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Picture of soron
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Another good place would be a train station or subway, any where there a lot of ppl; A parade for instance' or carnival. Maybe he has to meet different contacts at different places. Any place with lots of ppl and dark alleys would be good like a street market.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of soron
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I would like to see a coop and VS mode as well where L/S and SS are used.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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Let's raid River Mall during business hours!! No Gap is safe!
 
Posts: 113 | Registered: Wed September 07 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of soron
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I wonder if the Cops will send the chopper after you if you mess with them enough like in GTA.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Stealthguy1986:
The concept of 'safe house' is appreciable , however since Sam is a fugitive now , he has to change his 'safe house' often and without leaving any trace while changing. I would like to see this and it also accounts for thrill and excitement(according to my view). Other than this I would love to see some free roaming like 'GTA'especially the physical status bar (stamina,nutrition etc).


I kind of agree with this.. it never dawned on me they might include safe houses. It absolutely ruins the approach in AC's case since there are so many places to hide. SC's levels were never like that.. once you screwed up the guards put on more armor and that's it.. there was no going back when you hit alarm level red. I hope that stays the same with SCC.

Sure you can run and toss **** at guards but if you hit their alert level red they are going to be on to you.

What I want from SCC is to be entertained, hopefully their ideas do that, and that they don't focus test the game for the least common denominator, like they did AC. Hopefully they focus test normal for casual players, and spend the majority of their time balancing and planning for hard core veteran fans of the series.

L&S is just a gameplay idea, and its not perfect. Sam could be hiding 4ft away from a lamp with his foot in the light and no guards can see him crouching there as they walk around. L&S can be just as hammy as "social stealth" if you really start to nit pick. So far I've only seen 1 game with Social Stealth and it was AC, but it was really poorly executed. Also many people will come out saying that AC is not a 'stealth game' at all but a action/parkour game.. fine. We all know that Splinter Cell is about stealth/espionage and I am 100% sure the dev team knows that. So hopefully for this 2nd social stealth based game they can provide the same, if not more amount of tension and suspense found in the other Splinter Cell games.
 
Posts: 231 | Registered: Wed October 12 2005Reply With QuoteEdit or Delete MessageReport This Post
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Upgradeable weapons would be fun too. Far too many people I know refuse to touch the series because they can't rambo it. An extended gun magazine might change their mind. If I go to a back alley in SC5 and some guy in a good goes, "WHAT ARE YOU BUYIN'??!!", that would be so awesome.
 
Posts: 113 | Registered: Wed September 07 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of soron
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quote:
Originally posted by ZeiramSigINT:
Upgradeable weapons would be fun too. Far too many people I know refuse to touch the series because they can't rambo it. An extended gun magazine might change their mind. If I go to a back alley in SC5 and some guy in a good goes, "WHAT ARE YOU BUYIN'??!!", that would be so awesome.

Cool, thank you for sharing your ideas.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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I would totally have no problem if SCC went into a sandbox style of play (GTA style and whatnot). I always thought the single player modes were way too damn linear. It would be a little bit of break into this here house on this street there... kidnap William's kids... oh look, 'Clear Name' objective 57% full!
 
Posts: 113 | Registered: Wed September 07 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of soron
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[QUOTE]Originally posted by ZeiramSigINT:
I would totally have no problem if SCC went into a sandbox style of play (GTA style and whatnot). I always thought the single player modes were way too damn linear. It would be a little bit of break into this here house on this street there... kidnap William's kids... oh look, 'Clear Name' objective 57% full![QUOTE]

I think It would be very cool but it would have to be done right. The sandbox would need to be very detailed to keep the cinematic feel of the game. Most of these games like GTA are made mostly out of cookie cutter buildings. I think maybe it would do well to have the ability to fly to areas of the world to take out terrorist threats in a sandbox fashion (maybe instead of unlockables this is how he could get upgrades) but the main missions would need to be level based IMO. Also Sam really should be able to get what ever equipment he wants from a sword to a silenced m249 Saw. The weapon choices were always so limited. he should be able to chose any weapon he wants that exists in the world short of a nuclear weapon.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Knot3D
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quote:
Originally posted by soron:
Also Sam really should be able to get what ever equipment he wants from a sword to a silenced m249 Saw. The weapon choices were always so limited. he should be able to chose any weapon he wants that exists in the world short of a nuclear weapon.


I am sure, that won't happen because it will conflict with the existing close quarters battle system ; also from npc/guard point of view because their Ai & animation system won't be adept to react to such variables. Besides, such random 'weapons' will screw up the balance of
'leverage - obstacle to goal' gameplay mechanic.

GTA style would be a bit too ambitious, because that would require the NPC ai to extend their limited Ai instruction set and parameters over
an an increased context ; so that would be like adding lots of water to a limited amount of wine.


"You're MINE !"
 
Posts: 1905 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Knot3D:
GTA style would be a bit too ambitious, because that would require the NPC ai to extend their limited Ai instruction set and parameters over
an an increased context ; so that would be like adding lots of water to a limited amount of wine.


I personally think it can be done, but the scope of the game would have to severely limited. And that might put people off. What I mean is instead of having Sam travel to Hong Kong, Korea, Tokyo, Washington, you would have to construct 1 city or maybe 2 for the game, and that's it.

You would give Sam 1-3 hideouts in the city, and one basic mission, 'Find out who's trying to assassinate the President of the United States' for example. And let you lose in the city, interrogate informers, how do you know who's an informer? Oh well you have to comb the streets and listen to people's conversations as you pass or something (who knows). The only thing that the game would have to do different is have loading screens for entering buildings, and a new set of AI loaded for guards inside buildings.. because outdoor AI would have to operate totally different with patrols, and being far more lenient.

This could open up a load of interesting things for people to do. Imagine that you find out building XYZ in whatever City, has terrorists, so you go the neighboring building that's empty, and do some recon, even eavesdrop with the laser mic on some conversations to see what they're up to. From that conversations you learn that a weapons shipment is coming in at the docks, and that the leader of the terrorist organization is holed up in some other building's basement.. etc.

It could also open up players to try and enter a location with various means .. the social stealth, roof top infiltration, .. again, care would have to be taken to keep your options varied and interesting, perhaps a little like Hitman or Deus Ex in that regards and less like the static options presented in AC or Saint's Row.

If you focus on one or two cities, and are more focused with having multipled buildings you can enter and do your espionage thing, with multiple varied missions to do within that city until whatever the main mission is, is completed that could be a crazy, and completely addicting game. It's essentially what Splinter Cell is now, except instead of cutscenes followed by a linear mission it's all crammed into one city.
 
Posts: 231 | Registered: Wed October 12 2005Reply With QuoteEdit or Delete MessageReport This Post
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A lot of these sandbox or any weapon ideas are unfeasible, due to technological reasons. I doubt that any company now could make a decent stealth game where you could handle any weapon. Also, I think having the sandbox thing, unless done very well (like, I'm talking higher quality than any game you've ever seen), would ruin the Tom Clancy-ish story. Can you imagine hearing that nukes are going off in every major city in the world in 24 hours, then suddenly deciding to take a break from the campaign and robbing some guys house? I don't think it would work.

Also, another reason why a lot of this wouldn't work is because I don't think any developer would be willing to put in the time needed to perfect a game like this. Assassin's Creed had a fairly interesting premise, but ended up having weak AI and repetitive gameplay. And Ubi put in a fair chunk of time for that project. Imagine how long it would take for that to be a fully complete game.


It's a joke! When you look at me like that, it's a joke.
 
Posts: 667 | Registered: Sun October 15 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Knot3D
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quote:
Originally posted by Dvlos56:
The only thing that the game would have to do different is have loading screens for entering buildings, and a new set of AI loaded for guards inside buildings.. because outdoor AI would have to operate totally different with patrols, and being far more lenient.


I would still say that requires at least a Cray super computer to convingly power that broad & deep range of Ai behaviour & reactions. Xbox360 processing power for just only classic guard Ai would be way more focussed on a smaller scale, thus way more effective.

Ubi's ambition to such social stealth Ai (I'd still consider it a marketing buzzword) is disproportionally bigger compared to the processing power at hand. Loading (times) different Ai instruction sets when entering/exiting buildings/areas ? Sorry, but then the game will be slaughtered to death in reviews. Seriously.


quote:
Originally posted by Dvlos56:
This could open up a load of interesting things for people to do. Imagine that you find out building XYZ in whatever City, has terrorists, so you go the neighboring building that's empty, and do some recon, even eavesdrop with the laser mic on some conversations to see what they're up to. From that conversations you learn that a weapons shipment is coming in at the docks, and that the leader of the terrorist organization is holed up in some other building's basement.. etc.


For premise sakes, I'd still say this is a spin off game which should have featured some other character than Sam. Imo, it should have been someone trying to clear Sam's name.

For example ; from William Redding's or Frances Coen's perspective we could have learned alot more about the Sam Fisher character while he/she is trying to investigate the whole deal. Kind of like how Raiden was the narrative point of view to Solid Snake in Metal Gear Solid 2. We all know Redding's got massive weapons knowledge and some field experience (correct me if I'm wrong). Yes, i am aware then you would kind of lose the fugitive factor, playing as Redding, but he could still meet up in secret with the now fugitive NPC Sam, then go back into 3rd Echelon HQ and snoop around there ; which would also solve the whole Ai range & scale factor, keeping it on a way smaller footprint and more focussed.

Then we would get to know the 3rd Echelon corruption and Sam Fisher from a more objective narrative viewpoint (Redding) and it would fit this spin off game alot more than trying to force the Sam Fisher character into something he's actually not.

At the end of the game, when it would be all solved and done ; Sam can make his re-entry as a true Splinter Cell in SC 6.

This would attract new fans to the series and NOT piss off fans like me. I actually hope someone of Ubi is reading this idea and adopt it to the game. We've all heard rumours of delays and changes already anyway...


"You're MINE !"
 
Posts: 1905 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
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Not a bad idea but then if Sam as a fugitive is not a SC game then this certainly isn't.

I think we just need to enjoy Conviction for what it is and hope the devs see sense and bring us back to what we know for SC6
 
Posts: 81 | Registered: Tue October 16 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Knot3D
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quote:
Originally posted by DoubleOSplint:
Not a bad idea but then if Sam as a fugitive is not a SC game then this certainly isn't.


Why not then ? Redding is just as much part of the SC team as Sam is (in SC CT) He might even be better at weapons & arms improvising than Sam.

quote:
Originally posted by DoubleOSplint:
I think we just need to enjoy Conviction for what it is and hope the devs see sense and bring us back to what we know for SC6


I am not gonna enjoy it as a SC game. Maybe i'll perceive it as just a spin off. Devs are NOt holy.


"You're MINE !"
 
Posts: 1905 | Registered: Sat March 13 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of Chinese_Bookey
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quote:
Originally posted by Dvlos56:
quote:
Originally posted by Knot3D:
GTA style would be a bit too ambitious, because that would require the NPC ai to extend their limited Ai instruction set and parameters over
an an increased context ; so that would be like adding lots of water to a limited amount of wine.


I personally think it can be done, but the scope of the game would have to severely limited. And that might put people off. What I mean is instead of having Sam travel to Hong Kong, Korea, Tokyo, Washington, you would have to construct 1 city or maybe 2 for the game, and that's it.

You would give Sam 1-3 hideouts in the city, and one basic mission, 'Find out who's trying to assassinate the President of the United States' for example. And let you lose in the city, interrogate informers, how do you know who's an informer? Oh well you have to comb the streets and listen to people's conversations as you pass or something (who knows). The only thing that the game would have to do different is have loading screens for entering buildings, and a new set of AI loaded for guards inside buildings.. because outdoor AI would have to operate totally different with patrols, and being far more lenient.

This could open up a load of interesting things for people to do. Imagine that you find out building XYZ in whatever City, has terrorists, so you go the neighboring building that's empty, and do some recon, even eavesdrop with the laser mic on some conversations to see what they're up to. From that conversations you learn that a weapons shipment is coming in at the docks, and that the leader of the terrorist organization is holed up in some other building's basement.. etc.

It could also open up players to try and enter a location with various means .. the social stealth, roof top infiltration, .. again, care would have to be taken to keep your options varied and interesting, perhaps a little like Hitman or Deus Ex in that regards and less like the static options presented in AC or Saint's Row.

If you focus on one or two cities, and are more focused with having multipled buildings you can enter and do your espionage thing, with multiple varied missions to do within that city until whatever the main mission is, is completed that could be a crazy, and completely addicting game. It's essentially what Splinter Cell is now, except instead of cutscenes followed by a linear mission it's all crammed into one city.


I see it. I see it now. That could really work. Let's call it "SCims." Then let's tie you to the backseat of a minivan and push it into a lake.


·· · ··· · · ·· ·· · ···· ·· · · ·· ···· · · ·· ·· · ·· ···· ··· · · · ·· ·· ···· · ··
 
Posts: 518 | Registered: Sat October 29 2005Reply With QuoteEdit or Delete MessageReport This Post
S7N
Picture of S7N
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quote:
Originally posted by soron:
I would like to see light/dark mixed with the social stealth concept.


and i would like to see myself in bed with Angelina Jolie but that's not going to happen!

good idea though, and i think keeping the routes of the original games in V would be pretty cool

in fact, Ubi Soft (or Blood Suckers as i like to call them) hav even said that the hiding element is still in V


 
Posts: 3850 | Registered: Sat December 14 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of soron
Posted Hide Post
quote:
Originally posted by S7N:
quote:
Originally posted by soron:
I would like to see light/dark mixed with the social stealth concept.


and i would like to see myself in bed with Angelina Jolie but that's not going to happen!

good idea though, and i think keeping the routes of the original games in V would be pretty cool

in fact, Ubi Soft (or Blood Suckers as i like to call them) hav even said that the hiding element is still in V

Like hiding under a table or behind a crate. They are not talking about Hiding in a way that would be fun just generally avoiding the guards like MGS.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of MKCC14
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quote:
Originally posted by Chinese_Bookey:
quote:
Originally posted by Dvlos56:
quote:
Originally posted by Knot3D:
GTA style would be a bit too ambitious, because that would require the NPC ai to extend their limited Ai instruction set and parameters over
an an increased context ; so that would be like adding lots of water to a limited amount of wine.


I personally think it can be done, but the scope of the game would have to severely limited. And that might put people off. What I mean is instead of having Sam travel to Hong Kong, Korea, Tokyo, Washington, you would have to construct 1 city or maybe 2 for the game, and that's it.

You would give Sam 1-3 hideouts in the city, and one basic mission, 'Find out who's trying to assassinate the President of the United States' for example. And let you lose in the city, interrogate informers, how do you know who's an informer? Oh well you have to comb the streets and listen to people's conversations as you pass or something (who knows). The only thing that the game would have to do different is have loading screens for entering buildings, and a new set of AI loaded for guards inside buildings.. because outdoor AI would have to operate totally different with patrols, and being far more lenient.

This could open up a load of interesting things for people to do. Imagine that you find out building XYZ in whatever City, has terrorists, so you go the neighboring building that's empty, and do some recon, even eavesdrop with the laser mic on some conversations to see what they're up to. From that conversations you learn that a weapons shipment is coming in at the docks, and that the leader of the terrorist organization is holed up in some other building's basement.. etc.

It could also open up players to try and enter a location with various means .. the social stealth, roof top infiltration, .. again, care would have to be taken to keep your options varied and interesting, perhaps a little like Hitman or Deus Ex in that regards and less like the static options presented in AC or Saint's Row.

If you focus on one or two cities, and are more focused with having multipled buildings you can enter and do your espionage thing, with multiple varied missions to do within that city until whatever the main mission is, is completed that could be a crazy, and completely addicting game. It's essentially what Splinter Cell is now, except instead of cutscenes followed by a linear mission it's all crammed into one city.


I see it. I see it now. That could really work. Let's call it "SCims." Then let's tie you to the backseat of a minivan and push it into a lake.

I have to agree, all of this sandbox type gameplay talk sounds so dumb. Even if I give it a chance, I wont even like it.



Never Ignorant, Getting Goals Accomplished
 
Posts: 5103 | Registered: Tue November 29 2005Reply With QuoteEdit or Delete MessageReport This Post
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I thought it was a good idea, even if its not a classic SC format it's still a good idea
 
Posts: 81 | Registered: Tue October 16 2007Reply With QuoteEdit or Delete MessageReport This Post
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