Ubisoft is very proud of the SMI system they created, in Blacklist, as well as the HUB interface in the Paladin. (And they should be - these systems fit so perfectly into the world of Splinter Cell). I believe the next obvious step to take, to build on those systems, is to allow the OPSAT to take on more of an important role, within the world of Splinter Cell.
Sam's OPSAT is a Splinter Cell's connection to everything on the battlefield. Multiple forms of intelligence, including biographies, photographs, remote PC file downloads, SATCOM connections, etc. With the new SMI system, the power of Fourth Echelons OPSAT device is multiplied exponentially. With remote connections to news and internet data mining, predictive analytics, and photo and video forensics. As well as backdoors into foreign ELINT systems, as well as facial recognition from the CIA, NSA, DHS, and FBI - the OPSATs capabilities are invaluable to a Splinter Cell.
I believe SC7 should have the OPSAT take on a more important role for the player. Make it a character of its own. Immerse us in the SMI system.
OPSAT SMI SATCOM UPLINK (OSSU) 1.0
ON-MISSION DATA MANAGEMENT 1.1
In Double Agent, Third Echelon integrated Splinter Cell OPSATs with SATCOM uplink - a digital communication network providing an aerial view of the users current position, in real time. This allows Sam Fisher to keep his commander-eye on the mission area. With addition to uplinking with SMI capabilities, including mission objectives, and up-to-the-minute 4E team intelligence POI locations.
In-game, player can open the OSSU, which syncs all these items into one single, collaborative visual display. 1.1.1
- A aerial image shows a basic plan-view of the map,
- Up-to-the-minute Ghost, Panther, Assault scores.
- Mission objectives.
- Grimm, Charlie and Briggs intelligence and points of interest/checkpoints.
- Gathered intel. (USB sticks, computer hacks, etc).
- View active SC7 users on friends list, with ability to communicate via messaging.
- View ShadowNET challenges.
OSSU could be upgradable and customizable, using existing currency system. 1.1.2
- Change colour scheme of OPSAT.
- Thermal overlays, enemy tracking external of mini-map.
- Sync Paladin secondary objective location radar to OPSAT.
The OSFI consists of two main components, so far.
4E TEAM MISSION POINTS OF INTEREST 1.2
I envision this system working like this, and explained:
Mission start.
Grimm says, "The SMI pulled possible access points based on the schematics of the building. Sending the details to your OPSAT."
Players [can choose to] go into the OSSU screen, views the map of the AO, as the OPSAT downloads three locations and displays them on the map. "rooftop access", "side-door breach", and "hack security panel".
The player can [doesn't have to] decide upon, and select one of the three access points of their choosing. Exiting the OPSAT screen then displays a waypoint indicator in the distance, guiding the player to the one they picked to pursue.
Where this idea would shine, is that if we don't want to see an objective marker on-screen, we simply don't select it in the OSSU map screen.
INTEL ANALYSIS 1.3
USB sticks, laptop hacks, smart-phone SD card and bluetooth file transfers, and PC server downloads would show up in the Intel section of the OSFI. The player has the ability to open and view.
ENCRYPTED DATA DOWNLOADS VISUALIZED. 1.3.1
Player hacks a laptop during a mission. This creates a physical file stored on the OPSAT. Going into the OSSU UI, the player can select it, which opens a text file full of IP addresses, encrypted data, broken words and names.
Perhaps this doesn't do anything from a main narrative point of view, but only to immerse the player into the missions, and objectives. Downloading encrypted data that we can see, and realize needs to go to Charlie for decryption, leading into the bigger picture of,
GONE DARK EVENTS. 1.3.2
Player picks up a USB stick, which gets downloaded to the OPSAT. Files show up in OSSU Intel screen, which the player can select. A photograph of Emile meeting with Sadiq over a cup of tea, in berlin, with a little information about a past connection between the two.
These USB sticks could all connect into side-stories, like Gone Dark missions. Think "Glyphs" in Assassin's Creed, it is a separate narrative. Something for the invested gamer to love, and learn from. These items pull names, locations and events from past Splinter Cell games and linking the universe of Tom Clancy together into an off-the-record chain of events, all from the comfort of our own OSSU.
Because this modern world relies so much on smart-phones, lets add smart-phone data pickups? Instead of (or in addition to) USB stick intel items, Sam could take an enemies smart-phone SD card, or transfer files via bluetooth, downloading e-mails and text messages. Just an easy way to make the game feel more modern and applicable to todays ramped technology.
BIOMETRIC ANALYSIS 1.3.3
Utilizing a newly implemented analysis routine, the SMI can inspect human biometric ques such as body language, facial movement and ticks, vocal patterns, pitch and inflections, body heat items, and finally, optical analysis, to determine a wide variety of parameters. These parameters are represented as a 'probability level', as calculated by the above mentioned and normally calibrated human factors. These may include, but are not limited to guilt and innocence, threat level, stamina and heart rate, stress level, truthful or not, mental alertness, area of attention (often referred to as directional alertness), as well as the ability to identify a target who's visual identity is not known, using combinations of the above parameters.
By using the TAC-LENS (1.4), field operatives have access to live-and-changing biometric analysis information displayed whenever the biometrics routine is activated via the OPSAT.
This system's success is due to a new optic device which can monitor targets at a resolution of 500 Gigapixels, making even the smallest movement changes clearly visible, allowing for very accurate analysis.
TAC-LENS LIVE SMI DATA FEED 1.4
The idea that 4E Operatives posses a Tactical Contact Lens, which has capabilities to be paired with OPSAT SMI devices, to present real-time analysis to the operative, overlay onto his surroundings. Direct visual uplinks with 4E drones, or other target acquisition devices, (secondary operative), can help guide the operative to his or her designated objective, if turned on by use of the OPSAT.
Target Acquisition via overhead Drone 1.4.1
TAC-LENS has the ability to display x,y,z position of the drone, and using trigonometric equations, along side real-time targeting solutions on-board the drone, line-of-sight target marking can be achieved from any stationary point on the ground. Once the TAC-LENS position changes, re-calculations must be done to again acquire target.
Target Acquisition via operative 1.4.2
Similar to M&E, the user can call out position on a target, at which point, using speech recognition, or coupled with thermal, audio and electronic signatures, the SMI calculates a precise position on the called target. The quick processing system of the SMI even determines any tactical intel points about the target, such as height, weight, armed/unarmed (type of weapon), mental state (alerted/calm).
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OPSAT Companion App, for Android and Apple devices. 2.0
DENIABLE OPS CENTRE 2.1
A stand-alone app having the ability for a SC7 user to design Deniable Ops missions, laying out specific mission parameters, such as;
- Map,
- Number and types of enemy,
- Lethal/non-lethal,
- Secondary objectives,
- Weapons loadout,
- Gadgets loadout,
- Time constraints,
After the user has designed the mission, they then have the ability to publish it to the ShadowNET social experience - challenging your friends to complete the mission, or simply offering it up to be viewed and taken on voluntarily. The app sends you feedback as to who has accepted your mission, who has completed it meeting your mission parameters, and how their score fairs with others, etc.
So the ability to create missions, task missions, and receive debriefs on your missions, all from your smart-phone.
WiFi CONTROL INTEGRATION 2.2
Ability to connect the app with game via WiFi, allowing real-time feeds from snake-cam, sticky-cam, when activated by the player. Perhaps even hacked security feeds being displayed on mobile device. As well, viewing the weapons wheel, selected gadgets, etc. The coding is already in place to allow the Wii-U controller to do exactly this.
Collector's Edition item - Sam Fisher's ops-suit style OPSAT arm-band.
EQUIPMENT DESIGN SCHEMATICS (CUSTOMIZATION) 2.3
Via the app, the user may have access to the variety of unlocked ops suit, weapons, and weapon parts, available to be equipped and customized. Allowing the used to create "Equipment Schematics", by creating a loadout, naming it, and "uploading" the design to Charlie's workshop, where you may then access that loadout in the game.
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OPSAT vs SMI 3.0
A distinction to make between the SMI system, and the OPSAT device, is that the SMI is the large and powerful analysis engine that powers 4E. The OPSAT is a mobile device to patch into the capabilities of the SMI, in a less-powerful form. With the new OPSAT integration into the game, it is an important observation to make towards the separation between SMI and OPSAT abilities.
SMI CAPABILITIES 3.1
Basically, items that require a stronger sense of being connected to the globe, in a narrative way, shall be accessed via the SMI table:
SMI
- Intelligence processing and analysis, leading to SP campaign moments/cut-scenes,
- ShadowNET access, (stats, challenges, friends, etc.),
- SvM access, (able to show players, map, game-mode, etc.),
- 4E mission access, requiring brief narrative cut-scene setup,
- Deniable Ops mission creation access,
OPSAT CAPABILITIES 3.2
The OPSAT should be capable of the more personal aspects of Sam, relating to game, 4E and character management. (aka, pause menu)
- Deniable Ops mission creation access, (see section 2.1)
- Ops suit customization schematics, uploaded to Charlie's workshop.
- Weapon customization schematics, uploaded to Charlie's workshop.
- Picked up intel items, secondary objectives, (see section 1.3)
- ShadowNET access, (stats, challenges, etc.),
- Video, audio, UI settings,
It is seeming like the OPSAT interface must support both a Paladin UI, as well as a slightly different Mission UI. Both OPSAT interfaces can access the same "start menu" items, but the "Mission UI" shall be designed as the OSFI via SATCOM, and adhere access to items in section 1.0.
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MISCELLANEOUS OSSU / D-OPS CENTRE
- Use the Blacklist hackers in Estonia to launch an attack on 4E, which knocks the SMI offline, while Charlie works his magic. This would affect the player during a mission, because OSFI is not available. Sam must improvise without the aid of SMI, or OPSAT uplink capabilities.
- Sitting in the dentist office, you decide to pull out your phone to mix and match different, and challenging mission parameters. Publish the mission to ShadowNET, and challenge a couple friends. As you're waiting, you receive feedback that one of your friends completed your Deniable Ops mission well within your stipulated time-limit. You cannot wait to get home. When you do, you take-on your own mission, and end up beating your friends score.As you do, you receive a mission challenge from that same friend, who has created an even more challenging Deniable Ops mission for you.
Well, basically you don't need to communicate via the OPSAT, it's possible to open Uplay in-game (at least on PC, don't know about consoles) and communicate that way.View active SC7 users on friends list, with ability to communicate via messaging.
Oh, and I wouldn't call it friends.
Something like "Field Agents (Friends)" would be cool (for the immersion).
I would - to create variety - sometimes mention the access points at start, sometimes later in the mission when you come close to them (depending on how much your team knows about the mission location and how much it has to find out while you are on the ground).4E TEAM POINTS OF INTEREST
Other additions could be simple emails you got from a computer having a conversation between 2 guys telling you a door code or an important security system you didn't know about.INTEL ANALYSIS
Also, if "classic interrogations" are back they could provide important details like location of secondary objective, number of enemies ahead or keypad codes which are also written down in a menu on the OPSAT.
Btw. @Dead Drops and Laptop Hacks. I really hope secondary objectives are getting more attention an uniqueness in SC7. Basically the same interactions (for you as player) but in different story contexts.
For example real computers to read emails on or plant tracers or to install a trojan, tapping cameras, recording conversations, gathering pieces of intel or bugging telephones or plant tracers on weapon shipments, etc, etc. Sam interaction button but different objects to do it on. I am talking about a different objective every mission, an objective which fits within the context of the mission but is not crucial for it's success but would rather (theoretically, in terms of story) help you get more information and would make the work of your team easier, like Chaos Theory did it.
Computers (with emails to read (like CT and Deus Ex HR did)) , Keypads, Retinal Scanners, Classic Interrogations and the OPSAT, it would all help to make the world feel more alive and not as empty as it feels in Conviction or even Blacklist.
But I think it's a very easy thing to add. GTAV had it, where you could open the cell phone, and send a message to another player, in game. Instead of opening the dashboard and going to friends, send message, type the message, etc....... Do it right from the OSFI. Whatever, it would be a neat and easy addition that is completely possible.Originally Posted by Dome500 Go to original post
I think it's one more very simple element that could be there to make the OSFI become a character of its own, adding to the games immersion, and much needed social applications of the SC universe!
But I like your idea about not calling them "friends. "4E Agent List", telling you which operators are currently on a mission, and their location, etc.
Linking this idea with the new and improved social elements we'd all like to see, as discussed in another thread. I think this OPSAT SMI Field Interface could be not only the mobile link that Ubisoft tried with the Paladin SMI HUB, but an extension and improvement of it.
Think about a mobile app for our phones that simulates the OSFI, and all the social aspects of it.
I'm getting excited!
Yes, but it should have secondary priority compared to the other functions of the OPSAT / OSFI.But I think it's a very easy thing to add. GTAV had it, where you could open the cell phone, and send a message to another player, in game. Instead of opening the dashboard and going to friends, send message, type the message, etc....... Do it right from the OSFI. Whatever, it would be a neat and easy addition that is completely possible.
I think it's one more very simple element that could be there to make the OSFI become a character of its own, adding to the games immersion, and much needed social applications of the SC universe!
Oh, and don't get me wrong, I'm all about socializing the in-game content and making it a more social experience, but outside apps need development resources (like the Spider Bot game), resources which can be used better in making improvements for the game itself.Think about a mobile app for our phones that simulates the OSFI, and all the social aspects of it.
Therefore, I do not want any app kind of things. Inside of the game, sure, socialize all you want. Outside, please not (only MO of course).
We weren't discussing priority of anything... Simply items that this OSFI should be capable of. Whether they're easy or simple to code for the game is irrelevant, at this point.Originally Posted by Dome500 Go to original post
Basically what I'm reading is you don't want Ubisoft to create new and different experiences. I understand where you're coming from now, which is kind of adverse of where developers need to go. Forward. Not resistant to change, improvements, and growth of a franchise.
You're taking the development resources thing way too seriously IMO. Studios have game developers, who work on the game. Social and PR professionals, too. Mobile companion apps, I believe, are important aspects to modern consumers. It's an important point to keep in mind.
Next generation consoles are taking a closer dive into social experiences, as a trend, so I believe the modern games need to do the same. SC is the perfect channel to explore social aspects of gaming, due to the 4E system. I sincerely hope Ubisoft visits these outlets during development to at least try them.
I playtested Blacklist last winter. I saw what gameplay elements were in the build at that time that didn't make it into the final game. There is a whole whack of design, coding and other things that get cut. Resources in that studio are tremendous.
Love all of the ideas you have for the OPSAT.
As for the social aspects like apps and such i am not a big fan of them, in fact i hate thembut since we live in a world full of that stuff i would not be surprised to see more of that in the future, i don't want it and i cant stop it since i am a minority (im very old-school not playing online almost at all or using any social site
)
It's not the change itself that I do not want, it is the direction of the change I object with.So basically, you don't want Ubisoft to create new and different experiences. I understand where you're coming from now, which is kind of adverse of where developers need to go. Forward. Not resistant to change, improvements, and growth of a franchise.
Apps and the like are nice little tools. But fact is they draw resources away from the main development and they are nothing special. I have heard many people say exactly what I was thinking as well.
That Spider Bot app was fun, but it costs resources to create it and most people don't think it is worth spending those resources on things like this app instead of spending them on further improving, evolving and developing the game itself (the in-game content in general, no matter which special section or element of it, the in-game content in general).
No they are not. That#s what I'm talking about.You're taking the development resources thing way too seriously. Studios have game developers, who work on the game. Social and PR professionals, too. Mobile companion apps, I believe, are important aspects to modern consumers. It's an important point to keep in mind.
Everyone I know and talk to always says "they are nice, but I don't need them, what's important to me is the game not some crappy little companion app. I don't care if I can choose my gadgets with the Phone or can assist a friend with is. I only want to play the game"
So yes, I am all about socializing the in-game content, making player-to-player interaction inside of the game interesting, creating a bigger bond between the members of the player community, making interesting changes to keep the social content flowing.
But apps are not a part of that for me, they are just wasted resources in my eyes, thing that are nice to look at, nice to play for 2 or 3 days, but afterwards they are not look at and they are sure as hell no reason to buy a game.
So why bother? Why pumping resources in there although you could use it for other things, like the addition of a micro-system inside of the game, the addition of a social in-game function, etc, etc...
Lol. Sure.Next generation consoles are taking a closer dive into social experiences, as a trend, so I believe the modern games need to do the same. SC is the perfect channel to explore social aspects of gaming. I sincerely hope Ubisoft visits these outlets during development.
I think developers will soon have to realize that those little gimmicks are not drawing the buyers they want.
Maybe they are responsible for 0,0000000001% of the sales. Still doesn't help them a lot.
Wasted resources.
The "trend" was started by companies which are payed to include functions that suggest to a buyer that he should buy an iOS device or a smartphone or whatever is needed to get those apps.
It's a way for comapnies like apple to make more money.
Apple pays Microsoft or Sony => they include companion app functions in consoles => publishers order integration of apps in game => publisher (In that case Ubisoft) and console companies (Microsoft/Sony) get money from apple for advertising their devices. And what does the publisher do? He does not spend the money he just got, no, he does order the developer to take the money from their game budget and instead of developing the 2 or 3 extra elements they panned on they have to create an app from these resources.
That's business man, and I do not support that business.
So, Dome, what resources did Spider-Bot take up, that could have beet better implemented into the main game to improve something?
I still think SC needs something more. Something to draw players to be closely invested in the game DESIGN, and not specifically the GAMEPLAY.
Assassin's Creed tried to do that little Brotherhood Assassin thing, where you upgraded them, and sent them on missions. For me, I love that type of system, IN ADDITION TO the main gameplay elements. Those things do ABSOLUTELY NOTHING negative for the game. Resources are not taken up.
1. A huge amount of effort goes into the development, and a ton of that effort gets left out of the final package.
2. Blacklist is laying a huge amount of ground work, in preparation for SC7, which I believe will require less refinement, but more refinement into this communities needs/wants.
Social gaming is where consoles are going. Yes, I do believe it is a trend, or a fad. But that's the way it is.
Personally, having a companion app that simulates the OSFI system would be pretty awesome. I don't know how anybody can hate something like that.
Imagine being able to design a Deniable Ops mission from your smart-phone.
- Map
- Enemy types, numbers
- Secondary objectives
- Weapon loadouts
- Gadget loadouts
- Time constraints
Then having the ability to then publish that mission to your friends, challenging them to complete it based on your stipulations, and receiving feedback within the app to who has completed in, and how well they met your mission parameters.
Hey, and why don't you try something like that? An agent network type of thing which is part of an organization that is under the command of 4E?Assassin's Creed tried to do that little Brotherhood Assassin thing, where you upgraded them, and sent them on missions. For me, I love that type of system, IN ADDITION TO the main gameplay elements. Those things do ABSOLUTELY NOTHING negative for the game. Resources are not taken up.
And instead of making an app out of it (which not everyone can access btw.) why don't you implement it in the game directly?
Well, that's about the point. I have no smart phone and it angers me that I would have to buy one to access this feature.Imagine being able to design a Deniable Ops mission from your smart-phone.
A part of the community can't access this feature although development time and resources are spend on it.
Well, that is a system I can see being part of the game itself.Then having the ability to then publish that mission to your friends, challenging them to complete it based on your stipulations, and receiving feedback within the app to who has completed in, and how well they met your mission parameters.
Okay, if they NEED to make an app I do not mind. My opinion is just that time, money and talent is better spend on improving the game itself.
As for the basic idea, this concept can be implemented just as easy in the game itself instead of a separate app.
Of course you'd want to implement that type of feature into the actual game,. That's an obvious decision to make from day one. The companion app comes after that. If you remember, this idea has, in fact, grown from an in-game idea. But it is a good point to make - you can't exclude people from things.Originally Posted by Dome500 Go to original post
I am simply saying that I would use the heck out of that app, and would even pay for it.
The Android version of Spider-Bot has over 100,000 downloads. With a reported 2 million copies of Blacklist sold..... The absolute MINIMUM percentage of Spider-Bot users is 5% of the total sales of Blacklist. In reality, this number would be higher, because I did not include Apple device downloads.
A valid point to make is that not all 5% of those people are necessarily Blacklist users, but still --- A companion app would do much better if Ubisoft attempts to sell the idea to the masses. Use the features in PR. Spider-Bot was not hyped at all. If Ubisoft decided to charge a small amount for the app, or offer it for free with a pre-order? They're well ahead to delegate a couple people to design and code the app. Denying that is pure bullheadedness.
Combine that with the fact that this companion app would link directly to in-game experiences? I mean come on.... Everybody who owns those devices would try it.
To be honest, I think Splinter Cell would really benefit from this OSFI idea, companion app.... Smart-phones resemble the OPSAT. Ubisoft could put something really cool together to allow us access into the world of 4E from our handheld.