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Introduction
Last week was the start of
a three part series that looked at suggestions by fans on
how to improve Ghost Recon. If you missed it see
here. This week will be a continuation of suggestions
by fans in the areas of vehicles, team concepts, and clothing.
Vehicles
There are a couple of options that vehicles
could be used for in Ghost Recon 2; interactive insertions
or in-game use. Vehicles like boats or helicopters, for rappelling
or parachuting, could be used for interactive insertions,
not just cut scenes.
For in-game use, if vehicles like tanks,
jeeps, boats, trucks, hummers, and helicopters are to be included,
it is rightly pointed out by the fans that larger maps would
be needed. An option suggested, in order to decrease lag and
map size, is to have vehicles available to interact with by
using them to hide or by using weapons mounted on them. Choppers
could be used for extraction, providing cover fire while troops
are loading.
However, interestingly, there seems to be
more opposition for vehicles than support.
It is felt vehicles would detract from the atmosphere of a
tactical, squad-based infantry shooter game and dilute gameplay.
Special forces are supposed to infiltrate, carry out a mission,
and exfiltrate without detection; vehicles would hinder that
with stealth warfare.
Clothing
Even for a computer game, people are wanting
clothes to be factually accurate. What people are requesting,
is more realistic camo like Marpat, or even more futuristic
like the Predator camo as in Jester's mod, The Real Ghosts,
that actually works and is not just cosmetic.
They also would like to have the ability
to choose different skins for urban, desert, and jungle warfare
or being able to dress like a refugee or casual attire to
blend in with your surroundings. With having the ability to
choose a skin to match the environment, how about including
and option to choose headgear, pants, shirts and even level
of protection (i.e. have an option to forgo with the he flak
vest and helmet in exchange for more speed) depending on the
mission. Night missions would offer black gear, day missions
offer desert or wilderness camos. If the Ghillie suits were
more realistic, they would blend into the environment better.
Another option offered up by fans would be to have it more
interactive where you could grab a twig or grass and add it
to your ghillie suit, as you would in real life.
Teams (control,
medic and other support personnel)
Being able to micromanage the team better
is an issue that people would like addressed in GR 2. A commonly
expressed wish from players would be the ability to put your
team on "hold" and not follow you until ordered
to do so.
There's a general wish for more orders like
stay here, follow close, lag behind, room clear, frag, cover,
and move ahead to better manage the team. Also, they'd like
the developer to consider including team formations; tight,
loose, medium. Tight for CQB, medium in open/urban areas and
loose for open areas. With the theory that special forces
leave no man behind, it would be realistic to be able to have
teammates carry, assist, or drag injured soldiers out of the
line of fire or to the extraction point. Having voice communications
similar to Teamspeak or Roger Wilco built into the game would
facilitate easier team interaction and teamwork planning.
Some fans felt it would be desirable to
have a larger selection of female combatants. There are requests
to include more support personnel like a radio man to call
in an artillery airstrike, motorized unit personnel to use
and/or fix moving vehicles, if applicable, or a medic with
a field dressing kit or the ability to call in for medevac.
Dealing with casualties is an entire dimension
of the combat experience that GR has yet to explore. Keep
it realistic, though, that's what the fans want. Don't have
them patch up soldiers to be as good as new, but depending
on the severity of the wound the medic could work on the injured
soldier to make them combat effective or stabilize critical
casualties.
On command map there could be a wound condition
monitor with minor, serious and critical features. Minor wounds
need not be treated, serious wounds need to be treated, but
not ASAP, critical wounds that need immediate treatment or
else they die. Not all agree that medic is a good idea, it's
definitely one of those topics that's still hotly debated.
If they were able to heal people on a battlefield, then realism
would be shot to hell. A field medic does not wave a wand
over someone and make them "healthy" again, they
make sure the person will live to see a real doctor.
This is part two of a three part series.
Next week will be the conclusion of the series by looking
at suggestions for weapons/kits, maps, and mission/locations.
week 1 | week
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