1. Option to remove battle belt separately from all other equipment parts. Or fix 4th echelon pants and other splinter cell outfits, by removing ugly big belt from this costumes
2. More character customization options. Hairstyles, faces.
3. New big populated territory, with intresting BIG outposts, with alot of enemies.
1) Increased AI teammate control if I want it so I can position them in different places, give them RoE orders, add a strict LoS criteria to sync shots etc
2) Immersive settings to have camo, equipment weight and ambient temperature effects on my character
3) An ability to load vehicles with an amount of equipment, weapons and ammo so I don't have to go back to bivouacs.
Bug fixes arent a request of course, they are an expectation. A bit like requesting a menu option at a restaurant, I don't expect one of the pizza toppings to be "no flies on the pizza".
Maybe for your #1 instead of mine, we could have for easy detection and open fire at 30 meter, normal at 70 m, advance 150m and extreme at 250m. Or something like that.Originally Posted by Sandilands85 Go to original post
I’m hoping for a few small things that would make a big difference.
Speed up transition to a pistol so it much quicker than reloading. Would give the pistol more use.
Speed up close combat animation and picking up bodies. Makes using these way more viable option.
Fix The parachute so you can jump over a barrier and do it rather than having to run off a flat surface . Seems over complicated at the moment.
And the bigger thing. Give us a option to add more enemies to bases/ patrols / reinforcements. Best part of this Game is when big fire fights happen
I played AC Valhalla a few days ago, and in there last update, they add a skill were you could assassined and drag the ennemis body in the same action. I m just hoping that Ubi works with Ubi...Originally Posted by Footman212020 Go to original post
I see many people wanting something like that, I also believe it would be a nice addition. But for what I know, I don't believe they can make this one, without re-write a good portion of the game's engine behavior. This is not due to a bug, but instead, due to an engine programming: bodies (and several other objects) can't behavior on air. When you fall from a cliff, or some tall building you can see how awkward the body behavior is. The engine is not designed to handle this, and therefore we need to press a button before heading to a cliff (to "tell" the engine you will need to behavior different with Nomad's body, now), and why we can't parachute after falling from a cliff (without warning the engine to "prepare" Nomad's body animations and sources, first). This probably is also why we instant die, no matter how high we jump to parachute (and fall before opening the chute): the landing animation will not play (since it's made only for a successful landing), and Nomad's body is behaving to another physics in the engine; the easy way out is to kill Nomad, and reset the game, instead of creating entire new falling animations, and re-writing the engine.Originally Posted by Footman212020 Go to original post
For jumping and then parachuting, they would need to create an entire new animation just for that, which will probably be accessed from another key press, once the game's engine will not be able to tell what you want to do and can't discriminate when a barrier is on a flat área or in a hill side. This case the player will need to "tell" the engine what to do, and, not only that, pressing the key to parachute after jumping a barrier in a flat area will render the player death in the other side of the barrier.
Easiest way for correcting this: Leave it alone. This is what the programmers are doing since WL, and I doubt they will change anything.