
|
Go
![]() |
New
![]() |
Find
![]() |
Notify
![]() |
Tools
![]() |
Reply
![]() |
|
**Spoiler Alert** (no direct spoilers but implied ones, you've been warned). Also, any comments on my ideas would be appreciated.
You're standing outside a room where your weapons manufacturing company board members are having a meeting. The meeting ends and one by one the members exits the room, heading towards the exit, except for the CEO. He stops and turns around to face you. "Kill the Jackal." Far Cry 2 was brilliant with a lot of great design concepts, but I have ideas for Far Cry 3, which I'd like to share with you all, so you can tell me what you think. I usually hang around the EndWar forums, but I've been thinking about Far Cry 2 for 2 days now and can't get these ideas out of my head. I'm going to give you a scenario so you can more easily understand what I'll be talking about. Oh, and the following is all in-game. You are on a hill overlooking an outpost. Lying prone, the end of your sniper rifle is resting on the ground with a bipod. You can see a guard post ahead. You quickly run, your character barely breaking a sweat as you keep on going for a good few hundred metres; he's been training under the scorching sun for weeks and a little sprint is nothing to him now. You slide into the cover, just as the guards change positions. Your character puts his back to the wall and turns his head upwards as the screen shakes a little; a cold, wet drool hits your head. You see a guard overseeing the area, you dare not move. Slowly, you take out your silenced pistol and fire at the guard's head once, a bloody hole under his chin where your bullet penetrated. You quickly pull him by the head and drag his body to a nearby stream. In the distance... "George! Hey George, where did you go? People, spread out and search for him!" You hear the FF's troops marching your way (Freedom Fighters) and use your ghillie suit to lie still, undetected. The enemy is trained to scan the area, but even he can't distinguish you from the hundreds of other plants littering the area. One walks past you, his muddy boot an inch from your face at one point. You turn around and pull out a machete, grabbing the man by the head, placing a hand over his mouth and slicing his throat. As the other three guards run off into the savana, you enter the base, just as all hell breaks loose. A familiar voice sounds, and you see a large American (voice of the well-known COLE TRAIN) holding a minigun, wrapped in thick body armour, mowing down the opposition. The remaining soldiers flee and Cole yells: "That's what I'm talking about!" "I guess it wasn't so hard after all", you reply. "Damn straight...now go and get those papers you were lookin' for..." My ideas for Far Cry 3 are: 1) Melee combat. Both a low (stomach area) and a high attack for a machete and unarmed state, as well as melee moves to use with weapons. There will also be special quick events, such as with the pulling of that guard by the head before he falls to the ground, triggered with a button if you want. There will also be a disarm mechanic if you find yourself facing an enemy who wields a gun, but this will only be when unarmed. There will be different attacks too. For instance, if you try to do a low attack with a machete and you're a bit to the right of your opponent, then your character would do an upward slice through his belly. If you were in the middle though, he would lunge. 2) First-person cover. I mean REAL first-person cover. Thick trees, containers and walls are all great cover and with your back to the wall, the character can fire blindly or aim and fire. This would build a sense of immersion through fear, as you don't have a third-person view to give you information about what's going on around you. You could peek however, and there would be a special-forces gun that you could use to look around corners (such as in Ghost Recon). 3) A new health system. If you get shot in the leg, your character stumbles with pain, he doesn't keep on firing. If you get shot once in the head, you die (they're trained to aim for the chest though, thank goodness). The same goes for enemies, making for interesting tactics and a reason to use the cover system. Moreover, if you fall from too great a height you could break your legs. Maybe you would have to crawl to your car and then the hospital in the town or at the tribal village? You could take out bullets in combat like in Far Cry 2, as well as shrapnel, but there wouldn't be the magical syringe any more. For deep bullets and severe bleeding you'd need a fire to cauterize the wound (no idea what it is but I think this is how it's spelt). You'd need a fire for that, by setting up a campsite. Or you could just go to the hospital. 4) Gore would be nice. A great graphical representation of what would happen if I shot someone in the chest with a 50 calibre sniper rifle or with a rocket-proppelled grenade. Not totally authentic, but pretty gruesome. There should be an option to turn it on and off and it would be off as a default, so as not to give the wrong impression to people. 5) I would like to have the ability to go prone. For extra accuracy with your weapons and some more immersive gameplay. 6) Being able to set up weapons when prone. Using a bipod, you would be able to set up your own machine-guns, rifles, sniper rifles, etc when prone. 7) Weapons. The weapons in Far Cry 2 are great and diversed, but I think more should be added and 1 or 2 people should work after the game is out to design a few more weapons for each class of weapon, from submachine-guns to grenades. There should definitely be more silenced weapons, not just an MP-5. 8) Add great animations for when getting hit. Enemies should really respond when shot, even in multiplayer, and it should only take 1 shot to get a response (I'll go over multiplayer later). If you shoot a person in the leg or foot, they should collapse to the ground and be rescued by a medic, like in Far Cry 2, only this time, all sniper rifles as well as most guns could pull this off. 9) More camouflage suits and body armour. There would be ghillie suits for different types of terrain and different types of body armour, from simple armour for your chest up to full armour for your whole body. You should see them on yourself as well. 10) No more floating guns. There would be an option to have your head move only and then, when triggered, you would be able to move both your head and legs at the same time. You would be able to aim your gun along with your head, remeniscent of the Wii's first person shooter, the Conduit. 11) Save system and hideout. You would save in a single location underground, as well as using a quick save system for both consoles and PC. This underground place would not open if you were being chased by enemies, but inside, it would have crates of ammo, health and armour/camouflage, all of your buddies, a bar and a diamond mine (I'll get to that later). 12) Climbing. I understand that there will be certain hills that you can't just walk up, mountains that have hidden paths leading up them. You could make life easier by scaling one using a climbing ability and looking for footholds. Plus, you can climb tall trees. 13) Tutors. There would be teachers for different skills and abilities. -Strength. The strength tutor would teach you how to resist more bullets to the chest, stomach and limbs (up to a maximum of 5 bullets before dying, starting with 2)and move your gun faster. The controls would become more responsive as your strength level increased, as the gun would be lighter. He would give you certain missions to help you and get you through certain training courses. -Precision. The sniper rifle tutor would help you with your aim and give you missions to improve your accuracy. -Sniping. The tutor directly above would help you with adjusting for wind and other factors show you how to clean your sniper rifle faster (I'll get to weapon jamming in a minute), and a few other things, through certain missions. -Stamina. The agility teacher would help you run for longer. She can turn you into an Olympic athlete. -Camping tutor. No, not sitting in a corner, but camping out in the open (will get to this point soon...), with a tent. He would teach you how to start a fire as well and which spots are suitable to spend the night in. -Climbing tutor. This teacher will help you become a better climber. -Vehicle tutor. This guy is great with tanks, helicopters, jeeps and even certain surveilance robots (you know what I'm going to say by now). He'll help you become proficient with them. 14) Camping is useful for healing deep wounds, regaining energy and just immersing you in your environment. Since you only have one hideout, having a place to spend the night is great. 15) Jamming. Pristine weapons should jam over a matter of days and you should have the option of cleaning them when at your hideout or in an outdoor camp. You would have cloth and other equipment in your backpack for taking care of weapons. Plus, enemy weapons should all have a degree of damage done to them and be dirty, but they should vary randomly. 16) Vehicles and Buddies. Buddies are your greatest asset. Some buddies, like cole, will be on foot and have powerful weapons such as mini-guns, rocket launchers and sniper rifles, as well as some assault rifles or submachine guns in the early stages of the game. Other buddies are more crazy. One will have a modern tank and the other an attack helicopter for you to play around with. Another guy will have jeeps that you can obtain from (maybe he owns a garage) and mount weapons on. For certain surveillance and hostage missions, you will have access to advanced little robots, that can be placed in vents to get better views or maybe to attack hostiles. The buddy system will be re-thought. Buddies will not willingly join you anymore, you will have to do missions for them, from helping farmers and villagers to blowing up enemy outposts. Once you have a buddy, you can invite him to come along with you. You can do this with up to a maximum of 3 buddies. Tanks need 3 buddies to operate, while any other vehicle needs only 1. If you need to be rescued, you can call a body to help you out, but they need time to get to where you are. 17) Character creation. You will be able to create your own character, adjusting height, age and features as well as build. At the beginning of the game you can pick your starting weapon. 18) Controls (Xbox 360 controller): -Tap B to block (only when being attacked by a melee attack and you can't hold it down to keep blocking). -Holding B and RT will perform a melee move to the head. When stealthy and behind an enemy, you can use this with the machete to perform a stealth kill. -Holding B and LT will perform a melee move to the stomach. -X will be used to reload and interact with certain objects. -Holding X and RT will cause you to start a healing process (bandages, digging out bullets, etc). -Holding X and LT in the right spot will cause you to create a camp. This process is skipped after he sets down his backpack and you get put back into the game once your character is finished. -Y will be used to slide and vault over cover, as well as climb over low walls and scale cliffs, steep hills and climb trees. -A will be used to jump and select things. It is possible to jump and slide at the same time. Holding A will cause you to sprint. It is impossible to sprint and shoot at the same time. -The right thumbstick will rotate your head and if holding the left trigger as well, your gun with it. You can look backwards as well, peek over cover and look at yourself. Clicking the right thumbstick will bring it back to traditional "floating gun" status. -The left thumbstick will be used for walking. Clicking it will change status (upright, crouched, prone). Also, it is important to properly control it when scaling cliffs and steep hills. -RT is used to fire. -LT is used to look down the sights or through the scope of your weapon. -RB is used to throw grenades. -LB is used to set up your weapon when prone. -The left part of the directional pad brings up the conversation options, which are context sensitive (if someone is about to throw a grenade, you can shout "Oh, **** grenade". During main and side missions, it is brought up automatically when conversation is needed to progress. Pressing A will select a conversation option. Waiting a few seconds or pressing another button besides the directional pad or A buttons will cause the menu to disappear. -The right part is the quick-save feature. -The top and bottom parts are for changing weapons, grenades, postures (from stealthy to non-stealthy), etc. The left and right parts are used to scroll through options (types of grenade, posture). Press A to select your option. Waiting a few seconds or pressing another button besides the directional pad or A buttons will cause the menu to disappear. 19) Story. The story is that the Jackal escaped and your company wants you to clean up the mess your predesessor failed to back in Far Cry 2. The Jackal is out for revenge and is supplying the refugees your predesessor helped escape with weapons. They were previously being moved around from country to country by the UN, trying to find a solution. One day, some of these refugees banded together to form the Freedom Fighters, almost banning all foreigners from the tiny country (they were persuaded not to by the UN) they were settled in, forming a government with weapons from none other than the Jackal. 20) The factions are as follows: -The Freedom Fighters, struggling to keep their people in line and establish themselves in their new country. They have many outposts and a central government office in the town. They don't look kindly upon foreigners, so be warned. -The UN (or any name for the peacekeeping force). They have a single outpost and are struggling to diplomatically solve the situation. You are often called up to help, in more...violent ways mostly. They have many armoured vehicles (ready to be stolen if you know how to drive them) so be careful if you're planning to attack this base. -The local tribe. They are constantly being harassed by the newly established government and the refugees, causing problems to arise in their traditional lives. 21) The weapon store. It will be located in the one and only town in the game and will sell ammo, weapons and upgrades. All weapons bought will be shipped directly to your hideout and all upgrades and weapons are unlocked from the moment you enter the world. 22) Some side and main missions include: -Rescuing a baby in the jungle, by the request of a lady in the tribe. -Getting some miners from the village to help you mine the diamonds you found in your hideout, taking a percentage of them, but supplying you with constant funds. -Retrieving intelligence. -Hostage situations. -Far Cry (this is only unlocked after the game is completed). There will be a cave in the jungle section of the game, where you will fall into a pit. Jack Carver is there, mad with his powers. He injects you with some of the same chemicals he has running through his veins and you adopt some powers. He then tries to kill you, but if he fails, you get to walk out of there a changed man, ready to unleash hell on the world. -And more. 23) More varied landscape. There would be desert areas, two or three canyon areas, many open savannas and a jungle, as well as others I can't think of right now. There would be much fewer roads than Far Cry 2. 24) Add a food chain and predatory animals. From scorpions to leopards, poisonous frogs and mosquitoes. 25) Better driving would be great. Add the option to skid and make sharp turns, as well as more realistic vehicle damage, such as in GTA IV. 26) The reputation system needs a purpose. So, I think it should be used to scare off enemies, to prove yourself capable to take up certain missions and to get better prices at the weapons store. You would accumulate reputation by doing missions and killing enemies. 27) The glider. I think that you should be able to kick off with a glider from any height. It's not entirely realistic (hot air to ride on is found at greater heights, I know), butit's fun and I love the glider. 28) Firing from vehicles. You should be able use at least a pistol from normal vehicles, including the glider. 29) Varied enemies. This time, there will be different enemies. The peacekeepers even have a special Ghost Recon team (see what I did there) to help them out (maybe there'll be a raid on your base by special forces sometime in the game?). Enemies would look different and would have different body armour and equipment. -The tribe focuses more on long-range combat, using mortars, sniper rifles, bolt-action rifles, etc and stealth, with machetes to quietly kill enemies at close range to defend their village. They have little to no body armour, but terrific resilience to bullets. -The FF use more medium ranged weapons and standard equipment. They rely more on sheer power of numbers to win, rather than military brilliance. They have light to medium body armour and medium resilience. -The peacekeepers, especially with their Special Forces teams, have little to no resilience to bullets, having been bred in the more civilized parts of the world. However, their armour is unmatched, as well as their diversity of weapons. They do not have weapons that jam and have MASTERFUL tactical skills; expect to be flanked and crushed the moment you see them, watch out for heavy armoured columns (tanks and APC's) as well. 30) Keep the map and binoculars. However, I think that instead of using the binoculars to mark targets, you should "paint" it over the target area. This would allow you to sketch a white map of the area, that would act as your smallest scale map for individual outposts. This map would just have the raw essentials with marked places to stealthily approach from signified by arrows and great sniping positions. 31) Outposts. These often are the cause of outrage and annoyance. My thinking ia the number of guard posts should be reduced to about a quarter of the original number. When you get to them, you can offer to pay off the people or, using your reputation system, "persuade" them to let you go and salute you even every time you pass them. Not all outposts can be bribed though and the large ones cannot even be reasoned with, since they're isolated and private property. 32) jrderntl's idea: Cast a shadow of yourself (my idea is for a reflection as well). 33) Multiplayer a) Separate disc. This is because multiplayer should be amped up to include the various things I'll mention now and I'm not sure if you could include them all on a single disc, as well as the whole single player campaign. b) Destructibility. Various buildings should be able to be destroyed. For instance, if you need to flank people in a building, you can use an RPG or a C4 charge to create a hole to breach from. c) Squads. Every game mode will have a team leader. This is to create a more stable environment. Leaders will only belong to a specific class, as explained in a bit. d) The leader will be able to issue commands by pressing the left arrow on the directional pad. Commands like "take cover", "split up and flank from both sides", "flank left", "flank right", "suppress" and "retreat" will all be available. This is better than voice communication because the command will be be communicated both on the screen and through audio. e) Classes. When starting your online career, you have the choice of a number of classes (note than in some game modes everyone is the same class). Your character can again be customized like the campaign mode. If you wish to change class, you will lose all the experience and upgrades on another class. This is to focus people on specific jobs to make the action more fun. i) Commander. These troops issue orders to their brethren and lead people into battle. They are armed with pistols and smoke grenades, but can also throw signal flares to call in support and have medium armour. ii) Sniper. These marksmen carry high-powered sniper rifles to take down the opposition from behind cover and at long distances. They are lightly armoured with ghillie suits. iii) Infiltrator. These deadly saboteurs are armed with flamethrowers/shotguns to mow down enemies, especially inside buildings like bunkers. They have medium to heavy armour and when equipped with flamethrowers, very vulnerable targets due to the fuel on their backs. This class needs heavy support from friendlies. iv) Gunner. These heavy weapons specialists use machine guns and eventually portable mini-guns to suppress the enemy. They have advanced full body armour and are not very vulnerable to hits taken anywhere else but on the head. Grenades and rocket launchers are recommended for use against this class. v) Specialists. These close-medium range troops have submachine guns with an option to apply silencers to them. They also have deadly close range melee skills and medium armour. vi) Anti-armour. This class is used for taking down all manner of vehicles and enemies behind thick cover and tightly grouped. They have rocket launchers, starting from RPG's and progressing to AT-4's (the AT-4 cannot be fired inside a building, the shockwaves cause massive internal damage). They have medium-heavy armour for resilience but to give them the ability to move quickly to take down targets. They do NOT have machine pistols, but regular pistols as secondary weapons. vi) Rifleman. Exactly what the name suggests. These troops use standard rifles and grenades and have medium armour. vii) Medic. This class throws medpacks to help lightly injured troops and can drag and heal allies with deeper wounds. He carries a submachine gun and has light armour. f) Reputation. The way people find games is based on their reputation. A very skilled commander will find games easily and be in high demand, while a very poor commander will have more trouble finding games. This encourages people to get better and not to make a mockery of their class. If a commander is not issuing orders, he will not progress and will find few games. This helps sort the noobs and idiots from the experienced players. g) Teams. Teams are composed of the various classes, so this makes games more structured and organized. If a game needs a sniper, only snipers will be able to join, for instance. h) Supports. After a specific number of kills, teams can call in support in the form of firstly, jeeps, then APC's, then tanks and finally gunships (helicopters). They will come two at a time and one will be maned, while the other will not be manned and teams will need to commandeer it to use it if they want. i) Various game modes. There will not be deathmatch, because, like any match of paintball, a team is needed to succeed. With the very strict health system, deathmatches could get very boring and frustrating. i) Team deathmatch. ii) Capture the flag/diamond. iii) Uprising. iii) Siege. One team defends a base while the other tries to attack it win by other destroying all the defenders or capturing a point inside the base. iv) Bombardement. One team mans mortar positions while the other takes cover in various positions, holding out until an airstrike comes to wipe out the mortars. v) Kill the jackal. This mode is added on to the campaign once it is completed. The jackal's job is to keep destroying targets in the world before he's killed by the players in the world. This involves the entire campaign map or the single town in it (I'm not sure which would work). If the jackal does not destroy something within 10 minutes, a new jackal is assigned in his place. vi) Hostage situation. Working with an African Special Forces team, this co-op mode uses remote-controlled robots, heat vision, silenced submachine guns, breach charges and handcuffs. This is a co-op mode and there are no classes in this. Three rooms in the 50-150 room building must be cleared and all hostages rescued. The team will be comprised of two 6-man teams. Using the latest technology kindly given by the UN, you must stop the terrorists at all costs. If but one hostage dies, you lose and there is a timer of up to 30 minutes. vii) Search and destroy. j) There will be both player and ranked matches again. All player matches will consist only of maps created by the community and upgrades will not disappear after you leave this mode. Ranked matches use just the maps created by the developers. k) Upgrades will come in the form of resilience, accuracy, ammunition capacity, ammunition type, climbing, stamina, strength, grenade and weapon upgrades. You don't need to learn how to snipe or drive vehicles. l) Weapons will NOT jam in multiplayer. Ever. I'll keep updating with fresh ideas. This message has been edited. Last edited by: Astalano, I fight fast, hard and well. Do the same and you'll have my respect. |
|||
|
Like a lot of those ideas
Especially the gore and health subjects. Personally not sure about the Tutors, but it would make the game more 'personal' and re-playable. |
||||
|
You mean more like an RPG. ^^ The tutors are just really instructors who improve your stats. It's better than giving the player all his abilities from the get-go. I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
Go look for "Warhound"...
http://www.gamespot.com/pc/act...l?tag=result;title;0 coming out by the end of 2009 Sure there are lots to do to make it score where FC2 didn't... but its a kindda interesting game, if they can deliver what they promissed, and improve what lacks in the videos! Chek it out and post your comment |
||||
|
I like the idea, I'm hopeful and I'll keep my eye on it. Thanks for reminding me about it, I did see a few trailers at one point but forgot about the game completely... I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
No ironsight in the video... can it be true?
Hopefully not, it would be a huge step backwards in games. But anyway, I think open world games are improving and the next generation will combine elements from different genres of games. For example, customization of RPGs characters in FPS that will change a bit how the story evolves. Additionally, if you must travel through places and countries, you'll have to learn to drive or fly like in simulators. Finally, you can improve your information and skills by having a social network of friends that help you as needed (or screw your life, depending on what you do). It sounds quite GTA IV, I reckon, but I think its the future of games... mixed elements of different kinds of games. Increases time to complete the game, reduces boredom and greatly increases replay values. Besides, gaming industry might as well convince RPG addicteds to play FPS and vice versa.... might sell more games to people that otherwise wouldn't buy such games...... |
||||
|
Until we get sick of open world FPS's and then linearity comes back. And the cycle continues... I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
I don't think linearity will ever rule the world of FPS again once open world games goes the next level.
It is a huge step forward... I remember when I first saw Ghost Recon 1 or Operation Flashpoint.... wide, jawdropping environments made for a revolution in gaming back in the early 2000's, at least for FPS. |
||||
|
You have a point and I agree, I prefer open world first person shooters to linear ones. However, great linear stories will never go out of style. I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
Another thing I want in FC3...
To cast a shadow... seems dumb, but is cool! In Crysis you don't speak as well, but you can see you actually exists in the world, you have "body mass" to produce a shadow Far Cry 2 makes me feel like a ghost or something... I don't "exist" to my eyes apart from my hands and gun and eventually my boots! In a game with beautyfull lights, you deserved at least a shadow!! |
||||
|
Not dumb, I like the idea. Adding it in... I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
Come on people, I need opinions.
I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
dude u got some serious ideas there like some good stuff i think the only problem is that well never see it unless you yourself become a game desinger
|
||||
|
Now if only UBI let you make FC2 I would be one happy little bastard right now.
I love your ideas. I agree there should be 30-40 UNIQUE quests added to FC2. This would make the game VASTLY more appealing to people like me and more exciting. Some ideas are "eh" but most are fantastic ideas. With luck they listen to your suggestions. |
||||
|
|
|
The tutors idea is kinda ridiculous.. along with the overcomplicated melee system.. and the crazy GOW style buddies.. and the tanks& copters. And the baby in the jungle, I hope the Jack Carver thing was a joke...
What your asking for is a sort of Africanized Crackdown.. The simplicity of the game is what makes it great! |
|||
|
The game is TOO simple on the verge of being boring. My ideas are there to add variety. You do know that a control layout is usually simple so that it appeals to a greater audience and is easier to pick up? What I do know is that I would love to have a lot of depth in games I play. A lot of my ideas are crazy, but games aren't meant to be 100% realistic, they're supposed to be fun. If I found out that the game developers had secretly slipped in Jack Carver I would put on a nice wide smile. It's something innovative, crazy, over the top fun. The tutor system is again, to add depth to the game. You won't have a fully upgraded mercenary from the start, so instead of repeating the same things over and over again, such as running for thousands of miles to increase your stamina, you can do a fun mission from someone that is portrayed as superior and eventually surpass him. It also breathes more life into the game, as you know that you're not the only deadly person in this fictional world. The baby in the jungle is kind of a lost and found quest. You have to go find a child in the jungle that a mother has lost and she gives you a rough approximation of where it is. You don't HAVE to accept this quest, but it gains you favour within the tribal village and doesn't require you to shoot everything you see. The GOW style buddy is again, to add craziness. I admit, it's not necessary, maybe not even wanted, but I consider it a bit crazy and very fun. I mean come on, what could be better than having a minigun-holding buddy come to help you out on a mission, wrapped in almost inpenetrable armour?! In conclusion, it's not an Africanized Crackdown, as Crackdown is not immersive, it's not a first person shooter, but you could say that to some degree, both games are just about pure fun. The simplicity of the game is not what makes it great, since so many repeated guard posts and driving expeditions caused many people to just get bored of the game. In S.T.A.L.K.E.R. the atmosphere is tense, the enemies difficult and things are more easily accessible. Missions are more diverse, there's a sci-fi element to it and so things are more fun. I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
|
|
1) The game isn't meant to be crazy. The devs made it so YOU the player can add variety to the game, choosing how to approach a situation. those who find the game boring may have become jaded by GOW or H3 and its run&gun only action. 2)the tutor system, Why on earth would one hire a mercenary who is not top notch? AND why would a local tribesman know more than him about sniper rifles,rpg's etc. 3) jungle baby- Your first few paragraphs about the weapons manufacturing plant assault leads me to believe that this merc is very cold blooded and hard. I doubt he would be willing to save some womans baby from a jaguar in the jungle 4)Crazy buddy- Although it sounds really fun and whacky it's just too crazy to fit in this game. 5)Jack Carver- yes i agree he they should have added him in somewhere or at least mentioned him, but in a way he lives on through the JACKal . But feral pwers? come on! This would DESTROY thesense of immersion. Imagine a guard at a safehouse taking a wizz and all of a sudden a maniac merc with glowing eyes and large claws decides to bite his ENTIRE body off! NOT immersive.. 6) crackdown- Put all your ideas in this game and give it a third person perspective then YES you would have a sorts of africanized crackdown..minus the funny dialog conclusion) There are flaws with the game. But IN MY OPINION the fun of the game GREATLY outweighs these little things. |
|||
|
I agree heartily with the improved damage modelling system, and with having a melee dedicated button.
The current lack of dedicated melee button is outright backward in a modern FPS. And the retarded damage modelling is, well, retarded. A few years ago games like soldier of fortune perfected realistic target-sensitive damage modelling, and yet somehow in 2008/2009 people are happy to put up with this kind of retarded nonsense where it doesn't really matter where you hit someone, as long as you hit them the requisite number of times. See vids below for examples: http://www.youtube.com/watch?v=8KfB0yp9KlE This does not make me feel like a badass, which is what i want when i'm playing shooters. instead it makes me feel that there's no point in having pistols and assault weapons, instead i am only able to kill people effectively with explosives, sniper rifles and by running them over in jeeps. Screw it, why not just give me a tank at the start of the game and have done with it? Instead of a noisy pistol that might as well be a pea shooter for all its effectiveness? This message has been edited. Last edited by: al447, |
||||
|
|
|
I agree, damage models are a must. For example Fallout 3, shooting someone in the arm and their accuracy would drop or they might drop their weapon all together. I like the idea of being able to wound people for a tactical advantage but it saddens me that thats all they put in. But I always forget in when i decimate an enemy camp with the mortar! |
|||
|
1) The game needs to be fun. Being so serious means that all the gameplay mechanics have to work perfectly and the game has to have a huge variety. As it stands, the game doesn't have an enormous variety and the health of enemies is too much to eliminate the notion of "run and gun". You need to go all out super-powerful to clear any camp. Adding craziness in some parts makes the game more fun, reminds you to take things easy and lets you revel in success. You don't have your GOW-esque buddy all the time, but he's there and he adds that extra fun that people appreciate. 2) Because the rest of the mercenaries are either too scared to face the Jackal or have been killed already. You're one of the few left and the tribesmen who have been using sniper rifles all their life can teach you a thing or two and get you more immersed in the game. Think of the Russian commander at the beginning of the Russian campaign in CoD WaW. The first part, where he starts talking about snipers was beautiful *wipes off tear*. 3) Mercs aren't all bad and this represents a moral choice, the same moral choices that make RPG's so immersive and fun. 4) I disagree up to a point. Some things in the game should be crazy but immersive in a totally overwhelming firepower kind of way, such as when getting to drive a tank or pilot a helicopter. One buddy at least should be quite serious, but he loves his job and his crazy support makes you feel like you're not totally alone. It can break the immersion at some points, but if applied in small doses, it can just be a welcome feature. 5) I said AFTER COMPLETING THE GAME. After you finish the game and you're free to explore, you'll want to just mess around. Feral powers can help you there. 6) Lol, maybe. But I doubt it, since you'd die in 2-5 hits, then the whole Crackdown idea would just crumble. ^^ But then again, what was wrong with Crackdown's gameplay?! I fight fast, hard and well. Do the same and you'll have my respect. |
||||
|
| Powered by Eve Community | Page 1 2 3 |
| Please Wait. Your request is being processed... |
|

