Jam_Dammer
06-14-2005, 05:23 PM
Not knowing how to email the actual designers of Ghost Recon, I thought I'd register and post my game improvement suggestions here in the hopes they'd see them, or someone here could pass them on.
I love playing the Ghost Recon series, especially GR#2, given all the improvements and player options when compared to GR#1 and Island Thunder. From one programmer to another, please allow me a bit of your time to read the following GR improvements, in the hope that perhaps some of these suggestions may make it into GR#3, or into a downloadable content package for GR#2 or GR#3, to make it an even better game!
In no particular order:
XBOX controller operation of Scoped €œMarksman€ Weapons €" current GR set-up involves the right hand thumb too much (which leads to fatigue in extended game play) and could be improved by implementing the controller set-up used by the Splinter Cell's binoculars view, but slightly modified for GR's scope view. Suggestion: right thumb click puts you into and out-of €œscope mode€ then when €œin€ scope mode, the left thumb click could be used to cycle through the various zoom power levels. How about using 4x-6x-8x-10x-12x-14x zoom levels so I can control the field of view in my scope to match each situation? And, the game should €œremember€ the last zoom factor I selected when I right thumb click in and out of scope mode, just as it would be when setting a real variable power rifle scope in the Real World.
Please improve the incapacitation programming logic behind Marksman weapons, so that two body hits from these high-powered rifles results in a stop of the enemy opponent. The current GR game logic seems to require 4 to 6 body hits, even at close range, which is unrealistic.
Please add the FN-FAL 20€ .308 20-round rifle to the Marksman, Rifleman, and Grenadier kits €" next to the AK and M16 this is the 3rd most popular battle rifle in the world and is curiously missing from the game.
6.8 SPC rifle improvements €" the magazine capacity in GR#2 is 20 rounds, whereas in reality this rifle uses a 25 round magazine. Please make the 6.8 SPC rifle also available in the Rifleman and Grenadier kits and please record an actual 6.8 sound signature (single shot and full auto) for use in the game €" its current sound in GR#2 seems to be using the M14 sound. If an actual recording can€t be made, try blending the current sounds of the high-pitched M4 and thunderous M14 for a €œmid-range€ sound to reflect this mid-range caliber.
Please make the maps for Single-player Lone Wolf Missions available in Multi-player Missions where the game €œhost€ carries the Lone Wolf weapon and has the ability to call in an unlimited number of time-delayed air-strikes. If the game €œhost€ is killed, then allow another player the option to pick-up the Lone Wolf weapon and continue the mission with the remaining players.
Please provide more CQB €" Close Quarters Battle game map elements where buildings, rooms, tunnels, caves, etc are being searched / cleared, where use of subguns, handguns, or shotguns might be preferred.
Speaking of shotguns €" how about adding them to the secondary weapons kit where the pistols are listed? Some actual shotguns used by our military and special forces: Mossberg M590 and Remington M870 in 20€ 9-shot, or 14€ 6-shot models, or the new Benelli M4 12-gauge. A fully-loaded shotgun plus two 12-round belt-pouches would give a total carrying capacity of 30 to 33 rounds €" very similar to the load-out total of the backup 45ACP 1911 pistol.
Thanks Much for your time €" looking forward to bigger, better, and more realistic Tom Clancy game play in future Ghost Recon's.
--Jam_Dammer aka "Jam Dam*ner" on xbox live.
As an aside, I've got over 15 years of programming experience and more than 21 years of actual firearms experience in lending these suggestions.
I love playing the Ghost Recon series, especially GR#2, given all the improvements and player options when compared to GR#1 and Island Thunder. From one programmer to another, please allow me a bit of your time to read the following GR improvements, in the hope that perhaps some of these suggestions may make it into GR#3, or into a downloadable content package for GR#2 or GR#3, to make it an even better game!
In no particular order:
XBOX controller operation of Scoped €œMarksman€ Weapons €" current GR set-up involves the right hand thumb too much (which leads to fatigue in extended game play) and could be improved by implementing the controller set-up used by the Splinter Cell's binoculars view, but slightly modified for GR's scope view. Suggestion: right thumb click puts you into and out-of €œscope mode€ then when €œin€ scope mode, the left thumb click could be used to cycle through the various zoom power levels. How about using 4x-6x-8x-10x-12x-14x zoom levels so I can control the field of view in my scope to match each situation? And, the game should €œremember€ the last zoom factor I selected when I right thumb click in and out of scope mode, just as it would be when setting a real variable power rifle scope in the Real World.
Please improve the incapacitation programming logic behind Marksman weapons, so that two body hits from these high-powered rifles results in a stop of the enemy opponent. The current GR game logic seems to require 4 to 6 body hits, even at close range, which is unrealistic.
Please add the FN-FAL 20€ .308 20-round rifle to the Marksman, Rifleman, and Grenadier kits €" next to the AK and M16 this is the 3rd most popular battle rifle in the world and is curiously missing from the game.
6.8 SPC rifle improvements €" the magazine capacity in GR#2 is 20 rounds, whereas in reality this rifle uses a 25 round magazine. Please make the 6.8 SPC rifle also available in the Rifleman and Grenadier kits and please record an actual 6.8 sound signature (single shot and full auto) for use in the game €" its current sound in GR#2 seems to be using the M14 sound. If an actual recording can€t be made, try blending the current sounds of the high-pitched M4 and thunderous M14 for a €œmid-range€ sound to reflect this mid-range caliber.
Please make the maps for Single-player Lone Wolf Missions available in Multi-player Missions where the game €œhost€ carries the Lone Wolf weapon and has the ability to call in an unlimited number of time-delayed air-strikes. If the game €œhost€ is killed, then allow another player the option to pick-up the Lone Wolf weapon and continue the mission with the remaining players.
Please provide more CQB €" Close Quarters Battle game map elements where buildings, rooms, tunnels, caves, etc are being searched / cleared, where use of subguns, handguns, or shotguns might be preferred.
Speaking of shotguns €" how about adding them to the secondary weapons kit where the pistols are listed? Some actual shotguns used by our military and special forces: Mossberg M590 and Remington M870 in 20€ 9-shot, or 14€ 6-shot models, or the new Benelli M4 12-gauge. A fully-loaded shotgun plus two 12-round belt-pouches would give a total carrying capacity of 30 to 33 rounds €" very similar to the load-out total of the backup 45ACP 1911 pistol.
Thanks Much for your time €" looking forward to bigger, better, and more realistic Tom Clancy game play in future Ghost Recon's.
--Jam_Dammer aka "Jam Dam*ner" on xbox live.
As an aside, I've got over 15 years of programming experience and more than 21 years of actual firearms experience in lending these suggestions.