Originally posted by odi0n2009:
I agree with everything the OP said, except a few things he did not like, so I will summarize why they are important to the franchise:
Keep this in- this is important!
It helps produce a true coop strategists experience.
However, move it further in regards to Human assembly, why not make it 6player coop? Why limit to 4player?
Expand the environments just a nudge to accommodate the 6 player coop team.
Add more vertical, rappel, underground approaches to add layer on top of the standard street level approaches you've been doing for years. This standard way would be very stale and non vibrant nowadays.
These different approaches add spice, discovery of tactic, mystery and replayabiliy.
Allow drop in/drop out coop play (without us having to stop our game, come out to the lobby & start over) Just allow them to join the game while in play.
Grant me the ability to allow my friends to drop in/out or strangers to drop in/out or both to drop in/out. Still give me the option to turn this feature on or off and to "tweak" the settings to my flavor (Example) If I want 2 of my friends to join with drop in/out and the rest to be strangers with drop in/out-- let me do this. Give me "settings flexibility".
This game is about teamwork & tactics, which means this is a "social" game... Well...
Let them enter my campaign with they're created characters & everything they've earned/customized (even if I am still at level 1)
Do in game cutscenes (not pre scripted CCG) so our created characters are part of the plot to the story therefore making us "the coop player group" feel involved with the story, also, your writers will appreciate our immersion into what must had been they're heart & soul of an effort to draw us in.
If not UBI, then either you do not value the social aspect of gaming and the impact a great story arouses into players or you devalue your writers.
This also helps with coop not feeling like it was "tacked" on. Which leads me too...
Do you guys consider yourself kiddy?
Or true authentic strategic/tactical shooter?
If you consider the latter, then give us authentic styles of customization that represent these facets and at the same time presents the Rainbow franchise as so. Basically don't give us pink, skittle colored follow the rainbow gear. Be authentic and allow us to uniquely "form our own" character identities via authentic gear.
COVER & LEAN
They both can work together in harmony.
As far as the cover system, implement killzones version. They did "learn it" from you guys as a homage, accept they're homage and use it there is no shame in that. It fits Rainbow perfect and it is a 1st person cover system (screams authentic) forces you to peek out of your cover if you want to see what's going on.
As far as the lean, put it in there I can see many ways for us to use this, especially if there's a certain angle you can't that requires some kind of "body contort".
In Vegas those directional pads were freed up and just sitting there as free property not being used up. That's free real estate UBI!
Take advantage of that.
If you want to keep sprint... Fine, at least give it a stamina cost, to help avoid Call of Dutying all over the place. Also the heavier weaponry you carry, the more the stamina cost you have to pay.
If I am good enough to sneak up on my adversary, why should I reveal my position? With bullets, even if silenced? Let slice me him! Make it "rewarding" add a cutscene to it (nothing to fancy)
FLUID, REALISTIC BODY MOVEMENT
It does help with immersion.
VAULTING OVER WAIST HIGH THINGS AND WALKING OVER A PIECE OF ROCK
This is a no brained, why am I a elite soldier, killing machine with the finest of training am being stumped by a rock? I should be able to walk over it (not around it) also why would a waist high fence force to stop dead in my tracks and make me have to take and long go around route because I cannot simply vault over it for some reason.
I really hope to god you the new developer/old developer of this game are reading. Thank you.