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  1. #11
    Steven527's Avatar Senior Member
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    how about simple targets like stop dropping me from my connection as I am in the middle of clearing a base?
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  2. #12
    Hugo-FOU's Avatar Senior Member
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    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 ) 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.
    Works for me!
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  3. #13
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Agent_Ares Go to original post
    Just use Biovac and fast forward time.
    It is far more annoying when a base suddenly respawns 5s after you beat it.
    Is this in co-op? Because in SP I have yet to experience base/location respawn "5s after you beat it."
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  4. #14
    stdape's Avatar Senior Member
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    Some good suggestions here, but we are talking Ubisoft! So chance of things happening is very low. I also think Dragging Men to safety is better than carrying them in most situations. Clearing bases, which refill after a certain time works better than at present.
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  5. #15
    Agent_Ares's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    Is this in co-op? Because in SP I have yet to experience base/location respawn "5s after you beat it."
    You have to leave the Base Area zone, then come back.
    Everyone will be back.
    I one time walked had a base on the bottom of a mountain and one near the top. I cleared the bottom one and moved up and got pushed back down within a few seconds the base below got fully repopulated.
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  6. #16
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Agent_Ares Go to original post
    You have to leave the Base Area zone, then come back.
    Everyone will be back.
    I one time walked had a base on the bottom of a mountain and one near the top. I cleared the bottom one and moved up and got pushed back down within a few seconds the base below got fully repopulated.
    That's a re-setting based on distance, not time. In addition FT will of course re-set the world regardless of distance.

    Can't count the times in this game (plus in GRW) I've cleared a base/location and used it (because it's cleared) for doing other things in the surrounding area - including returning via normal traveling to a nearby Bivouac to switch weapons/class.

    If the studio would increase the distance from a cleared base/location coupled with a set time, that would be nice, but I don't see it happening.
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  7. #17
    Sandilands85's Avatar Senior Member
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    Originally Posted by stdape Go to original post
    Some good suggestions here, but we are talking Ubisoft! So chance of things happening is very low. I also think Dragging Men to safety is better than carrying them in most situations. Clearing bases, which refill after a certain time works better than at present.
    If they insist on keeping the carrying Animation in the game then they should honestly look at completely redoing the animation, See example below

    https://youtu.be/KPrATJ-u5Rg

    At least these can be all be done from the three current stances
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  8. #18
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    That's a re-setting based on distance, not time. In addition FT will of course re-set the world regardless of distance.

    Can't count the times in this game (plus in GRW) I've cleared a base/location and used it (because it's cleared) for doing other things in the surrounding area - including returning via normal traveling to a nearby Bivouac to switch weapons/class.

    If the studio would increase the distance from a cleared base/location coupled with a set time, that would be nice, but I don't see it happening.
    What I've wanted for a long time on this, before Wildlands came out and as per the systems that El_Cuervacho, Hugo, vahndaar among others have discussed is that the base replenishes in accordance with your actions in degrading the ability of the enemy to do so. If you have taken supply trucks down and destroyed capability in other ways in that area and have enough rebel strength they can hold the base or hold off reinforcements. If you have accumulated enough C4 from other bases (as opposed to making it with some flowers or buying it from Maria!) you can destroy critical infrastructure, like towers and other defences that take a long time to get replaced.
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  9. #19
    Please ref a SF unit Utilizing shields

    Not TD period
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  10. #20
    Ghost416's Avatar Senior Member
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    Originally Posted by red2smok Go to original post
    Please ref a SF unit Utilizing shields

    Not TD period
    OP said enemy archetype. For a team of Sentinel reinforcements responding after an alert sounds, the use of riot shields makes sense.
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