
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Agent_Ares Go to original post
    5. New Enemy Archetypes. With Better Ai. Ballistic Shield Grunts - that walk with a heavy shield in front. Causes some AI to be pulled into a line behind them using the shield to move forward while in cover. Requires players to use explosives to the side to knock out the train.
    Such as these?

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  4. #4
    Agent_Ares's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    Such as these?


    Yup pretty much - They are mainly used for indoor - hallway clearing, But could be adapted to facilities For example when Outdoors only having 2 people in the line, when in doors having 3 - 4 people in the line.

    Would allow players to use different tactics like shooting the feet of the lead element to cause them to trip and fall to open the others in the line to be targeted.
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  5. #5
    El_Cuervacho's Avatar Senior Member
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    We'll see if they ever become something more than cutscene fodder.
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  6. #6
    Agent_Ares's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    We'll see if they become something more than cutscene fodder.
    Matters how good the Ai designer is, if 3 - 4 Combine to create a Roman Shield Wall to allow troops in the back use it as cover. It makes it especially tricky you can't simply to a body shot to take down an enemy walking straight toward you.
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  7. #7
    noxentin's Avatar Member
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    Have you made a user survey yourself?
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  8. #8
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Agent_Ares Go to original post
    Matters how good the Ai designer is, if 3 - 4 Combine to create a Roman Shield Wall to allow troops in the back use it as cover. It makes it especially tricky you can't simply to a body shot to take down an enemy walking straight toward you.
    Indeed. I mean, they could make for a challenging QRF contingent; say you get an APC arriving on the scene carrying 8 sentinel CQC soldiers (perhaps heavier armoured, give 1 or 2 with a shield, think Sentinel's SWAT) it's main gun providing cover as they disembark and get into position. There's plenty of videos showcasing how, for instance, russians go about doing this stuff.
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  9. #9
    Originally Posted by Agent_Ares Go to original post
    1. No more Magically refreshing Bases 5s after you leave it. The state of the base should be flagged as "Cleared" or "Partially Cleared" "Fresh". Cleared bases only refresh in 72 - 102 hours. Partially cleared bases refresh in 24 ingame hours.
    Some good ideas. However I think point 1 would be annoying as if you wanted to replay taking a base, you’d have to wait 102 hours so that would kill replayability for me.

    I would be ok with this system if clearing a base served a purpose (like Risk or Conquest, where you gain resources over time for holding the base) which could be spent on air/Artillery strikes or calling in support, evac etc.
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  10. #10
    Agent_Ares's Avatar Senior Member
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    Originally Posted by Capt.Dazzer Go to original post
    Some good ideas. However I think point 1 would be annoying as if you wanted to replay taking a base, you’d have to wait 102 hours so that would kill replayability for me.

    I would be ok with this system if clearing a base served a purpose (like Risk or Conquest, where you gain resources over time for holding the base) which could be spent on air/Artillery strikes or calling in support, evac etc.
    Just use Biovac and fast forward time.
    It is far more annoying when a base suddenly respawns 5s after you beat it.
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