Stealth Always Wins
Here are some new ideas:
Gameplay was allways a problem in Splinter Cell because it was too short. I think I have an idea how to incrase it. Many games have things that can increase gameplay:
Assassins Creed 2 - side missions, Far Cry 2 – side missions, Uncharted – searching for treasures, but Splinter Cell have non of those. I hope this will work.
Gadgets had allways been the part of Sam's arsenal, but we should be able to earn them.
By pressing Esc or start we will see many diffrent things in menu. If we go to PEC we can see challanges like vanish, PEV, Splinter Cell and Gadgets (new idea).
To earn a gadget you have to a challenge.
1. EMP grenade. EMP shut down the electronics for few seconds. We earn it by destroying 10 electronic devices (light, tv, pc, camera...), but that only gives us one grenade.
If we shoot 15 more, we will have 2, 20 more for 3 and 25 more 4 grenades.
(10, 15, 20 and 25 work for all gadgets)
When we unlock gadget (in this case emp grenade) it will appear in weapons stash. Only problem is that Sam can have 2 grenades (all of the grenades but just 2 for the type, 2 frags, 2 flashgrenades, 2 smokes...) so you need to buy a bag if you want more grenades. This doesn't mean that you can't pick a grenade if you find it. You can pick it up, but like in deniable ops if picked up AK47 and you haven't unlocked it in the weapons stash, even if you played with AK47 trought the entire level, AK wont be in your weapons stash.
2. Frag grenade and Proximity mine. To earn it you just need to shoot ai, been spotted or not.
3. Remote mine, Land mine and Wall mine with explosion. To earn it you must kill people, but with diffrent way. We use remote mine when we wait for the ai to get in the right position and we activate it to kill the ai. Killing people to earn the remote mine or land mine or wall mine can be done when ai is near the explosive. So we wait them to reach the right location and we shoot the explosive, fuel etc to kill him/ them.
4. Sticky camera. This gadget can attract atention and explode. To earn it we must to the same challenge we do to unlock the wall mine, but we also must run around the ai, shoot near them, or brake the glass by hitting the glass. We must get their attention without they discover our location. (10, 15, 20 and 25 times like for all other gadgets)
5. Flash grenade, Smoke grenade, Gas grenade, Sonic grenade, Stun grenade,
Wall mine flash, Wall mine gas, Wall mine smoke, Wall mine stun, Wall mine sonic.
To earn these gadgets you have to ambush the ai but in the diffrent way. We have to shoot the anti fire extinguisher and then he releases smoke. That smoke will stun ai and he won't be able to see few seconds, because gas is in his eyes.
6. Sonar goggles. We earn it by peaking under door.
- You can't have more then 2 gadgets (two emps, two frags, two gas grenades) without the bag.
- You can only have 6 gadgets + portable EMP and sonar. When you have land mine, remote mine and wall mine it doesn't mean that you can pick all the gadgets, you can just choose the one from that section. It works the same for flash grenade, smoke, sonic... where you just pick one grenade from the weapons stash, but you can have frag on proximity mine together.
- You can't peak under one door more then one time or kill ai with the explosive, retry checkpoint or mission and kill him again to count as 2 kills. What you can do is to kill more ai with the same explosive (or stun if you are doing that), but not doing that under same doors etc.
- You can still pick the gadget if you find it.
- You can complete this challanges in SP, COOP or Deniable Ops.
- If you completed SP (example) finished all the challenges and secondary objectives, unlocked everything, you won't have to do that again to earn the gadgets again. Everything will be unlocked even in the first level of the game. The second playtrought will be few hours shorter, but with all the gadgets, weapons and suits on the beginning, you will be a real badass and the game would be much more interesting to play.
By using Sam's locker you can upgrade his suit with armor, emp bag, but you can also buy him the suit:
- Sam's Splinter Cell suit
- Any 3Echelon suit you want (just one of them)
- Any Voron suit you want (just one of them)
PART2 IS COMING SOON
Stealth Always Wins
I did not check this page yet NG4, i need to re-read your ideas and tell you what i think , whatever i like will be in update 20
hey people Update #19 is up and i am pretty sure you will like it, cause i myself think all of it's ideas are great
keep your ideas coming "man, i wish the Devs take some of the ideas from here, this is so much work "
You really suprised me sameer:
I really like it. I think the most important thing in game is to have a real life characters, not just tell you the story and lost it self (call of duty [every part]).- I think the different gear is enough to differ between enemy unites, much like SCC do it, yet while progressing through the game Sam should talk (like he is talking to himself) and tell us tips, like " those guys don't look like mercenaries, they look like true professional with military training" or " those guys looks like the had some intense H2H combat, let's see how they will handle someone they can't see" and stuff like that, it will feel like if we were in Sam's mind, with him, and even connected to him through his while experience
coolthey can talk about... games coming out
And you add in the update that secondary objective will unlock gadgets. I told everyone that I will remove it (in case you already pick that part) and I removed and you post it.
I wrote how to unlock gadgets and increase gameplay (like in fanfiction when you can rescue 3ech workers or civilians in New York).
Now It doesn't make sense, are you going to edit the update 19 or ... you decide
Stealth Always Wins
Great job on update 19 sameer. The part that i really hope the devs take a peek @ is the "CROWD" section that you have there. Good stuff
Didn't Lambert refer to Sam as a SIGINT NINJA in the ORIGINAL SC?
NINJA, huh....what ever happened to "Sam Fisher the SIGINT NINJA"............
I think we all want to upgrade our gear to be as better as possible. I have an idea how to upgrade your weapon with the upgrades that we have in updates:
I will pick M468. What I want to add is to have all the upgrades on the side and you pick 3 upgrades for your weapon.
Ok know I have an M468 and I want to make action class so I will pick acog x2, extended magazine and grip (scope zoom x2, more ammunition, bigger accuracy).
I used this class for a 2-3 missions and now I will change it. I will keep grip, add supressor and laser (bigger accuracy x2 (grip and laser) and silenced weapon).
I used this class too, so I will change this class. I will add reflex sight (extra mark), hallow point ammo (increase damage) and add acog x4 (scope zoom x4).
I'm done with the M468 so I will pick the SPAS12. I won't add supressor because that's already added, but I'm going to make sure that I will have the most accurate shotgun in the game. I will add grip (increase accuracy), gun stock (increase accuracy again) and laser (increase accuracy again) or with Five-seven because he's already supressed. I can add hallow point ammo (increase damage), match grade ammo (more accuracy) and reflex sight (extra mark).
What I'm trying to say is to add all this upgrades and we pick any 3 upgrades, but this doesn't mean that you can have more then 3 upgrades (if It weapon is already supressed [like spas12] or already has scope) and you can't upgrade supressor for desert eagle or M500 or extended magazine for shotgun etc.
When I played SCCT I renember that when we are playing on expert difficulty if we are about 2 meters in front of the ai in the pure dark room, he will spot us and that really is realistic. I think that should be added in SC6, but you can do it with the arrow and half of the circle. When ai is about to see us (in SCC) that circle and arrow show up and the more they see us the arrow gets bigger till It's red and the circle is red too. I think we can use that when we are in the shadow. We are black and white and when ai comes closer (pure dark) that signal shows up (arrow and the circle) and the closer he is (when he's looking at as) the arrow gets bigger.
Let's say It's night operation and It's raining. I'm standing less then 10 meters, but more then 2 in front of the ai. If I don't move for the 10 seconds the guard will come closer. He will suspect that someone is there.
Well It's realistic. He's looking right at me and It's raining. Because It's too dark and I'm too far he can't see me, but he can see that the water drops are falling on the ground, but at one place, they are not falling directly on the ground. First they fall somewhere and then to the ground, but when you look over there is dark and you can't see anyone. Like I said he suspects that someone is there (drops don't fall on the ground) and guard will go to see what's going on. If he gets 2 meters in front of you, the earlier idea starts.
Stealth Always Wins
@ NG4 :
for part 1 : i have added something similar, in the update, it is about files, intel,...etc as unlockable (like the treasure from uncharted), i think that it is better than having your idea, there is nothing wrong with your idea but i think Gadgets are an important part of the game, and to be honest i didn't like the unlockable gadgets of SCDA, i didn't find them useful at all
-- for the part of the update, i guess i will remove it
for part 2:
i like your customization idea, i will add it to the next update when i have enough ideas, but for the circle and arrow i don't think it will work, for 2 reasons :
1- it takes out from the realism
2- people hate that indicator being on the screen
yet i still agree with you, guards should be able to spot us even if we are in the dark
I can't belive you finally answered.
For the first I was thinking about increasing the gameplay by unlocking gadgets so that you can use them any time on any level, but before you unlock gadgets, you will be able to use your enivornment: chairs, boxes... to defend your self, Like Jazz said.
Anyway when I get back from school tommorow I will post Part3 ideas which includes ideas for interrogation and cover take downs similar to the uncharted 2.
Stealth Always Wins
I know my ideas usually involve H2H, but what can I say, I’m an enthusiast.
So here’s it is:
This will keep the Conviction style, but also reintroduce the Chaos Theory style. Basically all attacks are initiated by press ‘B’ and then you press either Left Trigger, or Right Trigger depending on whether you want to be non-lethal, or lethal, or you can press and hold both triggers for a moment to take an enemy hostage.
Before you think WTF, left me explain in a little more detail.
If you’re undetected, I.E. sneaking up behind someone, and press ‘B’ when in reach of an NPC, Sam will extend his arms and assume and takedown-ready stance, (but will not touch the NPC, so the NPC remains un-alerted) remember what Sam did in chaos theory when you were really close to an NPC, he’d reach for his knife, well it’d the equivalent of that, only player initiated.
Since the NPC is unaware of you Sam will keep his takedown-ready stance until either the NPC walks out of reach, or you back away.
And as stated above, while Sam is like this, pull the Right Trigger to kill the NPC, pull the Left Trigger to KO him, or pull both Triggers to take him in a chokehold.
And as expected, if you’re undetected all your takedowns will be undetectable.
As I’ve mentioned before, we should have full freedom when doing the Death From Above, and using this method, we would. Simply tap ‘B’ to pounce on the NPC, and then choose one of your three options. Could work for corner grabs too, and inverted takedowns, I.E. when you’re handing from a pipe and an NPC is within arms reach bellow you.
Now things get a little more hectic when you’re detected, I.E. attacking an NPC from the front, or front sides. The game is the same, but the rules change. So pressing ‘B’ will command Sam to reach out and grab the NPC, securing him, but for only a moment. In the short moment you must choose one of your three options.
The more skilled, or harder NPCs, will break your momentary hold faster, so you must also act faster.
NPC can also counter you:
Basically, if you’re in reach of an NPC he will almost always opt for a melee strike. So if you’re too slow and initiate your own attack too late, the NPC prevent your initial grab from seizing him. He will then attempt to strike you.
To counter an NPC is rather straight forward; simply press ‘B’ after his strike has started but before it lands on you. Counters play out like a normal takedown but perhaps a slightly longer and more complex animation. So it may be more fun to watch, but it is a slight penalty as your character is occupied for longer, thus can be shot by other NPCs more easily.
And last but not least, as long as your feet are on the ground and you successfully initiate an attack, you can press ‘B’ again to slam the NPC into the ground. This is undoubtable your fastest attack, but it will not KO or Kill an NPC, only keep them down for several seconds.
You can however combine your 2nd press of ‘B’ with a direction on the Left Thumb Stick to smash the NPC into a nearby object or wall, inducing an instant KO, or another NPC, allowing you to instantly knock down multiple enemies. You could maybe use this to flow from one NPC to another.
So say there are three NPCs searching for you, all within a few feet of each other. You can get the jump on the first guy, and throw him into the 2nd, which also commands your character to take a step or two in that direction, allowing you to reach the third guy who you can then quickly slam into the ground. You then make a run for it while they all fumble back to their feet. Not the stealthiest option in the world, but it’s fast and would be really fun.
And of course you get all the usual stuff when holding an enemy, like throw him, KO/Kill via whatever combination of buttons seem best.
So there we have it, yet another recipe for H2H.
And I do like this one.
NG4 : sorry man, but you know how busy i am, i really try to replay as fast as possible, i just take my time to read the ideas first
Jazz : first of all, sorry for not contributing in your idea thread, about SC07, i just couldn't understand what should i say or do
now on topic, your idea is a good one, i had to be like scrolling down through the whole updates to check the H2H system, anyway i got to ask you something, why press "B" to take close to ever stand ?!, do you want to give the player more to do than just one button press ?!
another point, i am thinking of a new H2H system, cause the H2H ideas are so scattered through the updates, so i want to make something about it, a grand H2H system, i will P.M you as soon as possible to discuss it