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Ok you got my attention ;)

I'm not sure where to post this, and i can't start a new topic, so...

Even if I understand that there is no precise and official info

…

As of right now there have not been any future titles annouced in the series, but there is a studio in North Carolina with over 100 employees, who probably aren't just sitting at their desks with nothing to do.

…

you can’t just say that and walk away NYR. Could you expend on what you think is going on or what could be, please. Are you referring to RSE, dude?

The reason I’m asking is because I want to gauge the viability of a potential GR sequel, and who makes it is very important.

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RSE has not announced any new titles since GR:AW 360, logically they are working on something new. The studio is not sitting idle, and the franchise is still one of Ubisoft's most popular. This whole "Next", shall we say, project gives the fans a chance to discuss what they would like to see in the future, and bring an air of positivity back to this forum.

Don't try and read too much into it. ;)

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Thread cleaned. I want everyone to keep this thread on topic. That topic is very simple, if you have any feedback on how to make this "think tank" better, and suggestions for new topics go right ahead and post. This a fresh start, a place to leave all of the negativity and complaining behind.

Please make sure you read this this thread so you understand what this forum is all about.

Please keep this in mind:

This is a think tank for the UPCOMING game, not GR:AW. If you don't ask, you don't get, if anyone thinks it's a lost cause, cya, because this forum is not for you.
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Thread cleaned. I want everyone to keep this thread on topic. That topic is very simple, if you have any feedback on how to make this "think tank" better, and suggestions for new topics go right ahead and post. This a fresh start, a place to leave all of the negativity and complaining behind.

Please make sure you read this this thread so you understand what this forum is all about.

Please keep this in mind:

This is a think tank for the UPCOMING game, not GR:AW. If you don't ask, you don't get, if anyone thinks it's a lost cause, cya, because this forum is not for you.

I'm definitely for this new forum... I agree that many of us were using the GRAW forums inappropriately for this kind of work.

We definitely need some kind of organization to this process. I think we all have a ton of ideas, and I'm betting we have a 75% or higher duplication effort between us.

So, how can we all get the chance to capture our ideas, then have them boiled down to a single "official" list? Some ideas we will almost all agree on, yet others might need some "discussion".

I run projects and programs for a living, and what we're talking about here is basic "requirements gathering" efforts. We have a positive audience who are willing and able to share ideas, commentary and suggestions... that's usually the first hurdle to overcome in the real world. :)

I'd say we should get some kind of process working before too many of us launch in different directions and we lose focus.

But that's just MHO. :)

-jk

Callsign 3Point

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Just a few ideas for any future PC dedicated topics. Votes on the best of the best of GR mods. eg. Frostbite. Perhaps the best parts of these mods could be highlighted to show not just what we liked about what the original developers brought us, but what we'd like to see in the future that fans brought to the game too.

Perhaps ask members to provide storylines and map ideas for the dev's to read.

I'm sure I'll think of more.

DS

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  • 1 month later...

I went to my 2-cents jar and come up with these;

Graphics/ HUD/ Game features

Scalable to lower end graphics cards with the likes of Half-Life2. No need to deny someone with 6600 128MB DDR1 card a good game.

DX9 or backward compatible.

Runs on HL2 Engine/Havoc/Rag doll/Crisis/Splinter Cell engines or other engines that proves to work well or familiar to gamers and modders. Gamers/consumers should not be beta testers.

In regards to beta testers, recently inactive or active military personnel would be a plus when it comes to authenticating the feel and looks of the weapons, gears and vehicles.

First person view, body awareness feel like GR:AW. AI teammates should learn to look for cover like those enemy AI in GR:IT. AI teammates should cover you and give you suppressing fire, minus the yelling when they run out of ammo.

Multiple Fire Teams. If soul jumping is not for you, maybe, Fire Team jumping maybe a nice new feature. Like Full Spectrum Warrior: Ten Hammers control, but through Tactical Map

Maybe go a step further than [GR], instead of 3 teams, go 4 teams a possible total numbers to 12 operators. I guess depends on gamers PC specs, have the ability to add a Fire Team. Maybe a toggle option. When missions are too hard, some gamers like me use the cheat codes. Maybe perhaps, all I needed was an additional Fire Team.

Wide screen available option for SP and MP (admin/host server option as not to give a little edge over competition)

Anti-Alias available option. Bloom effects, HDR technology are nice, but an option to turn them off would be a plus if our rig is not up to par.

Dynamic Weather Games: when the time or position of the sun (sun glare could affect snipers, or guards getting blinded enabling you to make a stealthy insertions. Having a full moon affecting your night-vision equipments. Rain affecting your draw-distance capability.

Locations should also affect players mobility. Sandy and water environments should slow down the pace of a player. The feel on running on solid ground vs loose surface should affect the players. Injury to self or team should affect mobility.

Running speeds and aiming stance speed should vary. Running should be almost like BF2 where endurance differs from a rifleman to a gunner with a heavier load out. Aiming should be affected by the strength or intensity of the run. If it was a long sprint, the breathing should be heavier than a short aiming jog.

In the case of an artillery ambush where the team has to run for cover, a rifleman running with two hands on the weapon should look different from a gunner running and holding his ammo with one hand and the other hand on the carrying handle of his M249. I'm sure the common reaction is run with your head down and field of view is somewhat pointed towards the ground.

Of course the player should be able to move his mouse to look up, but this is just instant reaction, just instinct kicking in. I might be wrong on this, but if artillery is raining down on me, I wouldn't be looking up hoping to catch a glimpse of a shell as it hurls toward earth.

HUD should be clean. Or least like [GR] with separate function keys to reduce number of HUD displays. Directions of attack should be passed on to sound engine. By the time of release, majority of players should already have some kind of 5.1 speaker /headphone set up. Player's body awareness should already know if you're prone, crouched or standing up. Aiming while prone should be like GR:AW. Sliding and kicking up dust; destroyed building with leaflets floating around, getting some updraft, like in GR:AW should be included.

Command set up should learn from Rainbow Six:Vegas, where you can give priority kill command for some serious tactics. Right-click commands shouldn't cost players precious seconds. Firing arcs should also be assignable like Rainbow Six and AI teammates can readily assist once their sector of fire has been secured. After assisting, AI should return back to their firing arc.

Cross-Com should be kept minus the camera. I know its a step back, but I feel that if its not not in current inventory now in Iraq or Afghanistan, then I can pass on it Player should be able to soul-jump to appreciate each characters capability and skills. It gives player ability to unstuck them in situations where they may get stuck for whatever reason. I hate having to stop the mission just because I have to “bump” my teammate off a sticky situation.

Having a HL2 engine gives this game an element of physics. Maybe a sniper can shoot a barrel

and block a door. Destroying a bridge on an ambush mission with a well-time/positioned C-4 can produce a nice spectacular showcase for this physics and rag doll effects. Remember Call of Duty when they blew up the railroad track?

Quick Saves. Should include a toggle option. Players should have that option. Maybe include a slider that sets number of save-points, from 5-20. Of course this would be included in the after missions debriefing. So its another badge of honor to accomplish missions with not only the least amount of time, but also save-points.

Sound could start at 5.1 to maybe 9.1 since Yamaha released a receiver 3 yrs ago. Of course at e 9.1, this resource hog could be passed on the sound card and not the CPU. Desert Firefights should have a different sound from firefights in hallways or tall ceiling buildings in urban situations. Different equipments or load-out should sound differently. A machine gunner sound with all those ammo being lugged around should sound different from a stealthier sniper. Slooshing sounds from Camel back would add to the immersion of the game.

If gamer has to don a mask, his breathing should sound different when his not wearing it.

Damage/Injury specific scripts. I just made that up. On Soldier of Fortune 2: Double Helix, it was engrossing to see the limps being blown away. Or if the enemy get shot in a specific shoulder, the body model twist to that direction. Including the death camera. Was that on GRAW? I remember doing a lot of laying on the side, but not twisting due to my untimely death. [GR] limps and animations of kills are engrossing too, but I figure a couple more animations couldn't hurt. To a peace parents, this option, like mature language, should be password protected. Ragdoll effects are nice but certain death or limping animations added to the kill would be nice.

Injured teammate should slow down the team too. I forgot who made this observation, but, we use to say in the Corp : “Fastest man, is the slowest man.”

Unless developers can incorporate med kits to every riflemen.

Maybe, instead of having a corpsman, the team gets held back until the bandages are applied to the injured team. Adding mission time completion like COD in the mission briefing.

This would feel like the physics effect when running on the beach. The sand should slow down your running.

Mod-ability

SDK included with or available to be downloaded once the game gets registered.

Weapons: NATO/WARSAW pack. A bundled deluxe/download able version should consider including softwares that allow modders to easily make/remake/skin weapons.

Missions: Simple “drag-and-drop” for building missions.

Maps: Terrain mapping like those roller coasters games, pinch-and-pull. Building MOUT environments, i.e. building, warehouses, garages, bridges, debris should snap together.

Characters and NPC. Scalable on number of characters per mission. Ability to customize the gears, BDU. Photoshop gamers face would be a nice option too.

Moddable games have longer shelf-life thereby having an excellent probability of developing a mature community of gamers.

Video tutorial maybe also included in Special Edition Bundle. This should speed up novice modder's skill.

Mod inter-phase should remain like [GR]. No extracting bundles and messing up your installation. Mod installation would also go in priority like [GR].

Replay-ability

Have a features where the same mission can be played over and over with customizable/ enemy randomizer like Soldier of Fortune: Double Helix. It wasn't perfect but it added to the value to the game. Have enemy AI learn to adjust to players tactics. Have their patrol paths change every time a new mission is loaded.

Able to view mission movie/replays from all angle, ala BF2, but easier, so we can analyze or create and share movies from missions.

Finishing missions should unlock maps made specifically for bot hunts or siege maps. Again random spawning of enemies on these maps.

These maps should include all kinds of maps from urban/MOUT, desert, jungle, beach, mountainous maps similar to Afghanistan,

Now, I'm not sure if this is limited to HL2 engines, but if possible having an urban setting, the building can be entered. Now you not only got yourself a RSE GR game, but a RSE RB6 indoor firefights. Beams can be destroyed like to bring down a floor section. Maybe to intensify the immersion, maybe have player listen to floor cracking, cause they may break or collapse underneath their feet.

With HL2 engines, you may plant booby traps in jungle settings. Maybe a shoot a tree trunk to block an enemy platoon from chasing you further. Or trick your enemies into a hole covered with leaves.

The updated Crysis engine with its jungle demo, shows that a jungle can be cut down ala Predator, the movie.

Having the engine used in SplinterCell, Navy SEAL Stealth missions can be more authentic. I don't remember which Navy SEAL Documentary I saw this, but one of the instructed said, that if a Navy SEAL fired his weapon during a mission, he doesn't count that as a successful mission.

The gamer must be able to use scale walls with teamwork, maybe scripted in the game. I figure if you can give a “stack” command to burst into a room, why not give a “stack” command to scale up a wall. That should solve the previous inability of [GR] to jump a 2-ft fence. Maybe the team can do them cheerleaders pyramid. I'm putting my Redbull down now.

Open-Ended Single Player Missions

Keep the game current with current events. No more of these military in the future. Maybe some military weapons that maybe on the current Research and Development.

Pass on the triangle markers. Year-of-the-Monkey taught us that having no cross-hair made the immersion of the firefights to whole new other level.

Have some missions/campaigns be played and not end when objectives are completed. Example, have player have the discretion on what the team can do besides complete and objective(s). If the mission is completed, the player should be able to decide to call in for extraction or explore and do some intelligence gathering or reconnaissance.

If a target of opportunity (ies) should arise, the player should be able to take it out or just collect intelligence. It should test players judgment and ability to pay attention to certain delicate missions.

HALO/HAHO insertions would be a plus with ability to steer/direct approach.

HELO/Rapid rappelling/SPIE insertions for both MOUT or Jungle maps.

Ability to rappel sides of buildings or mountains.

Water insertions or patrols needs to be included. GR:IT almost had “it” with river insertions. Thankfully, some modder where able to capitalize that feature and create a mission where the team inserted and was faced with enemies on both side of the riverbanks. Sorry can't remember the name of the mod.

Insertions via scuba or submarine into an underground base like the Dock map would further increase the immersion of this game.

Multiplayer:

All the about [GR] capability with some of GR:AW MP. Last man standing, Multiple Team vs Team (ala Last Man Standing, but in Fire Teams), Hamburger Hill, Escort Missions, Team Siege, Timed Mission (One team plays OPFOR while other try to accomplish a mission in a given time)

This is more like a challenge to developers. How about a dynamic multi player map.

I explain it like this. We all hate campers that hide in the outer perimeters of the maps with their high-powered sniper rifle. How about a map like BF2, that changes in size depending on the amount of players (maybe a server/admin option). So lets say, the MP started with 24 players and its a LMS MP. As players dwindle in size, maybe due to that sniper, the map size decreases. If that camper lies beyond the map boundary, he gets killed. It keeps campers from

ruining the game, and it encourages everyone to get in the battle or forces them to join a team.

If a team decides to join in a Multi-Team vs Team, that started with two teams of 4-man team,

the map will dynamically enlarge in size, and the incoming team, will be spawned behind that camper or more like a proximity to them. This should take them off the equation.

Or incorporate the ability to call-in air strike/artillery on MP maps, if the team leader can pinpoint the location of a camping snipers.

What about spawn points?

Team vs Team:

This brings back the med-kits given to every soldier. If a teammates gets injured, the team must bandage their teammates before he dies, or, the team cannot move another inch without bandaging the injured teammate.

Last Man Standing:

Spawning will be indoors or somewhere hidden where no one can be waiting for an easy kill.

If there is no buildings are around, maybe spawn points will occur randomly with at least 50 meters away from nearest player.

Or if you happen to spawn next to another player, your and that player automatically have a weapon jam or have no ammo. Both will have 15 secs to separate from each other or be sitting ducks to other players besides them two.

No large maps that require an aircraft carrier nor a troop-carrying helicopters. Keep it troop based MP maps. Well then again, it could be scripted on certain Siege MP maps just to add targets of opportunities. I haven't heard claymore being used on MP. I've seen players shoot his own team with the M136. Maybe TOWs or Javelins can be used to destroy scripted tanks on Siege.

Integrated Teamspeak or X-fire.

Want APCs or AAVs? Play Armed Assault.

Want Helicopters and VTOL? Play BF2.

Unlimited Weapons Inventory

Should include but not limited to what is current military inventory or theme. SOFLAM, laser guided missiles and laser markers for bunker-busting missions should be included.

Special/Advance weapons shouldn't come as locked like BF2. Maybe have a feature that gamer had to fire-qualify in the range before qualifying to request these weapons before heading out on a mission.

Customizable look and fell like GR:AW. Attachments and suppressors should be available. Painting them could be a nice option too. Ghillies and wraps would be a nice customizations for snipers.

Weapons sounds and how its affected by the environment its being shot at like in GR:AW PC and 360 should be kept.

Should be able to call in air strikes or artillery precisely, of course after adequate training.

Night-visions should be like GR:AW. They got that right. Kudos to GRIN. It was surprising to see that you can lose momentary vision when enemy AI uses the flashlight or muzzle flash.

Vehicles

Current or those in Research and Development stage. Have the ability to use some HMMWV, or Rapid assault vehicles that require teamwork in MP or AI scripted to board and automatically assigned a firing arc. Tanks/ APC maybe something left to AI control or be controlled ala Full Spectrum Warrior:10 Hammer. Even those mobile artillery or air support either Cobra or Apache helicopters would be nice call for artillery or air-support. Some vehicles must be left to trained personnel. I just don't see Sgt Demo all of the sudden be able to drive an M1A1 Abrams while SSgt Sniper operates the turret.

We all can't be HF.

Vehicles should be vulnerable to EID or having tires/tracks damaged.

Certain vehicles should be customizable like weapon kits. Loads should also affect the physics or mobility of the vehicle. Sands and tire damage should slow it down too.

NO BUNDLE Spyware Software..

Developers can probably discretely post ads in posters in-game. Releasing patches could be a way for them to enhance the game and, again, discretely change the posters. Maybe have destructive billboards that once the map get reloaded, the advertising would be replaced. Its like clicking on an add in GR.NET.

Keeping the game with current events, makes the advertising more relevant. Selling Dodge Rams in the year 2142 didn't make sense at all.

Maybe selling food/ beverage ads (posters or vending machines) would trigger an easter-egg stomach growl from soldiers would be cute.

Remember the elevator music coming from those radios in [GR]? Maybe publishers can sell jingles there and be replaceable through patches. Again, we can shoot/destroy the radio, like the billboards, then come back with a different jingle altogether on the next mission.

That should drop the prices of games.

I'm going on a vacation........

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Hey Cpl Ledanek... that is the longest two cents I've ever seen...

And I agree with it 100%. :D

Note to UBI - Build THIS (imagine hand pointing up toward Cpl Ledanek's post) and I will buy it. If it's not chock full o' bugs like GRAW was, I will buy a second copy at full retail price just to make up for the crap I've given you about GRAW 1.

-jk

Callsign 3Point

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Hey Cpl Ledanek... that is the longest two cents I've ever seen...

And I agree with it 100%. :D

Note to UBI - Build THIS (imagine hand pointing up toward Cpl Ledanek's post) and I will buy it. If it's not chock full o' bugs like GRAW was, I will buy a second copy at full retail price just to make up for the crap I've given you about GRAW 1.

-jk

Callsign 3Point

I did say a jar of 2 cents :unsure:

:rofl:

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Good post Cpl Ledanek, and likewise, 100% agreement.

@ Moderators: Any idea on when more specific topic sections will be opened, seeing as though GRAW2 has been announced recently and that the GRAW-PC section is still taking up the slack in lieu of?

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Good post Cpl Ledanek, and likewise, 100% agreement.

@ Moderators: Any idea on when more specific topic sections will be opened, seeing as though GRAW2 has been announced recently and that the GRAW-PC section is still taking up the slack in lieu of?

I've been a bit busy with things recently, but I'll try and get a few new things up this week.

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Not a bad idea to go ahead and expand the GR Next forum, since we do SORTA have a quasi-official notice served of an upcoming sequel to GRAW. Whether it's console-only or PC, it's still in the works. And a little more activity around here (and maybe moving some related threads form the other GRAW forums here) might attract some needed attention before it's too late...

And thanks again, NYR, for starting this forum...

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  • 1 month later...

Let me tell you a little story

It began about 2 years ago when GR 2 PC was cancelled because the community dint wanted to play a Xbox port of the game, also most people here where venting

comments like:

Oh whats is this one hero crap?

Where are my 3 teams?

I rather wait for a GR3

Lets go forward in time 2 years and what we got?

1 team (the same as GR2 Xbox)

1 hero (again the same)

Coop (we got less, Xbox version supports 8+)

I don’t blame Grin, they developed a game under UBI directions but then again I rather play GR 2 PC by Red Storm because it was a more natural progression of the franchise.

No, I don’t have GRAW… A friend let me borrow the game for a week and I

dint like what I saw (this is my own opinion) it was to futuristic for my taste, also

it felt like COD… going from point A to B… GR2 Xbox was the same but they

fixed that in GR SS so you can do the mission in any order.

Maps are bigger and open 1000x1000 contrary to our beloved [GR] maps 400x400

and because is a Red Storm engine I can bet it was going to be shipped with a

mission editor and maybe later the plug-ins for map-weapons making.

In all I believe GR2 is a better offering for us PC gamers.

So for the next GR I hope Ubi let Red Storm do their thin and update those GR2

Files (they still look good in Xbox) and give us a worthy successor with:

1. Bigger OPEN maps 1000x1000 (GR2 Xbox have this)

2. Better Coop 8+ (GR2 Xbox have this)

3. Tools for the missions, weapons, skins and map making

4. 3 Teams with at least team leader switching (like R6)

5. Weapons view a la Lockdown with a on/off switch

6. Better ballistics

7. Anti cheat

8. Rework of the network code (pings are high in Red Storm games since [GR])

9. Better enemy and friendly AI (easily fixed if the modders have the tools.)

10. Eye candy a la Lock Down or better.

11. Drop the future warrior street fighting kill 100 enemies in a city during daylight

(that’s a job for a Ranger BN or 82nd) and go for a more traditional cover op

campaign.

My views of a GR next are based on past Red Storm products PC and Xbox because

I like the looks and the feel of their games and my friends I have most of them

R6, EW, RS, UO, BT, GR, DS and IT for PC and GR, IT, GR2 and GRSS for Xbox

That’s for now (time to go back to CETCOM) and in the mean time go to http://www.piggyson.com/cgart_01.html

and watch those chrs that we never got the chance to play with.

Edited by Sgt. Atoa
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  • 2 weeks later...

I think for a new GR they should make the player feel more in control rather than running through scripted events. A GR game based on an occupied island looking for intel on WMDs would be great. A sandbox style on a fully dynamic island where the player decides which actions to take to achieve their goal. I've put this in more detail in another thread. The location location thread.

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