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		<title>Ubisoft Forums - Splinter Cell Blacklist</title>
		<link>http://forums.ubi.com/</link>
		<description>Please use this forum for all discussion on the latest installment in the Splinter Cell series... Blacklist</description>
		<language>en</language>
		<lastBuildDate>Thu, 20 Jun 2013 01:25:28 GMT</lastBuildDate>
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			<title>Ubisoft Forums - Splinter Cell Blacklist</title>
			<link>http://forums.ubi.com/</link>
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			<title>Something for the UK (and possibly the globe)</title>
			<link>http://forums.ubi.com/showthread.php/776514-Something-for-the-UK-(and-possibly-the-globe)?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 23:18:19 GMT</pubDate>
			<description>I was just browsing the official Splinter Cell GB website, clicked on the link to the GAME pre-order for the Upper Echelon edition and look at what I...</description>
			<content:encoded><![CDATA[<div>I was just browsing the official Splinter Cell GB website, clicked on the link to the GAME pre-order for the Upper Echelon edition and look at what I just saw -&gt; <a href="http://www.game.co.uk/en/tom-clancys-splinter-cell-blacklist-game-exclusive-upper-echelon-edition-214287?attributeName1=Catalog_GameSalesCatalog_EN_GB&amp;searchTerm=blacklist&amp;pageSize=20&amp;attributeValue2=4294967257&amp;attributeValue1=4294967261&amp;attributeName2=Catalog_GameSalesCatalog_EN_GB" target="_blank">GAME UK</a><br />
<br />
I am gonna go to my local GAME store and ask about this.  If this turns out to be true, then my pre-order will be from GAME.  Furthermore, when I click on Product Details within the page, the official cover art of Sam in the white background is shown instead hence why I have not pre-ordered just yet.<br />
<br />
I will report back when I can on what GAME have said.</div>

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			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>GR8YFOX</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776514-Something-for-the-UK-(and-possibly-the-globe)</guid>
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			<title>OT - New XBox One Policies - Complete Reversal</title>
			<link>http://forums.ubi.com/showthread.php/776504-OT-New-XBox-One-Policies-Complete-Reversal?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 22:41:53 GMT</pubDate>
			<description>http://www.polygon.com/2013/6/19/4446060/xbox-one-drm-used-games-online-restrictions-180 
 
Complete reversal of their 2 controversial policies. 
...</description>
			<content:encoded><![CDATA[<div><a href="http://www.polygon.com/2013/6/19/4446060/xbox-one-drm-used-games-online-restrictions-180" target="_blank">http://www.polygon.com/2013/6/19/444...strictions-180</a><br />
<br />
Complete reversal of their 2 controversial policies.<br />
<br />
Does this changes anyone's mind on not buying the XBox One?<br />
<br />
Edit:<br />
<br />
Mods, please close this topic.  It seems that few people want an intelligent discussion on this, and that's a damn shame. <br />
<br />
My apologies for thinking this could lead to an intelligent discussion.</div>

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			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>FrankieSatt</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776504-OT-New-XBox-One-Policies-Complete-Reversal</guid>
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			<title><![CDATA[Splinter Cell Blacklist Spider-Bot, It's FREE!!]]></title>
			<link>http://forums.ubi.com/showthread.php/776501-Splinter-Cell-Blacklist-Spider-Bot-It-s-FREE!!?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 21:45:23 GMT</pubDate>
			<description><![CDATA[Haven't downloaded the Splinter Cell Blacklist Spider-Bot for your iOS device yet? Why not? It's FREE!!...]]></description>
			<content:encoded><![CDATA[<div>Haven't downloaded the Splinter Cell Blacklist Spider-Bot for your iOS device yet? Why not? It's FREE!! <a href="http://Haven&#39;t downloaded the Splinter Cell Blacklist Spider-Bot for your iOS device yet? Why not? It&#39;s FREE!! https://itunes.apple.com/us/app/splinter-cell-blacklist-spider/id648356859?mt=8" target="_blank">https://itunes.apple.com/us/app/splinter-cell-blacklist-spider/id648356859?mt=8</a><br />
<br />
<img src="http://a3.mzstatic.com/us/r1000/061/Purple2/v4/eb/0d/44/eb0d4496-7c69-6759-049f-778199d5e54a/mzl.cxhzuves.320x480-75.jpg" border="0" alt="" /><br />
<br />
<img src="http://a4.mzstatic.com/us/r1000/085/Purple2/v4/ab/bb/68/abbb683e-6974-d179-bdb3-ac19c2fdca1b/mzl.rontgdwe.320x480-75.jpg" border="0" alt="" /><br />
<br />
<img src="http://a3.mzstatic.com/us/r1000/107/Purple2/v4/bf/b9/24/bfb92431-54c4-0a81-6c16-c091c20b9495/mzl.zbzloyki.320x480-75.jpg" border="0" alt="" /><br />
<br />
<img src="http://a1.mzstatic.com/us/r1000/093/Purple2/v4/bb/87/4c/bb874ce8-726e-0999-170f-209968398422/mzl.cusfhazb.320x480-75.jpg" border="0" alt="" /><br />
<br />
<img src="http://a2.mzstatic.com/us/r1000/092/Purple2/v4/20/41/22/20412265-0db9-a066-667b-efcd662d0541/mzl.xkzjanyb.320x480-75.jpg" border="0" alt="" /><br />
<font size="1"><br />
<u><i><b>&quot;Official companion for Ubisoft&#8217;s upcoming title : Tom Clancy&#8217;s Splinter  Cell Blacklist. Control Spider-Bot, Sam Fisher&#8217;s most advanced  infiltration gadget ever engineered. <br />
<br />
CONTROL SPIDER-BOT<br />
Collect  intel, navigate through high-security systems and earn Fourth Echelon  currency. Get a head start in building up your bank account so you&#8217;ll be  able to upgrade your game when Splinter Cell Blacklist is out. <br />
<br />
BECOME A SPLINTER CELL<br />
You are Sam Fisher.<br />
Become a Splinter Cell with your mobile device exactly like Sam using his mobile OPSAT.  <br />
Navigate  Spider-Bot through high-security systems made up of drones, lasers, and  surprise enemies to collect intel and earn Fourth Echelon Currency.  <br />
<br />
PROVE YOU&#8217;RE THE BEST!<br />
Login  with Uplay to share your high scores and compete on the Uplay  Leaderboards.  Prove to your friends and the community that you are the  best spy</b></i></u>!&quot;<br />
</font></div>

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			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>SCCUser1978</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776501-Splinter-Cell-Blacklist-Spider-Bot-It-s-FREE!!</guid>
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			<title>Hypothesizing The Keyboard/Mouse Controls for SCB</title>
			<link>http://forums.ubi.com/showthread.php/776489-Hypothesizing-The-Keyboard-Mouse-Controls-for-SCB?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 20:04:31 GMT</pubDate>
			<description>So, we have the X360 controls, which one could translate to PS3 rather easily: 
 
Anyway, just basing off of a few things that are universal in a lot...</description>
			<content:encoded><![CDATA[<div>So, we have the X360 controls, which one could translate to PS3 rather easily:<br />
<br />
Anyway, just basing off of a few things that are universal in a lot of PC games versus console controls<br />
<br />
RT- Shoot<br />
RB- Mark<br />
RS- Look, click to reload<br />
LT- ADS<br />
LB- Gadget, hold for trajectory arc<br />
LS- Move, click to crouch.<br />
A- Action, hold to active sprint.<br />
B- Take cover, cancel gadget throw.<br />
X- Kill/Knock out/Humanshield, bash door, pickup weapons/bodies.<br />
Y- Execute<br />
D-pad- Up for goggles, left to switch weapons, right to switch gadgets, hold any to open inventory (Someone please clarify.= if wrong)<br />
Start- Pause menu<br />
Back- Attract<br />
<br />
So, taking knowledge from other Ubi games PC controls, I've figured that:<br />
<br />
- Tab will be whistle, several Ubi games have put a back function on Tab, R6V/R6V2, SCC, etc.<br />
- Space will be action, but shift will likely be active sprint, independent of action, like GRFS. (I'm not happy about excessive difference between PC and gamepad, but it'll likely happen.)<br />
- LMB will shot, naturally, RMB will ADS, Middle click could possibly be cover, because Q from previous SC games, which had toggle cover, is taken up by mark by default in SCC.<br />
- Q and E will be Mark &amp; Execute, respectively.<br />
- C will probably be the default melee button, as with SCC<br />
- F will likely be gadget, as in SCC and GRFS.<br />
- Esc. will be pause, as with pretty much any game.<br />
- R will be reload as with every game ever.<br />
- CTRL will be crouch, SCC and GRFS had this, though I personally will be changing it.<br />
- WASD will be the movement keys, but perhaps there will be options to change to a ESDF layout or a AZERTY keyboard. (Heh, I typed that with a QWERTY keyboard.)<br />
<br />
Well, that's all I got, thoughts?</div>

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			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Gunnut19</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776489-Hypothesizing-The-Keyboard-Mouse-Controls-for-SCB</guid>
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			<title><![CDATA[[OT] The Division]]></title>
			<link>http://forums.ubi.com/showthread.php/776436-OT-The-Division?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 17:58:36 GMT</pubDate>
			<description>Slightly OT but I think you guys should see this. 
For every PC gamer out there who is a great fan of Tom Clancy games and thinks the division should...</description>
			<content:encoded><![CDATA[<div>Slightly OT but I think you guys should see this.<br />
For every PC gamer out there who is a great fan of Tom Clancy games and thinks the division should also be developed for PC (even if it is released later):<br />
<br />
<a href="https://www.change.org/petitions/ubisoft-release-tom-clancy-s-the-division-for-pc#share" target="_blank">https://www.change.org/petitions/ubi...n-for-pc#share</a></div>

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			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Dome500</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776436-OT-The-Division</guid>
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			<title>Unlocking advanced Weapons or Gadgets.</title>
			<link>http://forums.ubi.com/showthread.php/776431-Unlocking-advanced-Weapons-or-Gadgets?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 17:27:09 GMT</pubDate>
			<description><![CDATA[I was just messing with my Gadget thread and thought "some of these look like they would be well advanced!" So how will they unlock? Will a Paladin...]]></description>
			<content:encoded><![CDATA[<div>I was just messing with my Gadget thread and thought &quot;some of these look like they would be well advanced!&quot; So how will they unlock? Will a Paladin upgrade give us acces? Will we have to fund Charlies research? Will we give Kobin money to greas palms? Maybe we can be able to purchase from the start? What do you think.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>jimmyham22</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776431-Unlocking-advanced-Weapons-or-Gadgets</guid>
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			<title><![CDATA[The "Next Generation of Splinter Cell" Thread. My Opinions/Ideas]]></title>
			<link>http://forums.ubi.com/showthread.php/776416-The-quot-Next-Generation-of-Splinter-Cell-quot-Thread-My-Opinions-Ideas?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 15:35:32 GMT</pubDate>
			<description><![CDATA[***Warning in Advance: Really Long post detailing what I believe the series of SC should evolve into.*** 
  
Hey Everyone! 
I&#8217;ve wanted to do this...]]></description>
			<content:encoded><![CDATA[<div>***Warning in Advance: Really Long post detailing what I believe the series of SC should evolve into.***<br />
 <br />
Hey Everyone!<br />
I&#8217;ve wanted to do this for a very long time just never really got the chance.<br />
After watching the E3 presentation of Metal Gear Solid V, I&#8217;ve come to realize that my idea of SC is not only very possible, but quite realistic. By all means, SCB looks very fun and engaging, but it does not live up to my standard as Splinter Cell should. There are multiple gripes I have with where the franchise has gone and a few problems I think should be addressed.<br />
 <br />
In the past, Splinter Cell has been the benchmark for graphics and console optimization. In the following topics Ill discuss what can be improved, and what should be done in order for the game to return to its roots while satisfying all crowds of Splinter Cell fans. This may include the alteration of certain features to be, not only more fun, but more engaging and satisfying.<br />
In order for us to realize in which direction Splinter Cell should continue, I&#8217;d like to point out some very trivial points which I&#8217;m sure most of you will agree with me. This will make the entire analytical process much easier, because we can always refer to our basic list if we come up with a new idea or an issue/decision making process arises.<br />
I&#8217;d like to start off with the basics, and Ill address each issue and mechanic in its own section.<br />
<font size="2"><b><u><br />
<br />
<font size="4">****Sam, the Ultimate Splinter Cell****<br />
</font><br />
</u></b></font><br />
I&#8217;ll just jump into this and talk about it briefly&#8230;.<br />
 <br />
Sam is without doubt a superb spy. He is a splinter cell which IMO, should be its own type of stealth category because it doesn&#8217;t really fit anywhere. Basing my arguments and ideas off the ORIGINAL vision of the game, we can easily say Sam Fisher is excels and field operations that involve espionage and tasks which ensures the safety of American citizens with his ability to utilize the 5<sup>th</sup> freedom.<br />
 <br />
So therefore he has to look and act the part. But sometimes we forget that Sam doesn&#8217;t wear the stuff he has to look cool, his suits and gear actually serve a purpose.<br />
 <br />
Similar to how Enemy personality and gear affects how they act or what they do, Sam should be in the exact same boat.<br />
This brings up the topic of suits and camo. Since the suits add a nice esthetic feature for gameplay, however they should play and important role in how easily Sam gets spotted in different locations.<br />
Spotted, sand coloured suits would obviously be better when being deployed in a desert, etc etc.<br />
 <br />
<br />
<font color="#40e0d0"><b>SUITS and Camouflage<br />
</b></font><br />
However, full customization should effect gameplay as well. Since the world is constantly adapting and so should the player, players should have the choice to pick a color scheme off the RGB scale to try to adapt to the mission they will play. Depending on the intensity and contrast of the colors chosen, and the type of map, the player will either be rewarded or punished. (There will be a standard suit which Charlie Engineers for Sam)<br />
Not only that, but investing in research that allows Sam suit to be modified for Scuba diving, High altitudes, extreme humidity and heat, dry climates and freezing cold temperatures will add a whole complexity to the game.<br />
·        Not only looking cool, the suits will provide an advantage that will be directly represented on Sam as a character and the players screen.<br />
It was interesting to hear how the &#8220;effects of the environments will play a huge role in SC and we&#8217;ll demonstrate this directly on Sam&#8221; (or something along those lines) was supposed to be integrated into SCB. But I&#8217;d like to see it taken further.<br />
·        For example, cold temperatures can directly affect Sam if his suit isn&#8217;t adequately upgraded. Un-upgraded suit will not submerge underwater properly and will not allow deep diving. (no scuba tank means no underwater infiltration) Humid Climates or extremely Hot locations may start affecting you and Sam will get dehydrated. This all adds to the story and gameplay.<br />
·        You ARE THE LEADER OF 4<sup>th</sup> ECHELON! If you don&#8217;t make the decision to upgrade your suit, who will?<br />
·        Players will have to play smart and analyze the levels before they play them in order to figure out what to upgrade. Based off of briefings and info, players need to set aside money that&#8217;ll give them a tactical advantage. If you want to sneak in through an underwater pipe, you got to buy scuba gear and a wetsuit upgrade.<br />
·        Without the use of the suit upgrades and through prolonged exposure to thee hostile elements , Sam will start behaving unexpectedly and this will be shown by how Sam moves, what his actions are, and how the screen looks. It should be quite obvious if there&#8217;s an issue.<br />
Sam will be warned ahead of time whether it is wise to proceed without at least taking&#8230;&#8230;say a camouflage upgrade, or a ventilated suit for example. Maybe Grim or another person on the team will point that out to him.<br />
 <br />
<br />
<font color="#40e0d0"><b>Bright Goggles/lights, Player recognition and Game Mechanic Complexity.</b></font><br />
 <br />
It seems there is a recurring theme of Sam&#8217;s goggles allowing the player to see him in the dark. In the SCC there was a gradient filter which many people didn&#8217;t like for obvious reasons. In Classic SC games we had a light meter of some sort, regardless of how basic it may have been.<br />
 <br />
This idea not only allowed us (the player) to determine whether they were in a hidden state or dark area in general. Because of the limitations of the time period and technology, not only was the computational aspect of video games on a lower level, but many concepts could be accepted by the general gamer community and developers could get away with things.<br />
 <br />
I think the only next logical step is to remove the &#8220;pretty stuff&#8221;. I would like for Ubisoft to remove the flashy lights that allow players to know whether they are in darkness or not. Even though, at the moment, this mechanic seems vital, there are multiple ways and of making this mechanic obsolete with the implementation of a more intuitive and non linear system.<br />
 <br />
·        90%(or majority) of the game is spent looking at how your character moves, and the animations he does. You can see how the enemy archetypes interact with the environment, and how the environment affects you. Currently, what we can do within a SC is generally quite limited. And ill explain why shortly.<br />
·        Since a meter doesn&#8217;t work because it is generally annoying to look at and divert your attention from the gameplay constantly; and the flashing lights are simply unrealistic, there must be a different way of informing the player whether he is hidden or revealed!<br />
·        If you can see that you are in a shadow, then you are hidden. This will not be based off brightness, but contrast.(color blind people will be able to tell when Sam is hidden as well)<br />
·         Your body will blend in with the shadow similar to the idea of ShadowBlend, but in order for this to happen, Sam as a character needs to be changed. He cant constantly move around and look around when enemies are nearby.<br />
Hmmm, this idea does seem intriguing doesn&#8217;t it? But with great ideas, there are always even bigger setbacks&#8230;.Am I right? For example; the question,<br />
 <br />
<u>&#8220;Well if I&#8217;m hidden in darkness, Wont enemies as well be invisible in darkness? And if they won&#8217;t, how can I be sure if what I&#8217;m hiding in is in fact dark enough to conceal me?&#8221;</u><br />
<u>Simple: When was the last time you saw a lone guard walking by himself in pitch black darkness?</u><br />
<br />
A guard either:<br />
<br />
a)      Enters darkness to investigate something suspicious and is usually accompanied with a flash light. Or&#8230;<br />
<br />
b)       Enters darkness to go take a piss on a tree.<br />
<br />
c)      Lights get shot out, so a guard pulls out his flashlight almost instantly after. There should be a 1 or 2 second delay. This can be really played with and experimented with by the developers.<br />
<br />
For the most part, guards stand in light areas such as light rooms, spotlights, camp fires&#8230;etc. A guard should turn on lights in order to investigate.<br />
 <br />
A guard should go &#8220;HMMM, where are the lights? Then if he&#8217;s familiar with the place (see <b>Enemy AI/Memory</b> down below) he&#8217;ll find them instantly without the use of a flashlight even. If he&#8217;s not familiar, then he&#8217;ll turn on his flashlight, and depending on his personality and memory he&#8217;ll either be too lazy to be bothered, too spooked to try looking for you, call in help, or use his flashlight to find the light switch. Never knowing how an enemy will react is vital to varying gameplay and the Cause and Effect gameplay.<br />
<b><br />
<br />
IN CONCLUSION, Sam will never face basic enemies hiding in the dark, so there is no problem with removing the shiny lights. It will be clear when Sam is moving because the contrast between the floor or wall and Sam will be visible. In which case; Sam will also be visible to enemies up close. This all depends on the intensity of light, and the realism behind the enemy AI. If you think you&#8217;ll get spotted if you were there in real life, you should get spotted. There should never be a moment where you are like &#8220;HOW DID THEY NOT SEE ME!&#8221;<br />
 </b><br />
<br />
<b>There should never be &#8220;stages&#8221; per-se of light and shadow; it should all be one seamless transition from glaring brightness, to pitch darkness. And the enemy&#8217;s vision cone should be affected by factors like direction of light, intensity of light, and position of Sam with respect to the Light sources and the darkness he is in. All these factors should go on in the coding for each enemy archetype and should exponentially change and deteriorate or enhance their ability to see peripheral movement, contrast and Sam&#8217;s silhouette. Once this is complete, we can move on to the rest of the game. After all, the enemy has to spot Sam Fisher in order to take him out.</b><br />
 <br />
<br />
In a perfect scenario, I&#8217;d like a SC game that doesn&#8217;t lay out everything for you and throw all the information in your face.<br />
We&#8217;ve seen this before in the past with the old OPSAT where it was used to check your map, or notes and data. This could be expanded to all features in more ways than one. Essentially, I&#8217;d like the idea of a HUD to eventually disappear.<br />
 <br />
·        This means Onscreen Waypoints need to go away or remain absurdly minimal. No &#8220;Mark and Execute Ready&#8221; Bold Red texts appearing. (PS. Either way, I&#8217;ve found a way to make M&amp;E obsolete)<br />
<br />
·        Number of Gadgets, and Gadget Types can all be seen on Sam&#8217;s suit. So you&#8217;ll always know how many you have.<br />
<br />
·        Number of Ammunition clips will also be seen on Sam Fisher&#8217;s suit or belt.<br />
<br />
·        The diagram that shows us how many bullets we have; as we know it will be changed. For example, the reload button will reload your gun(which Btw, should be a tactical reload so you lose all bullets in that clip and 1 bullet remains in chamber based on the gun)<br />
<br />
·        Holding the reload button on the other hand, will make Sam rotate his gun to look at it from the side, pull back the bolt of the gun and look at his magazine. The camera zooms in toward the magazine and shows the player precisely how much ammunition they have. You can upgrade magazines to have a slot on the side so you&#8217;ll see exactly how many bullets you have.<br />
<br />
·        This process, of course will take time, so you can&#8217;t perform it during a human shield while detected, because an enemy will shoot at you.<br />
Little tiny details like this will be highly appreciated by gamers everywhere. It&#8217;s the level of quality many of us crave. To put this into perspective, it&#8217;s similar to how crisis allowed you modify your gun on the fly. <br />
<br />
I really liked how The Division and Rainbow Six showed off their digital maps. It was kind of like a projection. Sam can have a similar feature, except he&#8217;ll only have it if he upgrades the paladin with a scanner or a UAV. The scanner will show him aerial footage of the map, with clouds and without depending on the weather. This will add a tactical element, so long as the feature isn&#8217;t too flashy, just realistic and down to earth. If you really put your mind to it, you can think of some crazy ideas that are more than accomplishable.<br />
 <br />
<br />
<font color="#40e0d0"><b>SC-20K<br />
</b></font><br />
Many love the classic look and versatility the ol&#8217; SC-20K offers.<br />
Not only does Sam look uber-sexy rocking the SC-20K on his back, but it provided an unparalleled opportunity for the player with its huge assortment of gadgets.<br />
The only bad thing I would say about this gun, is that it makes all other guns obsolete. So it would be difficult to implement it into the SC game, however I have a few ideas.<br />
 <br />
·         Sam starts off the game with limited gadgets obviously and has to work his way up and unlock new stuff. Approximately a third into the game/ halfway in, theres a mission where Sam visits the remnants of an old weapons supplier for the NSA, that&#8217;s been told to rid themselves of all weaponry they posess, and Sam manages to reunite himself with the SC-20K.<br />
<br />
·        The gadgets, that Sam now uses, can be upgraded to projectile format, and can be fired from the SC-20K; provided that the SC-20K has also been upgraded with launch capabilities.<br />
<br />
·        The SC-20K will be completely customizable. The SC-20K can be heavily modified similar to the gunsmith mode. From camouflage- to barrel length, you name it.  <br />
<br />
·        SC-20K can be modified to hold a variety of different ammunition as well, which can be purchased pre game (incendiary, armour pen, etc) and Sam can scavenge clips off other weapons on the field, which will take time, and wont happen automatically if he passes over the gun)<br />
<u><br />
<br />
Would this mean, that other guns become obsolete? <br />
</u><br />
-<b><u>Absolutely not</u></b>. Depending on the situation, it may be optimal to drop your SC-20K and pick up a new gun. This could be taken a step further by Grim saying &#8220;Stop leaving 4E gear in enemy territory&#8221; or something. This is pretty much as far as we can go , without getting ridiculous with the SC-20k<br />
<br />
-In addition, other guns can be just as upgradeable as the SC-20K, except each gun has a unique trait that other guns don&#8217;t.  Since, the &#8220;ammo inspect&#8221; feature will also show your gun off, you can see exactly what upgrades are on it, giving the player the opportunity to check out the gun he picks up in a given level (it won&#8217;t be fully upgraded like it was in SCC -_-)<br />
<b>    <br />
<br />
<font color="#40e0d0">      Sams Tactical Roll<br />
</font></b><br />
Unfortunately, Sam&#8217;s tactical roll won&#8217;t be in SCB. Although I loved this feature, it was extremely OP and unrealistically portrayed in SCC.<br />
 <br />
I think it was done fairly well in the Legacy SC games because of various things. For example, you could only perform it if you were running/moving fast. This can be similarily seen in the Metal Gear 5 trailer, when Snake jumps out of the moving jeep, he does a nice roll.<br />
 <br />
So I could see Sam doing this in a certain few situations.<br />
<br />
a)      Sam is moving really fast&#8230;..so basically running.<br />
<br />
b)      Jumping off a really high place, and in order to maintain moment he rolls at the bottom.<br />
<br />
c)      Sam rolls normally if he doesn&#8217;t have an AR, or gun equipped on his back. If he does have a gun equipped on his back, he would do more of a sideways roll. That&#8217;s because I find it kind of unreal that Sam can perform a roll like that and not destroy his back.<br />
<font size="4"><b><u><br />
<br />
<br />
****The Basics of Stealth Espionage****<br />
</u></b></font><br />
<br />
<font color="#40e0d0"><b>-Scraping the concept of Stealthing and Ghosting.                                   </b></font><br />
 <br />
There are multiple situations which Sam Fisher could encounter, and depending on the situation, the AI and terrain should be dynamic. These are some of the <u>given</u> basics we should expect.<br />
 <br />
---For the purpose of this post I will not make any assumptions. So Im gonna scrap down the whole &#8220;3 playstyles&#8221; We all have our own definitions, so its best I don&#8217;t concentrate too much on &#8220;how we want to play&#8221; but more so on &#8220;how we adapt to play&#8221;<br />
 <br />
---The whole idea of the stealth espionage genre is &#8220;cause and effect&#8221;. There has to be a particular reason for each players and NPC&#8217;s actions. (This includes dynamic objects like enemy AI and static objects like boxes or grass)<br />
 <br />
----With this comes the idea of killing/KO&#8217;ing enemies or leaving them behind. Sometimes, we an operative simply is not given a choice whether can leave behind or take out an opponent. I think this is an important subject because I&#8217;ve noticed its been really dumbed down.<br />
 <br />
I understand many people want to sneak by and leave a guard alive, but if you are <u>going out of your way just not kill an enemy*,*</u> its simply unrealistic. (the whole realism debate will be addressed later)<br />
 <br />
---By leaving an opponent behind when you could have easily taken him out, you make the difficulty of the game much higher. That opponent now has many more possibilities for spotting you or becoming a threat again. You&#8217;re just giving him an opportunity to kill you.<br />
 <br />
<u>Ignoring</u> a threat now, means you might have to <u>avoid</u> that threat later.<br />
 <br />
---This of course is immensely dependant on the mission. It is completely unrealistic for 4E or Sam to expect to enter a facility in bright daylight, with heavily armoured guards, and an uptight security system and be told not to take anyone out, and just ghost by them. Especially if its &#8220;they know youre there and the missions over&#8221; or &#8220;leave no trace behind&#8221;<br />
 <br />
But all this stuff is basics, so I think everyone agrees.<br />
This leads us to the next point:<br />
 <font size="4"><br />
<br />
<b><u>****The Morale and Practical Choices of the KO/Kill****</u></b><br />
 </font><br />
<br />
This is obviously a serious debate, because a lot of people get upset about this easily.<br />
&#8230;..The choice between Killing, Ko&#8217;ing, or leaving behind.<br />
<br />
I think that obviously the choice is up to the player. However, as in real life there should be consequences and benefits to everything. And this should be done without the use of a &#8220;point system&#8221;<br />
<font color="#40e0d0"> <br />
<br />
<b>Passive (not killing/ko)<br />
</b></font><br />
<font color="#00ff00"><u>Benefits<br />
</u><br />
</font>·        No one knew you were there, and theres no possibility of finding a body. (which should raise a lot of people&#8217;s awareness)<br />
<br />
<font color="#ff0000"><u>Negatives<br />
</u></font><br />
·        You have to keep track of all enemies and their actions at all times. You have to make sure what they are doing and where they are. Could be really stressful and difficult.<br />
<br />
·        Highly dependent on distractions and trickery. Guards can eventually catch on that someone is playing games with them and become suspicious.<br />
 <br />
<br />
<font color="#40e0d0"><b>Knock Out<br />
</b></font><br />
<font color="#00ff00"><u>Benefits</u></font><br />
·        You can eliminate a threat and remove him permanently from the game unless another NPC finds him and wakes him up.<br />
<br />
·        NPC sits down or lies down for a bit to gather his senses. (also depends on the character archetype and personality)<br />
<br />
<br />
<font color="#ff0000"><u>Negatives<br />
</u></font><br />
·        Although a reawakened knocked out enemy will probably not realize what happened right away, within time, he&#8217;ll come to his senses.<br />
<br />
·        Knocking out generally takes up time and effort(have to get close to the guy)<br />
<br />
·        Knocked out enemies can be woken up by other NPC&#8217;s<br />
<br />
·        Knocking a guard out from the front can be a little more challenging<br />
<br />
<br />
<font color="#40e0d0"><b>Killing<br />
</b></font><br />
<font color="#00ff00"><u>Benefits<br />
</u></font><br />
·        Extremely quick and effective.<br />
<br />
·        Eliminates a target from the game permanently<br />
<br />
·        Enemy guards will spend more time &#8220;trying to wake them up&#8221; or checking vital signs and are really concerned IF a dead guard is found for the first time.<br />
<br />
·        Superb when on the run, or escaping a fight. Exellent for eliminating enemies quickly and not worrying about leaving a mess.<br />
<br />
<br />
<font color="#ff0000"><u>Negatives<br />
</u></font><br />
·        Really, really messy. Killing a guard and trying to hide him will usually leave a blood trail and pool of blood, if the body isn&#8217;t transported instantly.<br />
<br />
·        You actually killed someone.<br />
<br />
·        Guards become super cautious and start looking for &#8220;you&#8221; or &#8220;someone&#8221;. Guards radio in the problem and ask for help and there even might be an ambulance or police or backup shows up depending on the location of the map. (for ex. Black arrow, wouldn&#8217;t call help from police or paramedics, but a hotel might)<br />
 <br />
<br />
All in all, my goal is to actually have different applications of how you dispose of an NPC. You chose what your realistic options are and what you&#8217;re gonna do. And depending on what you do, the world dynamically adapts to your decision. Cause and Effect. You input into the world, and the world adapts and gives an output. And depending on the quality of your decision, you&#8217;re going to have to adapt as well. That&#8217;s what makes an excellent gameplay loop.<br />
 <br />
<br />
<br />
<font size="4"><b><u>****Enemy AI and Archetypes****</u></b><br />
</font><br />
<br />
No offense Ubisoft, but the enemy archetypes in all SC games where kinda boring. I have an idea that may be difficult to pull off, but if invested in, it can prove very interesting and compelling.<br />
<br />
Again, all NPC&#8217;s and objects are dynamic and change. Every single unit type has its own benefits and is different from the next. Integrated into this is a unique personality system, and a basic memory system.<br />
<br />
Each enemy has its cone of vision and experience throughout the level. In SCCT there was a really basic memory system in guards. Because this is already 2 gens ahead, this should be updated IMO.<br />
<br />
This is broken up into <b><u>3 Enemy Variables</u></b><br />
 <br />
<br />
<b>1.)</b><b>Enemy Memory.</b><br />
<br />
<br />
There are certain things AI should remember.<br />
1)      They gotta remember, if they&#8217;ve found a body or have been knocked out in the past.<br />
2)      Whether they&#8217;ve seen a shadow or whether they&#8217;ve reported in something suspicious.<br />
3)      Whether they&#8217;ve been hearing noises, distractions or seen gadgets.<br />
4)      Whether they&#8217;ve shot at you in the past.<br />
5)      They remember their barks, and try to repeat the same phrases or phrases that apply to their personality and situation.<br />
6)      They remember objects and vehicles they&#8217;ve seen in the past. They feel more confident near their post, and les confident in places they&#8217;ve never seen before.<br />
All this is integrated into the Ai&#8217;s personality system. Every guard is unique and has a unique personality.<br />
<b><br />
<br />
2.)</b><b>Enemy Personality<br />
</b><br />
Each guard has a randomly generated personality based on multiple aspects. There will be narrative guards and filler guards.<br />
 <br />
-Narrative enemies, have a predetermined personality and the random conversations they have with other guards will reflect their personality.<br />
<br />
-Guards that don&#8217;t have prolonged conversations with other enemies, will have randomly generated personalities and will react differently to different situations. This will also be reflected in their barks and what they say to other enemies as well as their actions.<br />
 <br />
<br />
<b>3.)</b><b>Enemy Types.<br />
</b><br />
Obviously we have different enemy types such as police guards, thugs, mercenary, contracted mercenary, juggernaut, hostile-conditions, and Swat.<br />
Im just gonna quickly go over these, because I just made them up really quickly. These are just ideas.<br />
<br />
<b>Police guards</b> and <b>thugs</b> are pretty similar. Even though their models/precise name will change depending on the location, they&#8217;re pretty much similar.<br />
<b><br />
Police</b> guards carry flashlights and batons and pistols. They&#8217;ll stop you if you&#8217;re suspisious and run up to you and most likely shoot you. This is quite embarrassing. They&#8217;re never supposed to even know you exist. They behave (for the most part) like hitman cops. If they see something move quickly, they&#8217;ll pull out their flashlight, wave it around a little in that general direction. Say &#8220;come out with your hands up&#8221; or &#8220;anyone there&#8221; and just keep going. These are the easiest and weakest enemy types. If things go bad, they&#8217;ll create a barricade and &#8220;dig in&#8221;. They won&#8217;t come after you unless they&#8217;re in the investigatory stage. If they know youre in a building, they&#8217;ll stay outside and hide behind their cop car doors. And most likely wait for <b>Swat</b> to do the dirty work. Cops acknowledge one another in a gun fight, but usually retreat if they get fired upon and fall back to a better position.<br />
<br />
<b>Thugs</b> are similar to cops as they often hold flashlights or flares, but theyre more aggressive and less defensive; sometimes careless even. They&#8217;re emotions/ personality is more distinct. They&#8217;re either much more scared, or much more daring. They&#8217;ll run in at you sometimes, which can be unpredictable, and they&#8217;ll try to flank you. They have basic weapons such as Ak47&#8217;s, Ar15&#8217;s and pistols. They just have basic weaponry. They don&#8217;t have explosives for the most part. Maybe only a few grenades. Thugs work on theyre own for the most part and although they acknowledge one another during a fight, theyre not as organised.<br />
 <br />
<b>Mercenaries </b>are similar to the black arrow guys. They&#8217;re like elite thugs. They&#8217;re faster, tougher, and have better guns. Most of the time, theyre very unique in terms of loadouts, but they dress differently and are much more aggressive and verbal. They&#8217;ll be shouting all over the place saying commands as if they&#8217;re fighting more than 1 person. They&#8217;ll have grenades, missile launchers and snipers depending on their location. For the most part they are much organised, but they lack all the equipment necessary to take out Sam if he breaks line of sight.  All mercenaries work together with all mercenaries within their own specific areas. Sometimes a <b>Hostile-conditions member </b> will come along with Mercenaries.<br />
 <br />
<b>Hostile &#8211;Conditions mercenaries </b> are elite Mercenaries which will be veterans/ group leaders of the mercenary forces. They&#8217;ll have better weaponry, explosives and armour as well as gas masks. They shout out commands to the mercs and tells them what to do, immensely improving their efficiency. Killing a hostile-conditions member wont be particularly difficult, but either way, they provide a challenge if you get caught in a fire-fight.  (further explaining how effective they are, they make things 2 times as difficult to put things into perspective) This guy will inspire his fellow mercs and cause them to do things they normally wouldn&#8217;t, such as throw back grenades and even hop cover and push forward to swarm your position.<br />
 <br />
<b>SWAT and Juggernauts</b> will be to cops as Mercs and Hostile members are to thugs. Swat usually bust in doors and check corners and flash bang rooms.  The Swat will be split up into 6 man groups, sometimes accompanied by juggernauts. Each member will have their own role. For ex. Breacher, clearer, support, sniper, explosives expert and Swat Leader. (idk, just examples) They act differently depending on what their role is. Its like a rainbow six team trying to take you out, or take whoever out. (you&#8217;ll just be there because of bad timing)SWAT will have the most advanced ai and even interact with other Swat teams in order to coordinate different attacks in different locations.  For example Swat Leader will say, &#8220;(sniper) set up position across the building. (breacher) get charges ready we are breaching in from west wing entrance. Swat Team Beta, get ready to do aerial descent on east wing skylight&#8221; (something like that)<br />
 <br />
All the enemy types will work extensively well when put with the same enemy archetype. There wont be random strays like &#8220;weapon jammer&#8221; or &#8220;bomb expert&#8221; on their own but more so integrated into every enemy archetype there will be certain roles each enemy has within a particular squad.<br />
 <br />
With the combination of these 3 Enemy Variables, there can be an infinite combination of possible Enemy AI archetypes. This will not only be interesting but build on the whole &#8220;morale choice of killing: because the characters will feel extraordinarily real. Here is a basic Example.<br />
 <br />
For simplicity ill use a <b>Thug/basic soldier as an example</b>.(coding wise of scale of 0 being normal)<br />
<b><br />
Thug Personality. (again, just an over-simplified example. All the following traits are randomly generated)<br />
</b><br />
-20/20 vision. vision awareness level (+6) cone vision greater than normal<br />
<br />
-night dweller. hearing awareness level(+8), generally known as a &#8220;scaredy cat&#8221;, hears noises better.<br />
<br />
-Cautious. movement (-2), very cautious where he goes.<br />
<br />
-Easily Startled (cone changes direction frantically and more often then others.)<br />
<br />
-Fit physique (movement +2, accuracy +1, cockyness +1)<br />
<br />
-Check your 6. turns around at a quicker pace and on random ocassions. (1.25 times quicker)<br />
 <br />
<b><br />
Thug Memory<br />
</b><br />
-standing at post<br />
-heard movement<br />
-investigated location of movement. Vision awerness (+1) vision cone increased slightly<br />
-heard clicking noise<br />
-investigate clicking noise<br />
-awareness state increases. Sound awereness (+2)<br />
-time passes by, awereness decreases (-2)<br />
-same clicking noise (memory remembers that its 2<sup>nd</sup> time)<br />
-guard shouts &#8220;whos there&#8221;<br />
-continues to investigate. Sound awereness ((+2)x 2)<br />
-returns to post after 30 sec. (awereness decreases -2)<br />
-keeps a watchful eye out and pays more attention to surroundings<br />
 <br />
------something basic like this, but obviously further expanded.<br />
<br />
<br />
<b>Thug Enemy Type.<br />
</b><br />
-flashlight, helmet, armour, pistol and AR.<br />
<br />
-helmet(-1 vision cone and sound awareness. -1 movement, more cautions because of sight restriction)<br />
<br />
-flashlight( vision cone is same in dark, but movement takes longer to recongnise. Flashlight provides light in the vision cone.)<br />
<br />
-armour(-1 movement, +1 cockiness)<br />
<br />
-pistol and AR (+1 cockiness, -1 movement)<br />
 <br />
*****With a large variety of these variables, they can create interesting characters. Obviously this would have to be tested and refined but it will provide a huge variety of enemy archetypes.<br />
<br />
<br />
<font size="2"> <br />
<font size="4"><b><u>****Enemy AI Integration and Cooperation****<br />
</u></b></font></font><br />
<br />
As mentioned above, the different types of enemies will be able to interact with each other. However, each type of AI will excel in each AI&#8217;s company slightly because they&#8217;ll provide different tactical difficulties for Sam, but will become extraordinary effective with similar Enemy types.<br />
 <br />
The AI should remain the same for all game difficulties. The Ai shouldn&#8217;t be dumbed down at any point. The only difference between enemies is that they&#8217;re less likely to call in support if you get detected. Maybe there&#8217;s a few less units, but not by much. And the amount of help you get is limited.<br />
<font size="2"> <br />
<br />
<br />
<font size="4"><b><u>****Lighting and Sound ****<br />
</u></b></font></font><font color="#40e0d0"><br />
<b><br />
Lighting<br />
</b></font><br />
Out of all post E3 2012 SCB footage, this was the biggest debate on the forums.<br />
There was the debate of how the detection system worked, and whether there was variable speed and sound. This concerned so many because it was a HUGE thing in SC games 1-4; well more so 1-3.<br />
 <br />
I have a few points and hopefully all will agree. Remember this is supposed to be next-gen, which is also supposed to concentrate AI, so none of the things I mention should be out of the Picture. We should be pushing the limits of the tech we have atm.<br />
 <br />
Crysis 1 on PC in 2007 had dynamic lighting and changes in weather and time. It managed to not only dynamically change lighting based on the position of the sun but also the Volumetric lighting coming in through foliage in the jungle.<br />
 <br />
Now, I think many can agree that we won&#8217;t be seeing another SC until maybe&#8230;.say 2017? 4 years sounds about right.  And I think many can also agree, that compared to SC, Crysis didn&#8217;t have much on SC in terms of stealth espionage.<br />
<br />
So wouldn&#8217;t everyone agree that it is quite embarrassing for a game that was made in 2007 has better lighting effects than a game that will be made in 2017; 10 years later? I&#8217;m making this assumption, because we haven&#8217;t been seeing any improvements since SCCT. I hope I&#8217;m wrong and we&#8217;ll see a change.<br />
<br />
We went from a meter that determined the darkness and put you into approx.<br />
<b>Three</b> different categories in SCCT, to a <b>binary</b> system in SCC, back to a <b>Three</b> stage lighting system in SCB.<br />
<br />
<br />
As I&#8217;ve mentioned in the AI section as well, all the information regarding:<br />
<br />
·        The position of Sam in terms of the light source.<br />
<br />
·        The direction of the source of the light directed toward enemies and Sam.<br />
<br />
<b>Examples<br />
</b><br />
Ex. 1) Light behind Sam, and an enemy is in his shadow will catch the guards attention.<br />
<br />
Ex. 2) Light in enemies face will make it difficult for enemy to see and he&#8217;ll probably get out of there unless he has sunglasses.<br />
<br />
Ex. 3)This could be played upon with the use of distractions. Shining a spotlight in a guards face on the ground from a guard tower can get his attention and also temporarily blind him, so you have a chance to zipline/escape from there.<br />
<br />
Ex. 4) You can turn on lights, or shoot flares at guards with NVG. <br />
<br />
·        The intensity of the light and the source of light will determine how far a guard can see and how effective his vision and perception is.<br />
<br />
·        The contrast the lighting makes on Sam, and the contrast Sam makes with the environment, is what the AI will base their reaction off of and the game will decide whether the enemy saw you or not.<br />
<br />
Ex. Well camouflaged Sam in an area heavy on volumetrics and light shafts will have high contrast and Sam won&#8217;t produce a human silhouette, but will be blended amongst foliage, cracks or ruins, and even boards with gaps in them.<br />
 <br />
<br />
 <br />
All these lighting features will determine the enemy reaction time or whether they saw you in the first place.<br />
PS. This is all very realistic and practical. This is also why the military has various camo patterns based on where they are. It is also why they put on face paint in the jungle or night missions.<br />
-Having a pure black suit is only effective if you&#8217;re operating in pure black darkness. However sometimes you don&#8217;t have that option. Sam has to operate in all various scenarios, not just pure darkness. Realistically speaking, there is no such thing as pure darkness. Everyone&#8217;s eyes adjust with a few short seconds if they are in the dark. However, this doesn&#8217;t happen if there is the contrast of light and shadow. This way the eye doesn&#8217;t dilate in order for the person not to be blinded.<br />
Hence comes the saying &#8220;Shadows aren&#8217;t so dark if you&#8217;re inside them&#8221;<br />
 <br />
<br />
I think this really needs to be the evolution of SC in the upcoming games. I realize there is a lot of work that is being put into SCB and has been put into previous games, but if the developers pull this off and advertise it properly. SO, show off their effects and the whole tech behind it, it will be rewarding and bring in customers.<br />
<b><br />
<br />
<font color="#40e0d0">Sound</font><br />
</b><br />
Similar to the light/darkness meter in Legacy SC games (1-3), there has also been a sound meter (I believe in SCCT only?)<br />
Although the idea of sound detection and sound masking is an interesting one, I think it&#8217;s important that the future of SC games doesn&#8217;t have a sound meter. I like the idea of removing all on screen hints or indicators. So removing the sound meter is the only logical next step.<br />
<br />
Features that should determine whether you&#8217;re making more sound the environment are:<br />
<br />
·        What you&#8217;re walking on (leaves and branches crackle and the noise can seem out of place and alert enemies, causing them to investigate)<br />
<br />
·        How fast you&#8217;re walking<br />
<br />
·        Direction of Wind movement (you got to walk slow in a valley, because enemies will hear you far down it)<br />
<br />
·        How loud the environment is (moving equally loud as the environment is will keep your sounds concealed)<br />
<br />
·        Whistling won&#8217;t work in loud, noisy places.<br />
<br />
·        Timing shots with other loud noises will conceal the shot sound.<br />
<br />
·        How close enemies an enemy is(if a guard is close, your sound can make it to their ears in a more crisp tone, allowing them to identify you quicker. They might automatically assume it&#8217;s a human or animal, or even their friend)<br />
<br />
·        How obstructed their hearing is (helmets obstruct hearing)<br />
<br />
<br />
Sam should also time his steps identically to the guard he is getting CTE to. This way whenever a guard takes a step, Sam will also take a step. It will be impossible for the guard Sam is following to detect Sam so long as Sam is moving the same speed as the guard, timing his steps with the guards(which he will do automatically. No input required), and no other guard spots Sam in the open behind the guard, or no other guard spots Sam taking out the guard.<br />
 <br />
<br />
<br />
<b><u><font size="4">****The Splinter Cell World****</font><br />
</u></b><br />
Although I don&#8217;t believe that SC should be open world, I do think that the maps offered for Sam to infiltrate should be all over the world. Not only that, but the maps should be of decent size.<br />
 <br />
With the idea of every object and shadow in the SC world being its own individual living thing or individual AI, it would be nice if this could be taken further. Since shadows obviously affect the way guards perceive Sam and the terrain, the SC gaming experience should be taken a step further by implementing this world changing/evolving AI to all aspects of gameplay.<br />
 <br />
For example; having the wind affect a dog&#8217;s scent or even making long sniper shots less accurate. Not only that, but it could dynamically make ripple effects in tall grass or create waves in the ocean.<br />
<br />
Instead of having set pieces which you can shoot similar to the chandelier in SCC or a fire extinguisher, there should be a more dynamic world which is more engaging and a player actually has to discover. Similarly to Hitman Blood Money and the way you could discover how to take out enemies, SC could have a similar method but for all environmental aspects. The idea is to make the player discover new approaches in the game, and (in a sense) punishing (or making fun of) the player for not thinking of something very simple. The player should feel like other games have taught him to be mindless or in a sense uneducated. This will allow the game to retain the element of fun discovery, yet set the bar higher for other games.<br />
<br />
<br />
Obviously there are endless possibilities and I&#8217;m sure many of the people on the forums can think of new interesting ideas, but here are a few.<br />
 <br />
<font color="#40e0d0"><br />
<b>Door and Window Mechanics</b></font><br />
Off course we have multiple options when it comes to doors, but it would be amazing if we had full control over what we would like to do. Depending on the situation and the particular door, it would be great for multiple player options. Such like, open door, bash door, creak open, snake cam, peek through lock, place charge, etc.<br />
Of course, for different scenarios, you would have to do different things. Some doors may be extra thick and HVG wouldn&#8217;t work through them, and they may have a lock on them, and are sealed to the ground so the snake cam won&#8217;t fit. So it would be difficult to know what exactly is on the other side.<br />
 <br />
<br />
<font color="#40e0d0"><b>Material and Cover Thickness<br />
</b></font><br />
Certain materials should allow bullets to penetrate through them, and others should not. Different materials should break differently as well. Wood should splinter and the lighting should adjust. Metal should initially have holes in it and eventually shred or even collapse depending on what it is holding.  The lighting should adjust in this case as well(note: I don&#8217;t expect full environment destructibility. SC was never big on that and therefore shouldn&#8217;t concentrate on that. Leave that stuff to Battlefield or Crysis.)<br />
Armour piercing rounds should pass through metal, while weaker rounds should bounce off. If they bounce off, there should (somewhere) a bullet on the ground or even a ricochet.<br />
 <font color="#40e0d0"><br />
<br />
<b>Shooting Barrels and Their effect on the World<br />
</b></font><br />
One of the most overused and clichéd interactive objects in video games are the exploding barrels. A bullet through a barrel filled with liquid should just puncture the barrel. After the liquid spills out(the appropriate amount relative to were the bullet hit), the liquid should stay on the ground. This could be used as a tool. So spilled water from a barrel could be used for sticky shocking bad guys. And when fuel does spill from a barrel, or if the barrel is open, then a well placed Molotov or incendiary round could set off the fire. <br />
<br />
This wouldn't be so much as an explosion, but more so an enormous fire ball. Oddly speaking, Cod: WAW actually made the most realistic barrel explosions in my honest opinion.<br />
 <br />
<br />
<b><font color="#40e0d0">Leaving a Trail</font><br />
</b><br />
By stepping on moist soil, sand or snow, Sam and other guards should leave a trail up to them. This Further demonstrates the living, breathing and ever adapting SC world. It&#8217;s the world where every small detail counts, and overlooking something may be the cause of your death.<br />
<br />
The trails would eventually disappear, but would allow for a player or AI to receive a small hint of whether there may be anyone within close proximity when visual quality isn't the best. This could be used in fog, downpour, snow storms, dessert or in the jungle.<br />
 <br />
<br />
<font color="#40e0d0"><b>Leaving your Mark<br />
</b></font><br />
The concept of never leaving your mark always captivated my attention. It is obvious that the player must decide for themselves how far they should go in order to remain a ghost.<br />
<br />
However, say a player needs to take out a target, or fire a shot; can he still be considered a ghost? Everyone has their own opinion, but I think it is undoubtedly true that a ghost (even if he has to fire a shot) will do everything possible to remove as much evidence which would lead to his organisation or even him.<br />
This leads me to an interesting question.<br />
<br />
 Wouldn&#8217;t it be cool if there was a weapon upgrade that caught empty bullet shells?<br />
<br />
Almost all high-velocity bullets fragment on impact so it increases the chance of tracking the bullets to where they originate from. And if the bullets don&#8217;t fragment, it takes time to remove them from the body.<br />
 <br />
However, with the use of a silenced weapon such as a pistol or rifle, and a method to catch casing such as a bag or even a hand, Sam could remove evidence from a Top-secret ghost mission, and prevent noise from a dropping bullet casing.<br />
 <br />
<b>TLDR;</b><br />
The goal is to consider the SC world as a Third Factor. Sam being the first factor; the Ai being the second factor; and the world being the third. The world is always working against Sam and completely changing the way he thinks. Even though (say) the enemies don&#8217;t change, the environment will make the player act differently. In a sense the world should be Sam&#8217;s worst Enemy, and Sam has to find his heaven in it. Sam has to turn it against his Enemies and make it work for him in the best way he can.<br />
And just when the player feels they have things in control, the SC world throws them a complete curveball so the player has to learn to adapt in drastic ways.<br />
 <font size="4"><br />
<br />
</font><b><u><font size="4">****Health Regeneration or Health Bar?****<br />
</font><br />
</u></b><br />
NO and NO. I want to move away from these features, because they are both unrealistic and should have never been implemented into games in general. So many people would probably ask, &#8220;Are you invincible? How do you die?&#8221;<br />
 <br />
Well it&#8217;s actually quite simple. If you get shot&#8230;.. you die. It&#8217;s a simple premise, but to some it may be quite concerning. SO hear me out please.<br />
Wellll, Sam Fisher is the world greatest Spy, but he has to be mortal somehow. He&#8217;s no super hero. So a well-placed bullet or frag should kill you. There will be no health packs, and no life giving syringes.<br />
 <br />
If you, for whatever reason end up getting shot in the head, you will die. BUT! If you get shot in the body or limb during a gun fight(1 or 2 bullets), and you don&#8217;t die, you can collapse/fall into cover, the screen goes really blurry and echo-y. You pull out pliers just like in the Splinter Cell Extinction Live Action series and pull the bullet out from wherever. Take out an adrenaline shot or an insulin shot, stab yourself with it, and pull out a cloth and wrap your injured limb or torso with it. This whole process wil take about 5-8 seconds.<br />
<br />
Ever so often throughout the mission, depending how long it takes you, you got to stab yourself with more adrenaline or insulin (or whatever) to retain control and prevent the screen from going hazy, and you passing out. After each mission you&#8217;ll be fine because you go back to the infirmary in the paladin or 4E base. Also, taking extensive damage AGAIN even after you patch yourself up, will cause you to die due to bleed out.<br />
<br />
This IMO is an excellent and engaging feature that will make you try to protect Sam and play it safe in the beginning. Even though you&#8217;ll have the full control and effectiveness of Sam and his arsenal, you&#8217;ll need to master the tools you are given to use them effectively without dying. This is very possible to accomplish with the next gen evolution of M&amp;E I have invented. (Which I will go into detail at the very end of this post)<br />
<br />
<br />
<br />
*****sneak peek. No marks needed, challenging, engaging, and infinite possibilities. Bear with me. It satisfies SCC/B lovers as well as legacy fans.<br />
 <br />
In order for this to work, there has to be an immensely responsive system and a non-frustrating/interfering control, movement and traversing system.<br />
This brings us to the next topic.<br />
 <br />
<font size="2"><br />
<br />
</font></div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>michaelanjello</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776416-The-quot-Next-Generation-of-Splinter-Cell-quot-Thread-My-Opinions-Ideas</guid>
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		<item>
			<title>off topyc about sigs.</title>
			<link>http://forums.ubi.com/showthread.php/776410-off-topyc-about-sigs?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 14:50:36 GMT</pubDate>
			<description>I am deffinitely not tech savy so could someone please help me get a sig with Sam couching in front of the bank from Bank Heist after the switch to...</description>
			<content:encoded><![CDATA[<div>I am deffinitely not tech savy so could someone please help me get a sig with Sam couching in front of the bank from Bank Heist after the switch to cut out lights has been used with night vission on and some how work in the conversation between Sam and Grim on rooftop about the lasers and Sam being old.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>jimmyham22</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776410-off-topyc-about-sigs</guid>
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		<item>
			<title>Should the PSP Splinter Cell game be cleaned up updated and released...</title>
			<link>http://forums.ubi.com/showthread.php/776389-Should-the-PSP-Splinter-Cell-game-be-cleaned-up-updated-and-released?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 12:49:17 GMT</pubDate>
			<description>Alongside the next Splinter Cell game as free DLC?</description>
			<content:encoded><![CDATA[<div>Alongside the next Splinter Cell game as free DLC?</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>talljesper</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776389-Should-the-PSP-Splinter-Cell-game-be-cleaned-up-updated-and-released</guid>
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			<title><![CDATA[Could People Stop Attempting To "Blackmail" Ubisoft?]]></title>
			<link>http://forums.ubi.com/showthread.php/776353-Could-People-Stop-Attempting-To-quot-Blackmail-quot-Ubisoft?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 05:27:22 GMT</pubDate>
			<description><![CDATA[I'm tired of people saying "If Blacklist doesn't have this then it's a no-buy for me!" 
1) That's like saying, "Oh, you don't make the Youtube videos...]]></description>
			<content:encoded><![CDATA[<div>I'm tired of people saying &quot;If Blacklist doesn't have this then it's a no-buy for me!&quot;<br />
1) That's like saying, &quot;Oh, you don't make the Youtube videos I want you to make? Then I'll just unsubscribe! What do you think of THAT?&quot;<br />
<br />
I agree, I too want 5-tier speed, Ironside back, no tagging in Perfectionist mode, etcetera. <br />
But that, in my opinion, is dumb way to go about it.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>ORSM211</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776353-Could-People-Stop-Attempting-To-quot-Blackmail-quot-Ubisoft</guid>
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		<item>
			<title><![CDATA[[OT]More tactical goodness later this year]]></title>
			<link>http://forums.ubi.com/showthread.php/776349-OT-More-tactical-goodness-later-this-year?goto=newpost</link>
			<pubDate>Wed, 19 Jun 2013 03:46:22 GMT</pubDate>
			<description><![CDATA[Don't know how many of you have heard of Takedown: Red Saber, but it looks like something you might want to keep on your radar. It looks a return to...]]></description>
			<content:encoded><![CDATA[<div>Don't know how many of you have heard of Takedown: Red Saber, but it looks like something you might want to keep on your radar. It looks a return to form for tactical shooters. The developers come from studios like Red Storm, Zipper Interactive (Socom), Ubisoft, Microsoft and have worked on titles such as Ghost Recon, Rainbow Six, Halo, SWAT, etc.--so the talent is definitely there. Here's a video interview with lead designer Christian Allen:<br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/fsYPMi68VAI?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
<img src="https://www.google.com/search?hl=en&amp;site=imghp&amp;tbm=isch&amp;source=hp&amp;biw=1366&amp;bih=661&amp;q=takedown+red+saber&amp;oq=takedown+red+saber&amp;gs_l=img.12..0i24.879.5907.0.8154.18.13.0.5.5.0.142.1545.1j12.13.0...0.0...1ac.1.17.img.l32AHarzDh0#facrc=_&amp;imgrc=vniyOCTtMxkatM%3A%3BQ4GFy3qIVYXoRM%3Bhttp%253A%252F%252Fserellan.com%252Fmedia%252Flobbyredsabre.jpg%3Bhttp%253A%252F%252Fserellan.com%252F2012%252F10%252Fdev-diary-october-5th%252F%3B3840%3B2160" border="0" alt="" /><br />
<br />
<img src="https://www.google.com/search?hl=en&amp;site=imghp&amp;tbm=isch&amp;source=hp&amp;biw=1366&amp;bih=661&amp;q=takedown+red+saber&amp;oq=takedown+red+saber&amp;gs_l=img.12..0i24.879.5907.0.8154.18.13.0.5.5.0.142.1545.1j12.13.0...0.0...1ac.1.17.img.l32AHarzDh0#facrc=_&amp;imgrc=jpzBmxtZRw4SUM%3A%3BOjLEzrUlkPvaIM%3Bhttp%253A%252F%252Fserellan.com%252Fwp-content%252Fuploads%252F2012%252F08%252FTAKEDOWN_Prototype_screenshot7_lab2-970x400.jpg%3Bhttp%253A%252F%252Fserellan.com%252Fportfolio%252Ftakedown%252F%3B970%3B400" border="0" alt="" /></div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>SigintsShadow</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776349-OT-More-tactical-goodness-later-this-year</guid>
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			<title><![CDATA[A Thing I Noticed With The E3 Trailer's Beginning]]></title>
			<link>http://forums.ubi.com/showthread.php/776323-A-Thing-I-Noticed-With-The-E3-Trailer-s-Beginning?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 23:55:42 GMT</pubDate>
			<description>So, remember the trailer they showed for Blacklist initially at E3? (-.-) Well, I noticed something. 
 
This is a video that includes the clip I am...</description>
			<content:encoded><![CDATA[<div>So, remember the trailer they showed for Blacklist initially at E3? (-.-) Well, I noticed something.<br />
<br />
This is a video that includes the clip I am thinking of:<br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/HDmcRTsprtI?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
Anyway, at around 15 seconds in, you see the interior of the helicopter that we can only assume is crashing. The people inside appear to be Sam and Victor Coste, and Sam (Passenger's seat.) is wearing a jacket with a logo on it that I don't recognize.<br />
<br />
So, Sam, Vic, what seems to be an attack. Supposing that the symbol is that of Paladin Nine, the security firm Vic worked for in SCC, it would mean the hypothesis, that Sam is working with, or rather for, Paladin Nine before the Blacklist begins, and they are involved in one.<br />
<br />
This could be old news, I just thought I'd share.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Gunnut19</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776323-A-Thing-I-Noticed-With-The-E3-Trailer-s-Beginning</guid>
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			<title>Proto Splinter Cell.</title>
			<link>http://forums.ubi.com/showthread.php/776297-Proto-Splinter-Cell?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 15:49:03 GMT</pubDate>
			<description>It would be nice to have Sam elaborate on that piece of Splinter Cell pre history, maybe with a brief interactive cutscene. 
 
Thoughts?</description>
			<content:encoded><![CDATA[<div>It would be nice to have Sam elaborate on that piece of Splinter Cell pre history, maybe with a brief interactive cutscene.<br />
<br />
Thoughts?</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>talljesper</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776297-Proto-Splinter-Cell</guid>
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			<title>SCB Interview about PC version</title>
			<link>http://forums.ubi.com/showthread.php/776234-SCB-Interview-about-PC-version?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 10:04:50 GMT</pubDate>
			<description>http://www.youtube.com/watch?v=CwFtQPhaQBU 
 
Enjoy</description>
			<content:encoded><![CDATA[<div>
<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/CwFtQPhaQBU?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
Enjoy</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>mateus99</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776234-SCB-Interview-about-PC-version</guid>
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			<title><![CDATA[Will Enemies Be able To Shoot At Sam During DFA's?]]></title>
			<link>http://forums.ubi.com/showthread.php/776183-Will-Enemies-Be-able-To-Shoot-At-Sam-During-DFA-s?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 03:57:52 GMT</pubDate>
			<description><![CDATA[So, in SCC, because of contextual actions and whatnot, if you DFA'd an enemy, the enemy will stop shooting and otherwise just look like nothing was...]]></description>
			<content:encoded><![CDATA[<div>So, in SCC, because of contextual actions and whatnot, if you DFA'd an enemy, the enemy will stop shooting and otherwise just look like nothing was happening until you killed them. It was also an issue when you were able to initiate a melee kill from a corner in cover and run after an enemy, instead of them shooting, but a shorter, abduction only cover kill range means this shan't be an issue in cover.<br />
<br />
It would add to the challenge in Blacklist, or a later SC game if it is tool ate, for the enemies to shoot for their life at Sam until they are landed on, meaning death is harder to avoid if detected on a ledge.<br />
<br />
Thoughts?</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Gunnut19</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776183-Will-Enemies-Be-able-To-Shoot-At-Sam-During-DFA-s</guid>
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			<title>is Ubisoft setting up Briggs to take over</title>
			<link>http://forums.ubi.com/showthread.php/776175-is-Ubisoft-setting-up-Briggs-to-take-over?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 02:24:23 GMT</pubDate>
			<description>it seems like ubisoft, with this game is setting up Isaac Briggs, to be the next protagonist of the splinter cell series, this seems like it will be...</description>
			<content:encoded><![CDATA[<div>it seems like ubisoft, with this game is setting up Isaac Briggs, to be the next protagonist of the splinter cell series, this seems like it will be sam's final farewell.....<br />
<br />
what do you guys think</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Radman500</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776175-is-Ubisoft-setting-up-Briggs-to-take-over</guid>
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			<title>Lethal takedowns and how blood works.</title>
			<link>http://forums.ubi.com/showthread.php/776173-Lethal-takedowns-and-how-blood-works?goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 02:15:08 GMT</pubDate>
			<description><![CDATA[First off I had no idea where to post this, so I'll just make a new thread. 
 
In the Hitman games for example, when you would kill somebody with a...]]></description>
			<content:encoded><![CDATA[<div>First off I had no idea where to post this, so I'll just make a new thread.<br />
<br />
In the Hitman games for example, when you would kill somebody with a knife, it would leave blood on the floor and enemies would see this. Now if you go lethal in blacklist, I've seen multiple animations where Sam slits the person's throat. I'd assume this would cause a lot of blood, excluding all of it splattered on the wall, if you don't pick up the body and hide it soon. Like for example; you lethally abduct someone and cut them up, hide the body, and a buddy comes around and sees said blood. Then he gets a bit suspicious and looks around, possibly even finding the body you hid if you left the body there for a while before hiding it because of the pool you let accumulate.<br />
<br />
I'm guessing this won't be present in the game, and honestly it would probably be really annoying if it was, but I'm just curious what you guys think. Perfectionist mode for future games for realism, maybe?<br />
<br />
On a side note, I didn't include gun shots because that would just be too much imo. also, some guns like the Five seveN shoot rounds that fragment inside the skull and don't exit.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Kagurra</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776173-Lethal-takedowns-and-how-blood-works</guid>
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			<title>Gadgets.</title>
			<link>http://forums.ubi.com/showthread.php/776108-Gadgets?goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 22:30:11 GMT</pubDate>
			<description><![CDATA[Here's a list of gadgets and attachments in Splinter Cell Blacklist, created by jimmyham22 with the support of Dome500 
Separated in 3 cathegories,...]]></description>
			<content:encoded><![CDATA[<div>Here's a list of gadgets and attachments in Splinter Cell Blacklist, created by <font color="#FF0000">jimmyham22</font> with the support of <font color="#FF0000">Dome500</font><br />
Separated in 3 cathegories, we are trying to show you - in an organized way - what you can expect from SCB in terms of gadgets, based on the revealed material<br />
<br />
<font size="3"><font color="#FFFF00">Yellow= distraction tool</font><br />
<font color="#FF0000">Red= Lethal</font><br />
<font color="#008000">Green= middle ground</font><br />
<font color="#0000FF">Blue=Stealth/Non-Lethal</font><br />
<font color="#FFA500">Orange=Flashbang is loud but not lethal</font></font><br />
<br />
<u><b><font color="#0000FF"><font size="3">Non-Lethal (stealth) gadgets</font></font></b></u><font color="#008000"><br />
<br />
<font size="3">Sticky Camera</font></font>=&gt; like in all Splinter Cell games before, the Sticky Camera will be your spy tool number one from the get-go. Available upgrade options and functions are:<br />
<br />
<font size="2"><font color="#FFFF00">Distraction</font></font> =&gt; The camera can make a sound to distract enemies. The sound is similar to the one used in Splinter Cell Chaos Theory<br />
<br />
--- <font color="#008000"><font size="2">Sticky Shocker </font></font>=&gt; The camera can fire an electronic shock which is able to knock multiple enemies unconscious<br />
<br />
---<font color="#008000"><font size="2">Sleeping Gas</font></font>=&gt; The sticky camera is able to release sleeping gas in order to KO enemies<br />
<br />
---<font color="#008000"> <font size="2">Explosive </font></font>=&gt; Though mainly a stealth tool, the sticky camera can also be used with an explosive that will kill multiple enemies when triggered<br />
<br />
<font color="#008000"><font size="3">Spider Camera</font></font> =&gt; The Spider Camera (or Spider Cam) functions as ground-based, movable sticky camera and is able to move on every surface. It is an upgrade to the sticky cam.<br />
<br />
<font color="#008000"><font size="3">Tri-Rotor </font></font>=&gt; The Tri-Rotor is a flying drone which is able to spy on enemies. It is an observation tool that can be heard and detected by enemies. Upgrades are:<br />
<br />
--- <font color="#0000FF"><font size="2">Sticky Shocker </font></font>=&gt; Like the sticky camera, the tri-rotor can fire a sticky shocker to KO enemies<br />
<br />
--- <font color="#008000"><font size="2">Explosive</font></font> =&gt; The Tri-rotor is also able to be packed with an explosive for more aggressive measures<br />
<br />
<font color="#0000FF"><font size="3">Sticky Shocker</font></font>=&gt; Fired from Sam's crossbow, the sticky shocker is able to KO one enemy. A good tool if used clever.<br />
<br />
<font color="#0000FF"><font size="3">Proximity Shocker </font></font>=&gt; The proximity shocker is able to shock enemies within close ranges. It is fired as bolt from the crossbow of Sam<br />
<br />
<font color="#FFFF00"><font size="3">Sticky Noisemaker</font></font>=&gt; The Sticky noisemaker is able to distract guards. It is somewhat similar to the ultrasonic emitter in DA and will distract enemies with sounds.<br />
<br />
<font color="#0000FF"><font size="3">Gas Grenade</font></font> =&gt; The gas grenade can be thrown and is able to make enemies unconscious<br />
<br />
<font color="#FFFF00"><font size="3">EMP Bolt</font></font>=&gt; Fired from the Crossbow, the EMP bolt will deactivate all electronic devices nearby and is therefore comparable to the OCP of CT/DA and the EMP-bag of SCC<br />
<br />
<font color="#FFA500"><font size="3">Flash-Bang grenade</font></font> =&gt; Though a less stealthy gadget, the flashbang grenade can be used to stun enemies for some seconds in order to maintain your cover and take them out. <br />
<br />
<font color="#FF0000"><font size="4"><u>Lethal (not stealthy) gadgets</u></font></font><br />
<br />
<font color="#008000"><font size="3">Sticky Camera </font></font>=&gt; like in all Splinter Cell games before, the Sticky Camera will be your spy tool number one from the get-go. The aggressive option is:<br />
<br />
--- <font color="#FF0000"><font size="2">Explosive</font></font> =&gt; Though mainly a stealth tool, the sticky camera can also be used with an explosive that will kill multiple enemies when triggered<br />
<br />
<font color="#FF0000"><font size="3">Sticky Detonator </font></font>=&gt; The sticky detonator is able to be tied to every surface in order to blow up and kill enemies<br />
<br />
<font color="#FF0000"><font size="3">Frag Grenade </font></font>=&gt; A normal grenade. Placed, thrown or use good it can kill multiple targets.<br />
<br />
<font size="3"><font color="#FF0000">Phosphorus Grenade </font></font>=&gt; The phosphorus grenade can kill enemies fast and efficient (and very painful)<br />
<br />
<font size="3"><font color="#008000">Tri-Rotor</font></font>=&gt; The Tri-Rotor is a flying drone which is able to spy on enemies. It is an observation tool that can be heard and detected by enemies. Aggressive upgrade is:<br />
<br />
--- <font color="#FF0000"><font size="2">Explosive</font></font> =&gt; The Tri-rotor is also able to be packed with an explosive for more aggressive measures<br />
<br />
<font color="#008000"><font size="4"><u>Splinter Cell Goggle Vision Modes</u></font></font><br />
<br />
<font color="#008000"><font size="3">Night Vision</font></font> =&gt; Night Vision will be available from the start and will enable the player to see in darkness<br />
<br />
<font color="#008000"><font size="3">Sonar Vision </font></font>=&gt; Through-wall sonar vision will be available for all difficulties except perfectionist. It will enable you to see enemies an objects through walls. in perfectionist, sonar will only show those through light material, not through walls though<br />
<br />
<font size="3"><font color="#008000">The following are sonar upgrades</font></font><br />
<br />
<font color="#008000"><font size="3">Thermal Vision </font></font>=&gt; Thermal Vision is able to show objects with high temperatures and therefore also persons within a certain range. The thermal vision looks similar to the one from DA.<br />
<br />
<font color="#008000"><font size="3">Thermal Tracking</font> </font>=&gt; Thermal tracking will, in addition to the abilities of normal Thermal vision, track the footprints of enemies.<br />
<br />
<font color="#008000"><font size="3">High Intensity Sonar</font></font>=&gt;Makes sonar more effective seeing through thicker walls(just a guess)</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>jimmyham22</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776108-Gadgets</guid>
		</item>
		<item>
			<title>Frag Doll Post-Round SvM Video with UbiZack</title>
			<link>http://forums.ubi.com/showthread.php/776092-Frag-Doll-Post-Round-SvM-Video-with-UbiZack?goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 20:03:53 GMT</pubDate>
			<description>http://www.youtube.com/watch?v=nBgu6_Rmwrk 
 
No footage, just talk of what sounded like one heck of a buzzer beater.  Hopefully the ladies can get...</description>
			<content:encoded><![CDATA[<div><a href="http://www.youtube.com/watch?v=nBgu6_Rmwrk" target="_blank">http://www.youtube.com/watch?v=nBgu6_Rmwrk</a><br />
<br />
No footage, just talk of what sounded like one heck of a buzzer beater.  Hopefully the ladies can get that footage into POST production soon so that we can see the goodness.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Aegis_Kleais</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776092-Frag-Doll-Post-Round-SvM-Video-with-UbiZack</guid>
		</item>
		<item>
			<title>Possibility of blacklist being streamed to ps4?</title>
			<link>http://forums.ubi.com/showthread.php/776073-Possibility-of-blacklist-being-streamed-to-ps4?goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 17:09:51 GMT</pubDate>
			<description>I know the gaikai cloud service is not offered until 2014, but because it will stream ps3 games, what does everyone think the chances of blacklist...</description>
			<content:encoded><![CDATA[<div>I know the gaikai cloud service is not offered until 2014, but because it will stream ps3 games, what does everyone think the chances of blacklist ending up on that list will be?</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>SaltyxBadxBoy</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776073-Possibility-of-blacklist-being-streamed-to-ps4</guid>
		</item>
		<item>
			<title>Optional equipment abilities etc.</title>
			<link>http://forums.ubi.com/showthread.php/776063-Optional-equipment-abilities-etc?goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 15:44:21 GMT</pubDate>
			<description><![CDATA[A thread to say what thing's you think should be optional to use or even partialy use. 
 
For me it is rate of fire(should have option of single...]]></description>
			<content:encoded><![CDATA[<div>A thread to say what thing's you think should be optional to use or even partialy use.<br />
<br />
For me it is rate of fire(should have option of single shot,three round burst,full auto imo) and sonar see through walls(thermal should always see through limited materials though), and a launcher for crying out loud.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>jimmyham22</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776063-Optional-equipment-abilities-etc</guid>
		</item>
		<item>
			<title>This IGN E3 video really concerns me...</title>
			<link>http://forums.ubi.com/showthread.php/776013-This-IGN-E3-video-really-concerns-me?goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 09:54:54 GMT</pubDate>
			<description>http://www.youtube.com/watch?v=1UjZTH-06i4 
 
At E3 2012 I was really skeptical. And then everything in between renewed my hope. But then the E3...</description>
			<content:encoded><![CDATA[<div><a href="http://www.youtube.com/watch?v=1UjZTH-06i4" target="_blank">http://www.youtube.com/watch?v=1UjZTH-06i4</a><br />
<br />
At E3 2012 I was really skeptical. And then everything in between renewed my hope. But then the E3 2013, this video...&#65279; well this is the most platforming/scripted/action/conviction/chase scene/******** I've seen so far from Blacklist.<br />
I really want this game to rule.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>ORSM211</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/776013-This-IGN-E3-video-really-concerns-me</guid>
		</item>
		<item>
			<title>Modding Support For The PC Version Of Blacklist?</title>
			<link>http://forums.ubi.com/showthread.php/775970-Modding-Support-For-The-PC-Version-Of-Blacklist?goto=newpost</link>
			<pubDate>Sun, 16 Jun 2013 21:55:17 GMT</pubDate>
			<description>Anyone know? 
Cheers.</description>
			<content:encoded><![CDATA[<div>Anyone know?<br />
Cheers.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>ORSM211</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775970-Modding-Support-For-The-PC-Version-Of-Blacklist</guid>
		</item>
		<item>
			<title><![CDATA[[OT] Question about the PS3 games on PS4]]></title>
			<link>http://forums.ubi.com/showthread.php/775943-OT-Question-about-the-PS3-games-on-PS4?goto=newpost</link>
			<pubDate>Sun, 16 Jun 2013 17:10:34 GMT</pubDate>
			<description><![CDATA[It's only possible to download them on PSN right?  
So, if I want to play the SC HD Trilogy or MGS4 there will be a chance? 
 
Sorry for the OT.]]></description>
			<content:encoded><![CDATA[<div>It's only possible to download them on PSN right? <br />
So, if I want to play the SC HD Trilogy or MGS4 there will be a chance?<br />
<br />
Sorry for the OT.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>xRaDRoacHx</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775943-OT-Question-about-the-PS3-games-on-PS4</guid>
		</item>
		<item>
			<title>For the Mods</title>
			<link>http://forums.ubi.com/showthread.php/775931-For-the-Mods?goto=newpost</link>
			<pubDate>Sun, 16 Jun 2013 15:07:52 GMT</pubDate>
			<description><![CDATA[A fellow forum member is having trouble logging into the forums,  He is getting the "Server Error" message each time he tries.  He has made several...]]></description>
			<content:encoded><![CDATA[<div>A fellow forum member is having trouble logging into the forums,  He is getting the &quot;Server Error&quot; message each time he tries.  He has made several failed attempts at fixing the issue,  an has asked me to post this an bring it to your attention.<br />
<br />
<br />
<br />
                                                                                         Rogue Agent 035</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Rogue Agent 035</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775931-For-the-Mods</guid>
		</item>
		<item>
			<title>Do we get a proper CO-OP gameplay video before release?</title>
			<link>http://forums.ubi.com/showthread.php/775788-Do-we-get-a-proper-CO-OP-gameplay-video-before-release?goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 21:04:34 GMT</pubDate>
			<description><![CDATA[Hi everyone! 
 
Since all of you probably know by now, there wasn't any CO-OP footage shown during E3. 
 
We got enough of SP footage imo to get an...]]></description>
			<content:encoded><![CDATA[<div>Hi everyone!<br />
<br />
Since all of you probably know by now, there wasn't any CO-OP footage shown during E3.<br />
<br />
We got enough of SP footage imo to get an idea of what to expect in that regard.<br />
<br />
We also got to see some Spies vs. Mercs already. I know it wasn't much, but it was something at least.<br />
<br />
I feel CO-OP did not get much attention at all...<br />
<br />
Is some CO-OP video stuff planned  - maybe like a 10 minute-long video perhaps?<br />
<br />
I am not that much into SvM tbh, because I never played it back in the day, but I still enjoy CO-OP on Chaos Theory on PC nowadays with a friend.<br />
<br />
I am anxiously awaiting some CO-OP footage of Blacklist to get him convinced it will be a lot of fun, but I cannot be sure personally until I get to see for myself.<br />
<br />
Would really appreciate it if you could give us any intel, Zack :)<br />
<br />
Cheers</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>ille2007</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775788-Do-we-get-a-proper-CO-OP-gameplay-video-before-release</guid>
		</item>
		<item>
			<title><![CDATA[Can Playstyles "Cycles" be easily broken.....]]></title>
			<link>http://forums.ubi.com/showthread.php/775784-Can-Playstyles-quot-Cycles-quot-be-easily-broken?goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 20:17:44 GMT</pubDate>
			<description><![CDATA[By that I mean if you are the traditional "Ghost" (enter definition here), an if in some way you have been detected (either by own fault or...]]></description>
			<content:encoded><![CDATA[<div>By that I mean if you are the traditional &quot;Ghost&quot; (enter definition here), an if in some way you have been detected (either by own fault or mis-step). Will that in anyway break the players cycle of style?  I ask because over the past few days I've finding an even feel for a Co-OP partner who fits my style, which during the days of SC1 - Double Agent had always been the traditional ghost (get in...do what needs to be done....an get out! Leave the A.I. to go home to there signifigant others) plus playing on PC with the use of one fully functional hand made it a bit difficult for confrontation,  but in Conviction (by that time I had moved up to 360 console),  I found that ghosting wasn't exactly hard,  but Panther was the designated style to complete the objective,  but that's solo,  an I thought I'd pick the brains of some of you &quot;Seasoned Vets&quot;,  an find out what criteria you observe in finding that perfect fit.  It's been brought to my attention that I'm a bit too slow,  but that fits my style of trying to stay &quot;Under the radar&quot;,  not sayin I never get detected as I do from time to time,  but what is your definition of the right speed an agression in finding that perfect marriage of styles to make a well rounded partnership?  Any thoughts an opinions are welcomed an there are no stupid questions or answers :cool:<br />
<br />
<br />
<br />
                                                              Rogue Agent 035</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Rogue Agent 035</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775784-Can-Playstyles-quot-Cycles-quot-be-easily-broken</guid>
		</item>
		<item>
			<title><![CDATA[(Video) Private showing + Dev Q & A at Ubisoft Uplay Lounge]]></title>
			<link>http://forums.ubi.com/showthread.php/775758-(Video)-Private-showing-Dev-Q-amp-A-at-Ubisoft-Uplay-Lounge?goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 17:51:23 GMT</pubDate>
			<description><![CDATA[Sorry if already been posted, couldn't find it here: 
 
https://www.youtube.com/watch?v=c-IwuG_Rkno&feature=player_embedded]]></description>
			<content:encoded><![CDATA[<div>Sorry if already been posted, couldn't find it here:<br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/c-IwuG_Rkno?wmode=opaque" frameborder="0"></iframe>
</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>Bluelulu</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775758-(Video)-Private-showing-Dev-Q-amp-A-at-Ubisoft-Uplay-Lounge</guid>
		</item>
		<item>
			<title>Challenging multiplayer for BL wait</title>
			<link>http://forums.ubi.com/showthread.php/775738-Challenging-multiplayer-for-BL-wait?goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 15:40:30 GMT</pubDate>
			<description>The Last of Us multiplayer is so good!  Game is like Ghost Recon, Gears and COD (for load outs) put together.  Modes have one with only one life per...</description>
			<content:encoded><![CDATA[<div>The Last of Us multiplayer is so good!  Game is like Ghost Recon, Gears and COD (for load outs) put together.  Modes have one with only one life per round or TDM with set limit of lives for teams.<br />
<br />
I thought there wouldn't be any good multiplayer but damn!  It's good.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>CounterCellOps</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775738-Challenging-multiplayer-for-BL-wait</guid>
		</item>
		<item>
			<title>Uplay actions and rewards for SC Blacklist.</title>
			<link>http://forums.ubi.com/showthread.php/775721-Uplay-actions-and-rewards-for-SC-Blacklist?goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 14:16:36 GMT</pubDate>
			<description>Uplay adds actions and rewards (http://uplay.ubi.com/en-GB/game/splinter-cell-blacklist) for SC Blacklist. 
 
*ACTIONS*: 
 
- Asset Retrieval /...</description>
			<content:encoded><![CDATA[<div>Uplay adds <a href="http://uplay.ubi.com/en-GB/game/splinter-cell-blacklist" target="_blank">actions and rewards</a> for SC Blacklist.<br />
<br />
<b>ACTIONS</b>:<br />
<br />
- Asset Retrieval / Complete Safehouse on any difficulty = 10p<br />
- 4th Echelon Missions Completed / Complete all 4th Echelon Missions from Grim, Charlie, Briggs, or Kobin. = 20p<br />
- Officer of the Day / Complete a Daily Challenge. = 30p<br />
- Seven Day Duty Shift / Complete all Weekly Challenges for one week. = 40p<br />
<br />
<a href="http://postimg.org/image/hk3z78t39/" target="_blank"><img src="http://s10.postimg.org/hk3z78t39/action1.jpg" border="0" alt="" /></a> <a href="http://postimg.org/image/46w8qvyv9/" target="_blank"><img src="http://s10.postimg.org/46w8qvyv9/action2.jpg" border="0" alt="" /></a> <a href="http://postimg.org/image/a93vhdnb9/" target="_blank"><img src="http://s10.postimg.org/a93vhdnb9/action3.jpg" border="0" alt="" /></a> <a href="http://postimg.org/image/3zd784dad/" target="_blank"><img src="http://s10.postimg.org/3zd784dad/action4.jpg" border="0" alt="" /></a><br />
<br />
<b>REWARDS</b>:<br />
<br />
- Splinter Cell® Blacklist&#8482; Desktop Wallpaper/Xbox 360® Theme/PlayStation®3 Theme/WiiU Menu Background = 10p<br />
- Customization Pack / Ghost Blue Ops Suit lights and $200 000 of Splinter Cell® Blacklist&#8482; currency = 20p<br />
- Alpha Armour / Unlock the Alpha Suit single player &amp; COOP torso armour = 30p<br />
- Raven Suit / Unlock the Uplay exclusive &quot;Raven&quot; single player &amp; COOP Ops Suit = 40p<br />
<br />
<a href="http://postimg.org/image/9m9k5lft1/" target="_blank"><img src="http://s10.postimg.org/9m9k5lft1/reward1.jpg" border="0" alt="" /></a> <a href="http://postimg.org/image/okrz00uv9/" target="_blank"><img src="http://s10.postimg.org/okrz00uv9/reward2.jpg" border="0" alt="" /></a>  <a href="http://postimg.org/image/nenz186kl/" target="_blank"><img src="http://s10.postimg.org/nenz186kl/reward3.jpg" border="0" alt="" /></a> <a href="http://postimg.org/image/w216f8ked/" target="_blank"><img src="http://s10.postimg.org/w216f8ked/reward4.jpg" border="0" alt="" /></a><br />
<br />
<b>P.S:</b> sorry, couldn't use pictures from Uplay site, they are pretty big. So I used image hosting site, those pics are clickable.</div>

]]></content:encoded>
			<category domain="http://forums.ubi.com/forumdisplay.php/378-Splinter-Cell-Blacklist">Splinter Cell Blacklist</category>
			<dc:creator>KenTWOu</dc:creator>
			<guid isPermaLink="true">http://forums.ubi.com/showthread.php/775721-Uplay-actions-and-rewards-for-SC-Blacklist</guid>
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