I know a lot of people didn't like how armor was in Breakpoint. Personally, I wish the devs put damage reduction as one of the gear perks. But concerning armor for the next game, what do you think?
Maybe armor similar to Vegas 2, where armor pieces balances protection and speed. Original R6, where you choose which outfit you find appropriate, like light (for speed), heavy (for armor) or medium (balanced). Or perhaps something like GR1/Predator, where different classes have different armor presets.
I just thought that GR is supposed to be tactical and accessable, maybe these would be good risk/reward options for not just told players but new ones too.
I honestly wouldn't mind attributes for your Ghost. Reasons cause not every human has the same handling or accuracy when shooting a gun. So adding armor as long as its not like the assault class will be fine. If each Ghost can have 100% health adding armor up to maybe plus 15% of the health will be sufficient. Of course you'll have to sacrifice either movement speed, handling, or anything else to balance. I think the Rifleman from GRFS had extra armor compared to scout and engineer but it wasn't much difference which was good.Originally Posted by jmagnum50 Go to original post
So training your Ghost instead of just basic leveling up would be fun and it beats adding magical attributes to the guns breakpoint offers. Teaching our Ghost to learn SMG's, Assault, Shotgun, and so on instead of just giving it to them would be nice too imo. Training on missions or just the shooting range can help improve your Ghost overtime. This would be the progression type I would like to see. It'll feel like you one with your Ghost and a different from others. This would remove the need of classes and give the player more control. As long as its not bullet sponge I'm down.
I don't have a problem with armor affecting TTK but it needs to be coupled with a more, in-depth damage model. .....meaning, armor doesn't automatically increase overall damage a player can take as a "perk". This is the RPG mechanics a lot of folks hated in Breakpoint with the gear score, tiered loot, etc.
I feel when some say "accessible", they're really just talking about dumbing the game down even more than they have tried already. .....and how did that work out for them?
The game can still be accessible with a more in depth damage model that takes into account the area of the player where that body armor covers. In other words, it won't have any effect if you are shot in the head, arms, legs, etc. In fact, I'd say the damage model should take in account these other zones when inflicting injury on the player and how they move, shoot ,etc. If you're shot in the leg, you can no longer run and will limp, etc. .....but none of this should sacrifice the lethality of the gameplay by making it spongy.
I think you're spot on with weight being a factor but then again, a lot of us have been talking about a weight system for a long time. Again though, this weight system should encompass your whole kit. Weapons, ammo, explosives, armor, drones, etc. should all be factored in. You have a max weight you can carry and can pick and choose what you need for the mission, etc. Weight should affect things like stamina and sound signature. Want tp be more stealthy on a certain mission, pack light so you're quieter and faster. Need to be prepared for the unexpected? ......load up. When playing co-op, individual players can choose different loadout to give them different advantage in this regard essentially dictating their roles. .....vs. this class system Ubi introduced in BP that I absolutely hate to be honest.
See, I always thought perks, such as reload speed and handling, should improve the longer your character uses a specific weapon., or weapon type. For armor, they could balance it between damage resistance, with movement speed or endurance. So the more damage the body armor mitigates, the slower your character can move, or reduces the distance that they are able to sprint.
Concerning bullet sponges, ground drones, vehicles from past iterations would make sense. Heavy armored enemies could work if you hit them from behind (tell your teammates to draw their fire).
As for training them, I don't know how that might work game wise. I know you said instead of leveling up, but do you mean like keep using weapons and tactics for training to increase their stats or what? Because it sounds like nothing changes about your soldier, and you just keep trying out weapons and tactics in training. I don't mean to diss, just wondering. Also, instead of leveling up GR1 had stat progression as well. Thanks for the feedback.
I don't know kean. I know that this was originally about armor, but with R6 Vegas 2 weight was just applied to armor. However, I know you're trying to make players think before they act, but forcing the players' gear to make them too slow would just make them an easy target. Easily get them killed. Start taking out gear, it reduces their tactical capabilities and they couldn't do much. It sounds like making it more of a survival game than a tactical one.
During Red Storm's time with the series, you didn't carry much, but they gave you a few slots to manage. With their games, you just selected a somewhat realistic, or a versatile loadout and survival elements weren't bothering you. Now managing stamina before you run again, I'm okay with. If you want, for getting shot in certain areas to bother the player, maybe have a different game mode or setting for more hardcore players. COD infinite warfare had something like this in their specialist mode. Just my thought, but thanks for the input.
World War 3 had a weight system that depended on how much and what type of armor did the player have. Having a helmet would defend your forehead from one taps, but increased weight. As for body armor, apart from just wearing it and it protecting your torso, you had the option of choosing what level of ballistic armor plates you wore that had increased protection at the cost of weight.
A future GR game could have a similiar system. But maybe even give you the option of choosing what type of plates you wore (steel, ceramic, kevlar) with different attributes.
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The game would benefit from a weight and encumbrance system that affects mobility and movement speed… primarily to encourage realistic load out and ammo carried.
We also need a proper detection mechanic that factors daylight, weather, camo and foliage into it.
Then maybe, we can talk about armor.
I can see an argument for an armor system but honestly, every tier 1 operator better be wearing a plate carrier and a helmet or they’re in the wrong game. This gear and the protection it provides could be hard coded into the game for all I care. But since we have stupid players outfitting their characters in plaid pyjamas, I guess we probably need an armor system too. And a clothing flammability mechanic so those characters wearing pyjamas take extra burn damage.![]()
I’d go a little more in depth, with protection, weight, ammo/munition capacity, movement and agility. (Agility would effect the speed you vault, climb or go from prone to kneeling to standing. I’d combine it with an overall weight and capacity system, applied to backpacks and clothing.Originally Posted by jmagnum50 Go to original post