More information about the tech that will be available during the campaign! Copy-pasted below for your convenience.
Aside from their minds, the most important weapon for Special Operations soldiers like the Ghosts is battlefield intelligence. It’s one of the Ghosts’ decisive advantages over their opponents. With the Cross Com, Ghost Recon introduced an innovative tool that serves as the hub for gathering and sharing information in the field. A signature feature of recent Ghost Recon games, it has been improved it for Future Soldier with new Augmented Reality (‘AR’) features. Directly linked to the left-eye reticule, the Cross-Com and related AR elements are only visible through its HUD or ‘Heads Up Display’. We utilize Augmented Reality in two ways:
· A.T.L.A.S. (Confirm Acronym) allows the display of real-time intel, providing live updates on battlefield situations as they evolve.
· W.A.R. (Weapon Augmented Reality) is a component of A.T.L.A.S., for use at the individual soldier level. It allows the Ghosts’ Cross-Com monocles to receive synchronized information instantly from any weapon or other piece of equipment they use. This includes things like weapon status information (ammo counts, etc) as well as targeting data. This information is cross-referenced with the information from team members, and information from others’ W.A.R. systems can appear in a user’s Cross-Com when needed. With this power in their hands, the Ghosts can perform deadly synchronized shots.
Camouflage has always been a critical element in warfare, for both protection and tactical advantage. If the enemy can’t see you he can’t shoot you. For Future Soldier, we looked at the current research in advanced camouflage technology and we extrapolated from that to create our own take on the optical camo. We took inspiration from several different proposed technologies:
· Meta-materials that can bend light around the user
· Uniform elements made from optic fiber
· Uniform fabrics made with strands of micro-LED-impregnated threads which replicate light patterns based on what is behind the wearer.
A small computer is controlling the adaptive camouflage system.
We felt it was important to maintain believability both visually and functionally. Our optical camo does not make the Ghosts fully invisible. Instead, it reduces a soldier’s visual signature so they are more difficult to spot.
Drones (UAV and UCAV)
The basic Multi-Operational Drone is a low-IR signature Unmanned Air Vehicle (UAV). Use it to identify enemy positions from on high, or to pinpoint and lock in targets. The UAV is your eyes in the sky.
The next tier of unmanned air vehicle available to the Ghosts is the UCAV or Unmanned Combat Air Vehicle. These remotely piloted aircraft are capable of launching explosives and firing low-yield EMP missiles.
Man-portable and hand-launched, this Unmanned Air Vehicle is a multi-rotor low-IR-signature field recon asset. It is capable of identifying hostiles so Ghosts can target them in their Cross-Com Augmented Reality.
When an ‘airborne’ asset is not needed, it can be landed and perform as a Unmanned Ground Vehicle (UGV) thanks to small, motorized wheels. When on the ground, it can deploy a sonic pulse capable of knocking out an elephant.
This Unmanned Ground Vehicle (UGV) is a self-mobile, multi-legged armored artillery delivery platform. Capable of withstanding a tremendous amount of punishment, the Warhound can also act as battlefield cover for the Ghosts. Large and loud, this battlefield asset is not something for ‘stealthy’ missions, but can be useful in creating a diversion for the enemy so your team can complete their objectives.
Carried on the soldier and thrown or placed on the battlefield, this sensor identifies hostiles and indicates their positions on the players Heads Up Display (HUD). Using a proprietary pulsed signal which can penetrate walls, vehicles and other objects, it is useful for identifying locations for hidden enemies. Each sensor’s powerful electronics drain the integrated battery quickly, so soldiers using this device need to act on the resulting intel quickly.
Contrary to what the name might imply, the ‘Magnetic View’ does much more than just reveal metal objects. The system sends out a pulsed signal and measures the surrounding metallic resonance (from weapons, belt buckles, eyeglasses hinges, you name it). Based on the collected data, the system analyzes the points of contact and uses sophisticated algorithms to fill in the gaps, recreating an image of what the data represents (an armed human, a bomb, land mines, etc). This augmented reality image is projected onto the Ghosts’ Cross-Com Heads Up Displays.
The system has been finely tuned to filter out environmental noise, such as building materials like re-bar, door hinges, water pipes, etc., to enable users to focus on potential threats.
Unlike their bigger air-dropped cousins, these are miniature Electro Magnetic Pulse weapons. They will temporarily fry any electronics within their limited blast radius and leave enemy sensors blind and heads-up-displays disrupted.
A unique sensor specifically tuned to the frequency of a beating human heart, the device interacts with the players Augmented Reality to delivery visual representations of where the associated humans likely are. This piece of technology is weapon mounted and has a limited field range.
Providing a fused night vision and thermal view in a single specialized weapon optic, the NVT (Night Vision Thermal) scope also offers some magnification.
The name of this optic refers to the reflected signal information that is collected and analyzed by its on-board computer. In short, it uses this data to provide the ability to see through most surfaces over a short distance.
The ‘Opitcal Target Recognition’ Scanner simply projects intel related to enemies when the user is in scope view.
Last edited by suolucidur; 03-13-2012 at 10:20 AM.
I like how they also paid attention to the drawbacks of some of the tech here. For example, the War Hound will be useful for assault purposes, but will be very loud. The Thrown Sensor will be able to detect enemies and feed their location to you in real time, but will only work for a short period of time before the battery drains.
Yea, it's harder for a single thing to break a game (bf3's MAV, IRNV scope, or frag rounds) when EVERYTHING is overpowered. The only thing I'm still worried about atm is that the UAV with a missile launcher attached to it... the EMP says it disables things for a short time but if it doesn't kill it, then it's just a matter of teh engineer hiding and waiting till it's back online. I really think an unmanned air vehicle that small should not have a missile launcher attached to it in MP, especially since there will be one life modes.
MAYBE as a balancing option... the unarmed UAV only gets disabled by emp airburst nades but when the UACV or UCAV blows up when hit with an emp (think of it as the blast frys the computer and the electronically controlled missiles explode). That way you trade more power with more weakness to it getting blown up?
EDIT: I would feel much safer in my preorder if they released a video showing all these things used in MP, and what counters what. Like a guy throwing out a sensor, killing one guy, then the guy behind him throws a decoy and flanks, then that guy gets shot by a sniper using optical camo, then someone shoots the sniper with a thermal scope, then that guy gets shot through a wall with the help of the metallic sensor right before a UAV hits him with a rocket and then you get to see the UAV get downed by an airburst EMP nade, then THAT guy walks into a stun mine and starts getting hacked. At that moment the new version of the MULE busts through a wall and crushes the hackers head on the ground like an elephant in a circus trick gone very, very wrong.
i really don't like that UAV with a missile launcher... cannot stress this enough. If one person gets to hide in a corner and go hunter killer on the enemy team with a robot then everyone should be able to equip something to counter it. So far, only assault rifles seem to be able to get the airburst EMP to disable it. It's like in bf3 if the engineer got a deplayable M1 abrams, it would SUCK to be a recon or assault.