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Doogsy1
04-04-2007, 10:01 PM
This is a summary of my ideas that I have posted in the Official SC5 Discussion Thread". It's quite a read but I think there are some good ideas hear and it should be worth it. I would love to hear your opinions of them...


The Chaos Theory sound and visibility metre.

The quick inventory should pause the game.

WNM news and Morris Odell.

A health metre and get rid of health regeneration. Or, make it so his health regenerates over a long period of time and regenerates only a bit, so there's still the requirement for health packs.

Sam's dark sense of humour.
"Good Lord! That's General Kong Fierong!"
"Good Lord. Who's that?" (sense of sarcasm).

The amount of different interrogations from Chaos Theory.

The half-split jump with the ability to push up to a higher ledge from Pandora Tomorrow.

A co-op mode like Chaos Theory except with more missions. It was great how it had a storyline that connected both directly and indirectly with the SP campaign.

The night vision from Chaos Theory. I don't really care for the NV enhanced but if they're gonna incorporate it, I don't want that pointless blur.

Closer than ever from Chaos Theory.

Not sandbox style missions but much more open levels with more multi paths for better replayability.

More opportunities to perform cool moves like the inverted neck snap from vertical pipes etc and split jumps, and more opportunities to use the glass cutter.

Don't recycle anything like sounds etc. It gives us the impression of a refurbished game rather than a new game.

I think the explosion from the grenades is unrealistically small.

Make the SATCOM in-game map work when you move.

Don't have more than one mission in the same location.

Don't have any minigames such as email decrypting or mine assembling (the bomb diffusing one was okay).

Checkpoints should be saved so you can load them anytime.

Make the sonic grenade and the flash grenade into the one grenade and give the EMP grenade a much larger field of effect (it was pretty much useless in DA). Make it so you can throw it into a small room (about the size of a bedroom) and it will disable everything electrical in it. It would also be cool, if the flash and sonic grenades where in one, if you could throw it into a room and the sonic bang would smash anything glass such as windows, pictures, mirrors, lights and TV screens, or would this be better suited to a less stealth oriented game such as Rainbow Six?

Get rid of every type of wall mine and fit them all in the sticky cam. This way, we could shoot a sticky cam and watch a guy walk past, then either gas him, flash him or blow him up! We should also be able to choose whether we want the "sticky mine" set to laser or proxy (like with the ARGUS mercs from CT MP), motion or manual. And you could be able to pass through the laser or straight past the mine because Sam would have a transmitter or whatever in his suit so it doesn't go off on him. This would add to realism as Sam carries an infirmary of mines etc in DA, and scrolling through the inventory is really annoying, especially when in a hurry.

Passing the game with 100% should unlock an achievement.

You should have ammo in hard, but be able to unlock Elite mode like in CT.

There could be multiple close attacks for each angle and they could be randomized.
For lethal moves, stab in the back like usual, neck snap like from a pipe, spinal break with knee like when interrogating and stab to the lower skull near the cervical vertebrae. For non-lethal attacks, strangle like when interrogating, punch or elbow to the head like before and a hit to the throat like in the cinematic between Seoul 1 and 2 in CT. Also there could be lethal and non-lethal disarm moves such as grabbing the guys gun and smacking him over them head or strangling him with it from behind. If they're using a silenced pistol and no one's around, Sam could grab it and shoot them in the back or something. There could also be multiple, randomized lethal and non-lethal animations for when you're incapacitating a guy after you've grabbed them.

There should be no sounds made by Sam that enemies cannot hear, such as the OCP, closing doors and landing "silently" etc.

Bring back the sniper attachment and make that and the shotgun attachment fit on like attachments, not something Sam stuffs inside his launcher.

Give the game multiple endings but make them differentiate a bit more than in DA and give them each an exclusive mission such as the NYC coastguard boat, except a bit longer than that one.

For the corner grab, make it so if we press the action button, we go into the usual grab where we can interrogate the person and use them as a human shield, and if we press the lethal and non-lethal buttons, Sam will perform a lethal or non-lethal corner grab move. This could also happen when hanging upside down from a pipe or the winch so we can interrogate them in that position and there could be multiple attack animations that could be randomized.

Make it so Sam automatically puts on his vision goggles when he enters the water so he can see properly, but without a vision mode activated obviously.

Make it so Sam pressed a button of the side of his goggles when he changes vision modes, just for added realism.

Ability to shoot around a corner with the SC-20K and throw grenades.

Give us a breath meter for when sniping and the amount of breath Sam had in next-gen DA was great, but it was stupid how Sam lost it all in the current-gen version as soon as he fired a shot. Also, Sam should hold his breath the second you press the button so he doesn't breathe in and raise the barrel.

Support fire-fights a bit more. As soon as you engage an enemy in a fire-fight, your guaranteed a severe loss. I know it's a stealth game but a fire-fight's good from time to time. Just give Sam a little more mobility by giving us the ability to move a bit faster, to climb over knee high obstacles and a bit more accuracy when holding down the trigger and pumping the lead would be good.

A guard should say he's found a body over his radio when he finds one like in SCO and SCPT.

Get rid of the electronic lock pick.

If Sam's shot, he should put on just the slightest limp.

Return of the SWAT turn, but don't make it so you go invisible, just have it there for an efficient way of getting from corner to corner, and get rid of the 360 degree turn in it.

Smarter and really unpredictable AI.

When waiting at a corner to corner grab a guy, he shouldn't be able to see you if he is in range of being able to be grabbed. And I hate how Sam's elbow sticks right out.

It's dumb how when Sam enters the water, the camera makes the splash, not him. This needs to be fixed.

Enemies should be able to call in reinforcements from different locations of a map. This would be good for tactics because you could make a distraction then take the route where guards have come from. But it would have to be a big distraction, which could affect your stealth score and guards would never leave an area completely unmanned.

No lights on Sam's suit except for his goggles and the small OCP light on the back of his pistol.

Sam should be able to prone at any time and could role from side to side like in GRAW 2.

Sam should be able to stuff bodies in lockers etc, but guards could occasionally open these. Or you could put them in fires and they will eventually burn away to ash.

Make a new hacking mini-game or at least bring the one from CT back.

Bring back the EEV.

Guards shouldn't be able to tell an electronic door lock has been hacked into.

Sam could tightrope across a zip line while holding onto another above his head and maybe just maybe put this in co-op (if they have it, which they better) but make it so that one agent has to stand on the others shoulders. Another co-op move they could have is clothes line or trip line with their rappelling rope. And one could hang upside-down off a horizontal pipe and hold the others legs while he does something like hack into a computer or something.

The co-op agents should have personalities and speak more often and have there own runner and communications lead. And cutscenes in-between each mission would be good (I understand that this wouldn't work when playing online). And if they put in the persuasion action from the current-gen DA, they should change it to something more mature like the second guy pushes the guards head back and holds his knife to it so he's got two blades to worry about.

I don't really want to see many more of those paths like on the side of the Shanghai building or at the start of the Georgian presidential palace mission where there is one very obvious path, they are WAY too conspicuous and get VERY boring.

Real time day and night cycle and depth sprit like in GRAW 2.

Bring back the three preset loud-out options from chaos theory and give us the option of a customizable load-out.

Make it so you can only pick up a certain amount of grenades throughout the mission. Maybe six at the very most. And don't have NSA gadgets such as sticky shockers, sticky cameras and ring airfoil rounds lying around all over the place to pick up.

If you're holding onto a ledge then want to shimmy across but railing from the level bellow you is stopping you then Sam should automatically lift up the lower half of his legs.

A real war-zone level. Seoul was a pretty inaccurate representation of one, Kinshasa was good, but I'd like to see Sam running around in a GRAW type level. But obviously he would be playing a very different role to the Ghosts.

Don't have Sam talk to himself like in the current-gen version of DA. That was so bad lol.

For interrogating, you could press different buttons to determine how severely you want to hurt them if they wont talk. One button could be assigned to environment oriented persuasion moves. Eg: Your holding the in front or next to a wall and you'll push the up against it, or your facing railing of a balcony and you'll almost push them over and hold them there. You could then just press the button a second time to exit that persuasion move.

You should be able to push guys over railing from the back. Before Sam does this he should either kill or knock out the guard, depending on whether you press the lethal or non-lethal buttons, so that they don't scream all the way to the ground. Sam should also knock out or kill the guy when pulling them over the rail from the front for the same reason.

When you pick up a body on an unlevel surface, it shouldn't just go level and through the ground. And when you pick one up off a chair or something, Sam shouldn't tap them then nothing happens then the second time they just appear flat on the ground under him.

Instead of zip lining which is ridiculous, Sam should have a very small flying fox that he quickly puts on the cable, and grabs hold of. This would make for near silent zip lining and he could vary the speed. This would happen when you press the action button when positioned under a zip line but you could just jump onto it and Sam will move along it like a horizontal pipe.

I dislike how when performing some actions, Sam can only equip his 5-7 when both his hands are free. Eg: when hanging upside down from a pipe or the winch.

I think it would be really cool if Sam's goggles gave off bright green light that slightly permeates across the screen, like in some of the cinematic, instead of just three green spots on his head.

If you're fireman-carrying a guy and you press jump to drop him while standing next to railing, Sam should drop the body over it.

Enemies should have to call an alarm like in SCO and PT. In DA if you shoot at them and miss, an alarm is instantly triggered, and by no one. So if you miss, you should have a second or two to shoot him again. You should also be able to grab an NPC and make him call of an alarm straight from his walky-talky.

Sam should lick his lips every now and then lol.

If an enemy gets shot in the foot or leg he should limp, if he gets shot in the hand he should hold is gun with other and really display pain. I hate how you can kill a guy by shooting him in the foot a few times.

Why does the ultrasonic emitter have recoil? I hope they keep this gadget but take this out.

I hate doors in DA close by themselves.

When Sam sees a slit jump location, he should go ahh or hmm or something as well as move his head (unless a guy is close enough to hear him).

A trust meter with opposing objectives but Sam's no longer a double agent so I was thinking... You should have to juggle just Redding's and Grim's trust (the same trust) for you and it will be measured on a meter like in the current-gen version of DA. Completing objectives to help bring down Williams would add to your credibility and completing objectives to help clear Sam's name would degrade it. If they trust you completely, Sam will be permanently confirmed as a criminal and if they don't trust you at all then obviously they will abandon you and either way the missions over, and none of this run to a computer' and it's all fixed. One trust reaches 0% or 100% the mission's over. This way, your trust meter would have a real impact on what choices you made, which was the main problem with it in both next and current-gen DA versions. It's a bit dodgy but I'd like to hear what you think of it...

When you've grabbed an NPC, you could force them to open the door for you, or even better, bash it if there is a guy in front of it. And I dislike that doors can open both ways but if they took this out it might just become an annoyance, I dunno...

What I have noticed about the AI is that if they are pointing a torch straight at you and your hanging with your legs up on a pipe, they just stare at you and if you don't move they go away after a while. This is stupid and I also hate how you can see the light emitted from a torch through a door. We should only be able to see light coming from under it. Once a guy heard me and was walking around with a torch and pointing it up at his face as you do when telling a ghost story. WTF? And why can NPC's turn their heads around like 130 degrees?

That would be good if Sam had very thin hair at the start of the game then have his normal head of hair at the end and a serious 5 o'clock shadows haha.

I think it would be good if you could open doors while leaning towards it with your back to the wall like in Rainbow Six Vegas, so you could open or slam it but you'd be out of sight so a guard would come and investigate, then you could corner grab him.

You should be able to pick a guy up into the normal grab position if you've corner grabbed him and pulled him to the floor.

I think it would be cool if you could grab a guy, then put you back to a wall whilst still holding him. This way, if you're engaged in a fire-fight, you could be peeking around the corner, then pop out like in GRAW or R6 and shoot while using the guy you've grabbed as a human shield.

When you hold down the right bumper to view the inventory, I would like it if the right thumb-stick still moved the camera and you had to use the D-pad to toggle weapons. This should also work when holding down the action button and scrolling through the action menu. Eg: You've got your thermal vision on and are waiting at a door with a guard approaching it. You have the action button held down and when you release it Sam will bash the door. But because you can't move the camera around, you can't position it into an adequate view to gauge how far he is from the door. Then he goes to open it then bashes it on you. This probably seems like a stupid example but I have been in this situation multiple times before.

I want to be able to climb up things like in Assassin's Creed. I know the Devs are using some tech from this game but I think it would be really cool if you could. Also, I like it how Altair goes into a cat-lip' position when shimmying across a ledge in front of a wall. This would be good just for something new, and with the way it is, Sam's body would rub against the wall and generate sound. Altair's actions could just be slowed down a bit to compensate for Sam's old age lol.

When rappelling, Sam should be able to hang upside down like in R6 Vegas. This way, you could approach a guy standing at the base of the wall which you're rappelling down and kill or knock him out just like when hanging upside-down from a horizontal pipe or the winch or interrogate him like I said before. Another rappelling attack idea is when rappelling normally, you jump out and slam the guy against the wall and knock him out.

I like in GRAW 2 how if you start to go out of bounds, you are not confronted by a wall or a road barrier or something, but are warned that if you continue, the mission will be aborted. This would be great for outdoor levels in Conviction.

I don't like how Sam can cut through a wire fence with his knife. It's noisy, and impossible.

Sam should be issued a set of wire cutters to cut electric wires etc. It seems more realistic to me than doing it with the knife.

I'd like another snow level where Sam could have ice picks (I'm not sure if that's what they're called) to scale ice cliffs.

I would like it if the multiplayer storyline had links to the singleplayer storyline like in PT and kind of in CT.

It'd be good if Sam had a more weightless feel when rappelling. When you push off a wall when abseiling you really experience a weightless sensation, you don't just come floggin' back and hit the wall like it's the centre of gravity. And to break through a window should be an action, so you can proceed down past it, instead of smashing if you jump. You should also be able to exit rappelling and stand on a ledge under the window (like on the side of the Jin Mao building in the Shanghai level) then cut through it with the glass cutter.

Bodies should sink slowly in water, not as though they are falling through air.

There should be a button that makes Sam turn 180 degrees in the water and the camera follow.

You should be able to boost when swimming on the surface of the water, but this will generate noise and create a trail of bubbles which risks giving away your position.


Well, there you go.
http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Doogsy1
04-04-2007, 10:01 PM
This is a summary of my ideas that I have posted in the Official SC5 Discussion Thread". It's quite a read but I think there are some good ideas hear and it should be worth it. I would love to hear your opinions of them...


The Chaos Theory sound and visibility metre.

The quick inventory should pause the game.

WNM news and Morris Odell.

A health metre and get rid of health regeneration. Or, make it so his health regenerates over a long period of time and regenerates only a bit, so there's still the requirement for health packs.

Sam's dark sense of humour.
"Good Lord! That's General Kong Fierong!"
"Good Lord. Who's that?" (sense of sarcasm).

The amount of different interrogations from Chaos Theory.

The half-split jump with the ability to push up to a higher ledge from Pandora Tomorrow.

A co-op mode like Chaos Theory except with more missions. It was great how it had a storyline that connected both directly and indirectly with the SP campaign.

The night vision from Chaos Theory. I don't really care for the NV enhanced but if they're gonna incorporate it, I don't want that pointless blur.

Closer than ever from Chaos Theory.

Not sandbox style missions but much more open levels with more multi paths for better replayability.

More opportunities to perform cool moves like the inverted neck snap from vertical pipes etc and split jumps, and more opportunities to use the glass cutter.

Don't recycle anything like sounds etc. It gives us the impression of a refurbished game rather than a new game.

I think the explosion from the grenades is unrealistically small.

Make the SATCOM in-game map work when you move.

Don't have more than one mission in the same location.

Don't have any minigames such as email decrypting or mine assembling (the bomb diffusing one was okay).

Checkpoints should be saved so you can load them anytime.

Make the sonic grenade and the flash grenade into the one grenade and give the EMP grenade a much larger field of effect (it was pretty much useless in DA). Make it so you can throw it into a small room (about the size of a bedroom) and it will disable everything electrical in it. It would also be cool, if the flash and sonic grenades where in one, if you could throw it into a room and the sonic bang would smash anything glass such as windows, pictures, mirrors, lights and TV screens, or would this be better suited to a less stealth oriented game such as Rainbow Six?

Get rid of every type of wall mine and fit them all in the sticky cam. This way, we could shoot a sticky cam and watch a guy walk past, then either gas him, flash him or blow him up! We should also be able to choose whether we want the "sticky mine" set to laser or proxy (like with the ARGUS mercs from CT MP), motion or manual. And you could be able to pass through the laser or straight past the mine because Sam would have a transmitter or whatever in his suit so it doesn't go off on him. This would add to realism as Sam carries an infirmary of mines etc in DA, and scrolling through the inventory is really annoying, especially when in a hurry.

Passing the game with 100% should unlock an achievement.

You should have ammo in hard, but be able to unlock Elite mode like in CT.

There could be multiple close attacks for each angle and they could be randomized.
For lethal moves, stab in the back like usual, neck snap like from a pipe, spinal break with knee like when interrogating and stab to the lower skull near the cervical vertebrae. For non-lethal attacks, strangle like when interrogating, punch or elbow to the head like before and a hit to the throat like in the cinematic between Seoul 1 and 2 in CT. Also there could be lethal and non-lethal disarm moves such as grabbing the guys gun and smacking him over them head or strangling him with it from behind. If they're using a silenced pistol and no one's around, Sam could grab it and shoot them in the back or something. There could also be multiple, randomized lethal and non-lethal animations for when you're incapacitating a guy after you've grabbed them.

There should be no sounds made by Sam that enemies cannot hear, such as the OCP, closing doors and landing "silently" etc.

Bring back the sniper attachment and make that and the shotgun attachment fit on like attachments, not something Sam stuffs inside his launcher.

Give the game multiple endings but make them differentiate a bit more than in DA and give them each an exclusive mission such as the NYC coastguard boat, except a bit longer than that one.

For the corner grab, make it so if we press the action button, we go into the usual grab where we can interrogate the person and use them as a human shield, and if we press the lethal and non-lethal buttons, Sam will perform a lethal or non-lethal corner grab move. This could also happen when hanging upside down from a pipe or the winch so we can interrogate them in that position and there could be multiple attack animations that could be randomized.

Make it so Sam automatically puts on his vision goggles when he enters the water so he can see properly, but without a vision mode activated obviously.

Make it so Sam pressed a button of the side of his goggles when he changes vision modes, just for added realism.

Ability to shoot around a corner with the SC-20K and throw grenades.

Give us a breath meter for when sniping and the amount of breath Sam had in next-gen DA was great, but it was stupid how Sam lost it all in the current-gen version as soon as he fired a shot. Also, Sam should hold his breath the second you press the button so he doesn't breathe in and raise the barrel.

Support fire-fights a bit more. As soon as you engage an enemy in a fire-fight, your guaranteed a severe loss. I know it's a stealth game but a fire-fight's good from time to time. Just give Sam a little more mobility by giving us the ability to move a bit faster, to climb over knee high obstacles and a bit more accuracy when holding down the trigger and pumping the lead would be good.

A guard should say he's found a body over his radio when he finds one like in SCO and SCPT.

Get rid of the electronic lock pick.

If Sam's shot, he should put on just the slightest limp.

Return of the SWAT turn, but don't make it so you go invisible, just have it there for an efficient way of getting from corner to corner, and get rid of the 360 degree turn in it.

Smarter and really unpredictable AI.

When waiting at a corner to corner grab a guy, he shouldn't be able to see you if he is in range of being able to be grabbed. And I hate how Sam's elbow sticks right out.

It's dumb how when Sam enters the water, the camera makes the splash, not him. This needs to be fixed.

Enemies should be able to call in reinforcements from different locations of a map. This would be good for tactics because you could make a distraction then take the route where guards have come from. But it would have to be a big distraction, which could affect your stealth score and guards would never leave an area completely unmanned.

No lights on Sam's suit except for his goggles and the small OCP light on the back of his pistol.

Sam should be able to prone at any time and could role from side to side like in GRAW 2.

Sam should be able to stuff bodies in lockers etc, but guards could occasionally open these. Or you could put them in fires and they will eventually burn away to ash.

Make a new hacking mini-game or at least bring the one from CT back.

Bring back the EEV.

Guards shouldn't be able to tell an electronic door lock has been hacked into.

Sam could tightrope across a zip line while holding onto another above his head and maybe just maybe put this in co-op (if they have it, which they better) but make it so that one agent has to stand on the others shoulders. Another co-op move they could have is clothes line or trip line with their rappelling rope. And one could hang upside-down off a horizontal pipe and hold the others legs while he does something like hack into a computer or something.

The co-op agents should have personalities and speak more often and have there own runner and communications lead. And cutscenes in-between each mission would be good (I understand that this wouldn't work when playing online). And if they put in the persuasion action from the current-gen DA, they should change it to something more mature like the second guy pushes the guards head back and holds his knife to it so he's got two blades to worry about.

I don't really want to see many more of those paths like on the side of the Shanghai building or at the start of the Georgian presidential palace mission where there is one very obvious path, they are WAY too conspicuous and get VERY boring.

Real time day and night cycle and depth sprit like in GRAW 2.

Bring back the three preset loud-out options from chaos theory and give us the option of a customizable load-out.

Make it so you can only pick up a certain amount of grenades throughout the mission. Maybe six at the very most. And don't have NSA gadgets such as sticky shockers, sticky cameras and ring airfoil rounds lying around all over the place to pick up.

If you're holding onto a ledge then want to shimmy across but railing from the level bellow you is stopping you then Sam should automatically lift up the lower half of his legs.

A real war-zone level. Seoul was a pretty inaccurate representation of one, Kinshasa was good, but I'd like to see Sam running around in a GRAW type level. But obviously he would be playing a very different role to the Ghosts.

Don't have Sam talk to himself like in the current-gen version of DA. That was so bad lol.

For interrogating, you could press different buttons to determine how severely you want to hurt them if they wont talk. One button could be assigned to environment oriented persuasion moves. Eg: Your holding the in front or next to a wall and you'll push the up against it, or your facing railing of a balcony and you'll almost push them over and hold them there. You could then just press the button a second time to exit that persuasion move.

You should be able to push guys over railing from the back. Before Sam does this he should either kill or knock out the guard, depending on whether you press the lethal or non-lethal buttons, so that they don't scream all the way to the ground. Sam should also knock out or kill the guy when pulling them over the rail from the front for the same reason.

When you pick up a body on an unlevel surface, it shouldn't just go level and through the ground. And when you pick one up off a chair or something, Sam shouldn't tap them then nothing happens then the second time they just appear flat on the ground under him.

Instead of zip lining which is ridiculous, Sam should have a very small flying fox that he quickly puts on the cable, and grabs hold of. This would make for near silent zip lining and he could vary the speed. This would happen when you press the action button when positioned under a zip line but you could just jump onto it and Sam will move along it like a horizontal pipe.

I dislike how when performing some actions, Sam can only equip his 5-7 when both his hands are free. Eg: when hanging upside down from a pipe or the winch.

I think it would be really cool if Sam's goggles gave off bright green light that slightly permeates across the screen, like in some of the cinematic, instead of just three green spots on his head.

If you're fireman-carrying a guy and you press jump to drop him while standing next to railing, Sam should drop the body over it.

Enemies should have to call an alarm like in SCO and PT. In DA if you shoot at them and miss, an alarm is instantly triggered, and by no one. So if you miss, you should have a second or two to shoot him again. You should also be able to grab an NPC and make him call of an alarm straight from his walky-talky.

Sam should lick his lips every now and then lol.

If an enemy gets shot in the foot or leg he should limp, if he gets shot in the hand he should hold is gun with other and really display pain. I hate how you can kill a guy by shooting him in the foot a few times.

Why does the ultrasonic emitter have recoil? I hope they keep this gadget but take this out.

I hate doors in DA close by themselves.

When Sam sees a slit jump location, he should go ahh or hmm or something as well as move his head (unless a guy is close enough to hear him).

A trust meter with opposing objectives but Sam's no longer a double agent so I was thinking... You should have to juggle just Redding's and Grim's trust (the same trust) for you and it will be measured on a meter like in the current-gen version of DA. Completing objectives to help bring down Williams would add to your credibility and completing objectives to help clear Sam's name would degrade it. If they trust you completely, Sam will be permanently confirmed as a criminal and if they don't trust you at all then obviously they will abandon you and either way the missions over, and none of this run to a computer' and it's all fixed. One trust reaches 0% or 100% the mission's over. This way, your trust meter would have a real impact on what choices you made, which was the main problem with it in both next and current-gen DA versions. It's a bit dodgy but I'd like to hear what you think of it...

When you've grabbed an NPC, you could force them to open the door for you, or even better, bash it if there is a guy in front of it. And I dislike that doors can open both ways but if they took this out it might just become an annoyance, I dunno...

What I have noticed about the AI is that if they are pointing a torch straight at you and your hanging with your legs up on a pipe, they just stare at you and if you don't move they go away after a while. This is stupid and I also hate how you can see the light emitted from a torch through a door. We should only be able to see light coming from under it. Once a guy heard me and was walking around with a torch and pointing it up at his face as you do when telling a ghost story. WTF? And why can NPC's turn their heads around like 130 degrees?

That would be good if Sam had very thin hair at the start of the game then have his normal head of hair at the end and a serious 5 o'clock shadows haha.

I think it would be good if you could open doors while leaning towards it with your back to the wall like in Rainbow Six Vegas, so you could open or slam it but you'd be out of sight so a guard would come and investigate, then you could corner grab him.

You should be able to pick a guy up into the normal grab position if you've corner grabbed him and pulled him to the floor.

I think it would be cool if you could grab a guy, then put you back to a wall whilst still holding him. This way, if you're engaged in a fire-fight, you could be peeking around the corner, then pop out like in GRAW or R6 and shoot while using the guy you've grabbed as a human shield.

When you hold down the right bumper to view the inventory, I would like it if the right thumb-stick still moved the camera and you had to use the D-pad to toggle weapons. This should also work when holding down the action button and scrolling through the action menu. Eg: You've got your thermal vision on and are waiting at a door with a guard approaching it. You have the action button held down and when you release it Sam will bash the door. But because you can't move the camera around, you can't position it into an adequate view to gauge how far he is from the door. Then he goes to open it then bashes it on you. This probably seems like a stupid example but I have been in this situation multiple times before.

I want to be able to climb up things like in Assassin's Creed. I know the Devs are using some tech from this game but I think it would be really cool if you could. Also, I like it how Altair goes into a cat-lip' position when shimmying across a ledge in front of a wall. This would be good just for something new, and with the way it is, Sam's body would rub against the wall and generate sound. Altair's actions could just be slowed down a bit to compensate for Sam's old age lol.

When rappelling, Sam should be able to hang upside down like in R6 Vegas. This way, you could approach a guy standing at the base of the wall which you're rappelling down and kill or knock him out just like when hanging upside-down from a horizontal pipe or the winch or interrogate him like I said before. Another rappelling attack idea is when rappelling normally, you jump out and slam the guy against the wall and knock him out.

I like in GRAW 2 how if you start to go out of bounds, you are not confronted by a wall or a road barrier or something, but are warned that if you continue, the mission will be aborted. This would be great for outdoor levels in Conviction.

I don't like how Sam can cut through a wire fence with his knife. It's noisy, and impossible.

Sam should be issued a set of wire cutters to cut electric wires etc. It seems more realistic to me than doing it with the knife.

I'd like another snow level where Sam could have ice picks (I'm not sure if that's what they're called) to scale ice cliffs.

I would like it if the multiplayer storyline had links to the singleplayer storyline like in PT and kind of in CT.

It'd be good if Sam had a more weightless feel when rappelling. When you push off a wall when abseiling you really experience a weightless sensation, you don't just come floggin' back and hit the wall like it's the centre of gravity. And to break through a window should be an action, so you can proceed down past it, instead of smashing if you jump. You should also be able to exit rappelling and stand on a ledge under the window (like on the side of the Jin Mao building in the Shanghai level) then cut through it with the glass cutter.

Bodies should sink slowly in water, not as though they are falling through air.

There should be a button that makes Sam turn 180 degrees in the water and the camera follow.

You should be able to boost when swimming on the surface of the water, but this will generate noise and create a trail of bubbles which risks giving away your position.


Well, there you go.
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