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  1. #11
    Keltimus's Avatar Senior Member
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    Following on...

    The next thing to look into is taking the best of previous Ghost Recon titles and improving them.
    - Even though the first gunsmith was done by a different studio, it's still mind numbing that Ubisoft Paris decided to degrade that system instead of improve on it. The first is still the best, having fully functional bipods, a variety of magazines, different grenades for GLs, a variety of scopes to include NVG and thermal scopes. Ubisoft Paris should look to the original gunsmith and and challenge themselves on how to improve it. Such as, give players the freedom to choose where to mount weapon accessories, to include sliding the scope's position forward or backward on the to rail.
    - Rebel support was good in Wildlands, but it lacked immersive communication. It could be improved by having Ghost Lead use his radio and have a brief dialog with rebel forces on where and how to strike.
    - Supporting rebels. I'm not sure why enemy factions randomly shoot flares in the air aside from just drawing attention to players who want to loot. It would be better if these were dynamic events where it's the rebels shooting flares into the air as a means to call for help from the Ghosts. It could be for a variety of random reasons. An escaped prisoner on the run and looking for extraction, a small rebel fireteam outnumbered and in need of support, a secured weapons cache that enemy reinforcements are closing in on to recapture. There are a so many different combative approaches for this.
    - Using challenges to acquire skills instead of looking for skill points magically stashed in crates. Give tiered ranks to a skill like fast reload or steady aim. For every challenge level for reload accomplished, the character increases reload speed. Players can be rewarded patches, medals, a character cosmetic item, weapon attachment, and/or a unique skin for a weapon to show off their accomplishments. These skill ranks should be accomplished in firing ranges or combat. The challenges should not be as ridiculous as Breakpoint's class challenges in this past update however. Running over an enemy and immediately CQC another? No, that's not something an operator should do to improve a skill.
    - Expanding on the injury system. AI teammates, rebels, civilians, and enemy combatants should all suffer from injuries that affect their mobility and accuracy. We should see our teammates helping one another as well as order them to help friendlies. We should also see enemies aid each other.
    - Provide more options to moving bodies. Let players choose either to body drag or do a full carry, depending on the situation.
    - A Ghost's HQ. Either on a carrier or in a cave, a Ghost HQ should welcome all Ghosts, and not leave your AI teammates outside in the cold. There should be a briefing area where world maps and installation or enemy camp layouts acquired by intel can be interacted with. If there is a NPC in a briefing cutscene. The HQ should have a mess area, infirmary, and quarters for Ghost lead and his teammates to get fed, get patched up, and well rested so everyone will be good to go before the next deployment. The Ghost's quarters should be an excellent place to start in character creation at the beginning of the game.
    - There used to be a time when a Ghost Leader chose who was on their squad because choosing a teammate for a mission was like choosing the right weapon for the job. Individual teammates should have specialties and experience in specific mission requirements. The more often a player takes an AI teammate on a search and destroy mission, the more successful that teammate will be for those missions. Ghost leaders should also suffer the permanent loss to a teammate who is KIA.

    again.. more to follow.
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  2. #12
    El_Cuervacho's Avatar Senior Member
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    Read this list naming US Army SOF's 9 doctrinal missions and tell me how you manage not to create an enticing campaign out these:

    1 - Unconventional warfare
    2 - Foreign internal defense
    3 - Direct Action
    4 - Counter-insurgency
    5 - Special reconnaissance
    6 - Counter-terrorism
    7 - Information operations
    8 - Counterproliferation of weapons of mass destruction
    9 - Security force assistance



    PS: Plus combat search and rescue (CSAR), counter-narcotics, hostage rescue, humanitarian assistance, humanitarian demining, information operations, peacekeeping, and manhunts. Other components of the United States Special Operations Command (USSOCOM)
    https://en.wikipedia.org/wiki/United...Special_Forces
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  3. #13
    El_Cuervacho's Avatar Senior Member
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    @Quimera2-98

    I couldn't disagree more; go read the accounts from SOF guys involved in Task Force Dagger, from back in 2001, that sort of thing is what this franchise has the potential to bring into the tactical shooter genre, which would in turn require mechanics and systems other franchises, such as XCOM realized brilliantly back in the day, some lite logistics elements, might I add, the OGR already was toying with back in 2001.
    Army SOF tend to operate in small units or ODAs, comprised of 12 operators, quite a manageable number for a GR game if you ask me.
    Couple that with what Ubisoft quarterheartedly tried to portray in WL, but done right and within a more suitable setting and a strong focus on systems based design tying it all up, and man, you've got a fantastic formula to build a franchise on.
    Besides OFP: Dragon Rising already proved with it's better missions, namely, those involving a small 4-man MAROC element, that there's a viable middle ground between ARMA and GR, both in gameplay and scope.

    If a niche franchise such as GR is to thrive, let alone survive, people behind the title ought not only provide a stronger focus and knowledge on the subject matter, but vision, and compromise to really be able to capitalize on the enormous potential an openworld systems based GR game would offer.
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  4. #14
    Keltimus's Avatar Senior Member
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    Originally Posted by Quimera2-98 Go to original post
    i think you make it wrong, a lot of years I am not playing gta5 but I remember those ones were really scripted to transport, they just could transport you if they aren't being attacked by other players, the Taxis and heli will transport you because you aren't fighting, it hard to traduce that movement to a game like breakpoint where enemy patrols are always patrolling roads and sky with AA.
    Breakpoint and Wildlands enemy AI are capable of driving and piloting when getting shot at. Giving the AI a GPS location to reach shouldn't be as difficult as you make it out to be.
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