As we've discussed in GRW, I don't normally reflect heavily on a backstory for playing a map and specific missions different from the original intent.Originally Posted by Virtual-Chris Go to original post
I just like the idea of taking a character (either new or established) and setting a series of self-imposed in-game restrictions. Some are actually tied to ending if KIA (but not by a game glitch).
So I really like the idea of via a series of missions, you the player make a change to the game world. Such as turning off the drones. The question then becomes, what's next? For example: end of play, or then turn on rebel resistance and do the Outcast series with the resulting chaos?
The level of detail you put into the effort is downright impressive plus the willingness to share.
It isn't Ghost Recon, but I also enjoy simply starting from scratch, building up specific skills by the parameters set forth in the design of the game, then heading out to accomplish "something" that I've decided on beforehand.
In looking over your narration so far I don't see any major issues - unlike, sadly, when we look over what Ubisoft Paris produced in the way of a narration.
Thanks Mike.Originally Posted by MikeWeeks Go to original post
If you haven't tried playing without suppressors yet, I highly recommend it. It's justifiable, I believe, because no enemies use them, so the only suppressors on the island would be ones brought to the island by the ghosts. So if you play a character that is not a Ghost and has been on the island for some time, it's most likely they won't start with a suppressor. You could develop a set of mission to acquire the necessary blue print and a machine shop capable of manufacturing one... I haven't gone that far. I'm going to see how far I can go without suppressors before getting frustrated.
As for my NG+ campaign, after turning off the drones, there's the Outcast Faction Chapter Missions to enable the resistance, and then the regional missions which help to disable helicopter patrols on a region by region basis and of course those also include the various Resistance Live Event missions plus the EP3 missions so there's plenty to do.
I think it was my second character which went loud from the get-go; didn't end well at all, nor did it last long. Just too new to the game.
Now it's stealth loud when using the Assault class. Heck, just used a gas grenade the other day for the first time. My avatar is a hint as to how I like, generally by default, to mostly enjoy games.
On the subject of suppressors in general: a case could be made that prior to this "lockdown" some non-Skell island dwellers would have gotten them on to the island in any number of ways, as well as bows ... just sayin'Would think the same for hunting rifles with appropriate scopes. Has nothing to do of course on how one can go about trying to get some additional mileage from this mess.
What do you mean by "stealth loud"? Does that mean stealth until you're discovered, then loud?Originally Posted by MikeWeeks Go to original post
I'm currently doing CQC (melee takedowns) until discovered, then loud or just getting out of there once discovered to return from a different approach. It's a challenge. If you're in deep and get discovered, it can end quickly if you go loud at that point, so I always know my exit route to take off or at least back off so I don't get guys converging on me from all directions. If I'm playing my Wolf Nomad character, he will use an unsuppressed sniper rifle from a distance to reduce detection while thinning the enemy numbers.
As for suppressors, I'm sure you're right. I suppose it's also possible there's a crate full of 5.56 suppressors (at least) is sitting around in a base somewhere, and no one bothered to hand them out as there were no threats warranting them.
Generally speaking; shooting from a distance that shouldn't result in an immediate "been spotted" by any nearby NPCs (especially any which hadn't been previously noted); then moving to re-position to take on the responding gaggle of NPCs. I'm currently having nice results with the non-suppressed G28 in an ASR role if not using the Assault class.Originally Posted by Virtual-Chris Go to original post
As you say, know the area; re-position as well as fallback locations, etc etc. I also will selective enter a location for a specific single purpose; may it be skell credits/skill point(s)/blueprint only; then exit - hopefully still undetected.![]()
Cool. I'm doing similar. My Tier-1 Nomad uses an unsuppressed M82 for sniping from a distance. And my Beth character has done a few missions where I try to get in and get out undetected, dropping as few bodies as possible as part of this campaign play through.Originally Posted by MikeWeeks Go to original post
One thing that bugs me about the G28 is that it's sized like a 5.56 rifle. It's not nearly the size of the real-life G28. This is an error carried over from Wildlands.![]()
Regarding characters - I assume you're switching between Nomad and Beth in the same character save slot.Originally Posted by Virtual-Chris Go to original post
Well, strangely, one reason I like the G28 (especially Scout) is it's size as represented in the game, unlike for example the non-.50 TAC-50:
combing the beach, looking for buried metal ...
LOL. Yeah to switch characters I switch classes, visual pallets, and load-outs... all within the same save slot. I also have Fury on the AI team setup as Beth so I can run my Nomad character and Beth at the same time (and a couple of Outcast grunts). It's a bit embarrassing though when the lady who's not a firearms expert is taking down more enemies than me when I activate the teamOriginally Posted by MikeWeeks Go to original post. I wish you could set the number of AI team members, so I could just run a Nomad/Beth team.
I tweaked the Paula extraction mission (Mission D5) as I forgot she was injured. Of course, in the story-as-written, you extract her via helicopter to South Cape Station. I'm not sure why there's a timer on this portion of the mission.I guess it's the time it would take for her to bleed out, but that overlooks the fact we could administer first aid and stop the bleeding with a tourniquet and bandages. At least it's 15 min. which is surely enough time to fly to Golem Island LOL. It might as well not have a timer. Anyway, in this campaign, Restricted Area 01 is a no-fly zone, so I came up with a solution that has you drive her out to an LZ outside of Restricted Area 01 where the Outcast pilot will pick you all up. In play testing, the drive took 3 minutes and the flight to South Cape took 2 minutes so you still have something like 7 minutes remaining on the timer, assuming a minute to get going and a minute to transfer to the helicopter. Of course a new added dimension is that the LZ can be hot when you get there as you will likely have Sentinel in pursuit of your vehicle and that will stir up enemies at the LZ site, making for an interesting and tense encounter at the LZ.