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Thread: Fantasy SC mission walk throughs. (Add yours). | Forums

  1. #1
    Senior Member SolidSage's Avatar
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    Fantasy SC mission walk throughs. (Add yours).

    I don't know how far SC6 is in the build process but maybe there is still time for things to be incorporated. Instead of directly asking for a change, or condemning earlier stuff, how about giving a summary of your ideal mission.
    This is an example of the type of gameplay I would like to be available in SC:

    {Playable insertion - Loved A&K's dingy into St. Petersburg. Would have been fun to control it, and maybe punch or collect that disgarded bleach bottle.}

    {Increased depth to controls in regards to character movement and environment interaction - Bit vague but, varied movement speeds for all movement actions, ability to move/manipulate objects, more involved CQC and takedowns, knocks, whistles, steal and use radios as distractions. Enhanced interrogations. A lot more STUFF to play with.}


    I peek around cover, standing. Mark the three guards chatting in the center of the room 30' away. I slide my hockey puck gadget accurately to the center of their group. As it slows to a stop the puck releases a gas rendering the 3 guards quickly unconcious. My partner and I, having quickly donned our small respirators, low run to the bodies. We each grab one by the collar and quickly drag them to shady locations, as my partner watches from the shadows I go back for the third. This time, with the all clear, I use the slower body movement method and hoist the guard onto my shoulder. I move slower than normal as I carry the body to a bush where I can now reap the reward of this method, and throw/lower the body into the bush/window/river. With bodies in hidden locations we can now safely search them for info/ammo/smokes without being detected by roving patrols.

    One of the guards has some key codes in his phone. We use these to gain entrance through some stiff security obstacles (mines, lasers, turrets, people, dogs, cameras, locks) and locate the VIP. After dispatching his armed guards my partner is suprised by an elite bodyguard as she attempts to subdue the VIP. The bodyguard knocks my partner's weapon out of her hand. As I secure the VIP, she engages the Elite in high profile H2H. She quickly counters his attempt at a grab/push and steps inside his guard, grabbing him. A quick knee strike distracts Elite long enough for her to advance her grab to a hold, allowing her to choke/throw/DDT/stab/shoot/pull to the ground and choke the elite as she desires. I don't see her choice as I am actively engaged in holding up the VIP, intimidating him and preventing him sounding alarms to bring back up.
    With the Elite down, we can safely interrogate the VIP on site before extracting WITH the VIP via a stealth helo rendezvous on the roof.

    Unfortunately, this time, the VIP dies enroute to the rendezvous. Handling and transporting him poorly allowed him to alert guards and our extraction was blown. To avoid escalation, the stealth helo has to be called off and we now have to extract via the Infiltration point, on foot.

    Back at HQ after successfully making it to extraction point Bravo, we digest the info extracted on site, and ID the next mission's primary Objective. Other pertinent info is now going to have to be extracted from local mission AI about secondary objectives and security measures, making it harder to customize our pack outs with optimized goggle settings and gadgets, which in turn makes getting that 100% Stealth rating/achievement much harder. Oh well, we can always just play wide open and get the 100% Assault rating/achievement (no sliencers, volatile gadgets, time restrictions).
    The 100% Ghost Achievement won't be unlocked for availabilty until the Stealth&Assault are completed.....and it won't be easy either, no environment damage allowed, no bullet casings, no guards alerted or harmed. Pick pocketing/file/safe/drawer cracking and pilfering will be necessary though, as will completing all secondary objectives in the previous missions in order to aquire the ID of AI/location that holds that special item/info.


    {MP now allows for longer P2P CQC exchanges, and cool players can get so good as to counter and disarm opponents without harming anything other than their ego.}


    for the night is dark and full of terrors
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  2. #2
    Senior Member shobhit7777777's Avatar
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    Awesome read Sage!
    Great thread.



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  3. #3
    Senior Member SolidSage's Avatar
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    Thanks Shob. I don't do my share of thread starting because I generally can't think of anything new and interesting to talk about.
    I thought this might be an amiable way at petitioning Ubi to include some fun stuff without the inherent badmouthing of their previous efforts. I'm really hoping for a massive increase on the amount of ways we can interact with AI and environment. I want to DO more.


    for the night is dark and full of terrors
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    Senior Member michaelanjello's Avatar
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    Ok. Very nice! But can any of us post our desired mission walkthroughs?

    Also, speaking of bullet casings, is there a type of attachment that actually catches bullet shells as they come out of the gun. Because if there is, that would actually be a really cool weapon/ gadget upgrade in future stealth games. I mean in case a shot is fired, theres a smaller chance youll get dicovered. For example: if an agent fires off bullets from a Desert Eagle, hes obviously going to be compromised, because 1: everyones gonna hear throughout the entire mission and 2: it has a distinct sound and has an exotic shell casing, so guards can easily identify bullet shells on the ground and radio in the other guards. In my opinion, guards shouldnt be radio checking each other unless something happens are they are suspicious.

    Either way, i silenced pistol, with a casing catcher would be pretty **** sweet. And you could just dispose of them anywhere in the grass or in a place where no one goes, and it would be stealth. Not as stealth as not firing them at all, but more stealth than leaving the bullet casings on the floor. And if you filled up the casing catcher and finished the level without disposing of the shells, then its like you didnt fire a single bullet.

    Idk, cool concept, too much work.
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  5. #5
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    Quote Originally Posted by michaelanjello View Post
    Ok. Very nice! But can any of us post our desired mission walkthroughs?

    Also, speaking of bullet casings, is there a type of attachment that actually catches bullet shells as they come out of the gun. Because if there is, that would actually be a really cool weapon/ gadget upgrade in future stealth games. I mean in case a shot is fired, theres a smaller chance youll get dicovered. For example: if an agent fires off bullets from a Desert Eagle, hes obviously going to be compromised, because 1: everyones gonna hear throughout the entire mission and 2: it has a distinct sound and has an exotic shell casing, so guards can easily identify bullet shells on the ground and radio in the other guards. In my opinion, guards shouldnt be radio checking each other unless something happens are they are suspicious.

    Either way, i silenced pistol, with a casing catcher would be pretty **** sweet. And you could just dispose of them anywhere in the grass or in a place where no one goes, and it would be stealth. Not as stealth as not firing them at all, but more stealth than leaving the bullet casings on the floor. And if you filled up the casing catcher and finished the level without disposing of the shells, then its like you didnt fire a single bullet.

    Idk, cool concept, too much work.
    Actualy there is,i seen it on some assault rifles(M4),a sort of a bag/pouch is placed on the ejection port to catch the shells.
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  6. #6
    Senior Member michaelanjello's Avatar
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    Wow. Thats pretty cool actually. Although it would look funky, it be a really cool upgrade
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    Senior Member Jazz117Volkov's Avatar
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    ^ Reminds me of Mr. Brooks. He used duck-tape to seal a plastic bag over his hand and pistol to catch the casing etc.

    @ Sage:
    *knowing nod
    Nice thread man. (nice read too) Been waiting for a new and shiny discussion.
    Will contribute later
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  8. #8
    Senior Member SolidSage's Avatar
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    @ Michaelanjello & RedDragon
    Yes, everyone can/should post their mission.
    I tried to think about mine from a 'me doing it' perspective and then see how that adapted to SC gameplay. I figure a lot of the micro action stuff is so minor that build efforts would be a waste. But then again, tools like lockpicking are really little more than a mini game pop up. And those can be kind of fun.
    I like to play SCC overandoverandover, so I get depressed when I feel like I've done it all, and then implement personal challenges, like the no bullet casings, which really means no shooting in SCC. The bullet catching bag tool isn't what I was thinking as much as, in the instance that you absoloutely had to fire off a round to avoid mission alert/failure, you could catch the round as it ejected and pop it in your pocket, or look for it on the floor and pick it up. Thinking about it though, sometimes the way I play Conviction would require a Home Depot contractor trash bag for all the shells! (insert Devil smiley).

    @Jazz&Shobhit
    Thanks.
    But hey peepes, it's not a contest, don't be writing some mad cool exotic missions and make me look shiz. .
    I'm personally most interested in realish gameplay mechanics that would deepen the experience.
    Last edited by SolidSage; 04-19-2012 at 11:17 PM.


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  9. #9
    Senior Member michaelanjello's Avatar
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    Ive always imagined a level like this :

    The day is cinco de mayo, and the many people pf mexico and the united stated celbrate their heritage and pride. However, this day will have a greater meaning because its the day Megiddo gathers together and meets to dicuss their issues and plans for the upcoming future( for example???)
    The level mostly takes place on an island with a mansion on top of a hill, with a winding road that leads to it. The mansion is old a battered by the salt water from the sea that surrounds it. The island connects to the mainland by a single dirt bridge with guards patrolling and making sure only certain people enter the island( basically a checkpoint) Ithe mansion isrotting in some places, and in some places there are even parts of the floor missing. However its being renovated by "civilians" or workers. The mansion is surrounded by barbed electric fence which reaches up around 10 feet high. Multiple guards stand in front of the main gate, which carefully inspect each car that passes by. The goal of the mission is to enter the mansion and find evidence on one of the main bad guys, while there are multiple guests ( possibly megiddo?) arriving to the mansion to have a meeting in one of the new renovated sectors ( this just adds character to the level)

    However. You start in the village on the mainland and you are given Orders to infiltrate the mansion. Since its cinco de mayo, people are partying in the streets. It is approximately 6 or 7 in the evening. You can see the mansion/ estates in the background. As you make your way through the streets, you notice figures in the rooftops and windows. Hired guns standing around and observing the celbration in the streets. Possibly maybe even cobin shows up? Whats he doing there? You decide to follow him by sneaking through the crowd and through buildings and the streets. You hang on the bottom of his truck or hop into the back of the truck at the right moment, when nobody notices and cover up with a blanket. As you leave the village, you begin to drive on the dirt road through a marsh land as you approach the island. You overhear the guard and cobin talking about how strict security is and how they inspect all cars from head to toe that enter the island. Cobin also hints at the bad guy or megiddo, but now enough to give anythng away.

    Once you pass the first check point, youre on the island, but you have to jump off the truck or youll get discovered by the gueard at the main gate at the top of the hill. Since the island is very small, many points of the island are 30 + foot drop offs / cliffs. At this point i time it is evening and the sun is setting, making the sky red and allowing you to enjoy the scenery on the island while thinking of a way to get into the mansion. Although there are multiple ways, you discover a tree hanging off the edge of a cliff which overlooks the sea/ocean. You walk over and rappel down toward the crashing waves and swingtowards a pipe sticking out of the rocks in the side of the cliff. You enter the pipe, and follow it until you are directly bellow the drainage grate right bellow the main gate. The gates open above you, and At this point you see cars drving throught the main gate overhead, arriving for the meeting. You continue and eventually enter the the house sewage system, and exit fromthe ground in the wine cellar.

    While the meeting is being conducted, you manage to take advantage of the lack of guards in the upperlevels and sneak into the bad guys bedroom. Through the use of hacking, lockpicking and interrogating of various guards in the mansion along the way, you manage to puzzle together that the man conveniently hides this document in a secret location in his room. The document is also in a small safe so you have to crack it. you try to open the safe,but you hear noises coming closer towards the room. You need to find a hinding spot quickly. For example, you hide on the balcony and you see a man enter; its the bad guy dude. Whats he doing here?according to the intel he wasnt supposed to be here. Although you dont have a chance to kill him because, hes with bodyguards ( and the game does not allow you to) . Once he leaves, you get ahold of the documents, and you send it for analysing. Soon afterwards you are told to wait for extraction in the back lot of the mansion. At this point the meeting is over and guards and the guests are leaving...Break.

    ( EDIT* Btw, with this kind of rickety building structure, and multiple level design layering, the game could really show off its lighting mechanics at this point. Especially since the low sun would make excellent scatter, dust and particle effects. All of this combined could really give that awe moment to the player and make the level look stunningly beautiful.*)

    Continue....You make your way to the attic, and onto the roof. It is almost dark outside and the sky is purple. There is only twilight, so its difficult to see, but you see cobin and the bad guy( the man that came to the room and also the owner of the mansion) step outside. They walk out into the backyard and begin to talk. The backyard is big but empty and ends off with a 50 foot drop into the sea. They begin to talk, and cobin hands over a suitcase. By this point in time, analysis is finalized, and you are given permision to take out the bad guy or take him in for questioning / interogation. You also discover through intel, that he was planning on taking out cobin. But due to the severity of the mission, you cant allow that to happen. As you sit on the roof, you watch the conversation unfold and escalate. And at the precise moment, you chose to strike.

    (This level can end in so many different ways, depending on how the devs would like the story to develop. I used 2 examples.)

    If the guy dies, then 1 happens. If the guy is captured and interrogated then 2 happens.

    1. Either you have to silently snipe the guy out along with the suitcase (you have to retrieve the suitcase and exfiltrate)at the right moment without cobin noticing, or any other guards noticing. Also cobin and the guy argue about the deal and exchange insults, so killing the guy might be difficult. Or
    2. You use the darkness to your advantage and ride the clothesline down to the yard, get shot by the bad guy while going down, You fall off the zipline, do a commando roll,(remember guards left so theydont hear it) but manage to tackle the dude off the cliff and into the water along with the suitcase, while cobin is distracted for whatever reason. ( most likely woman or alcohol or something shiny)

    Either way, the ending of the level ends with Sam Fisher exfiltrating by diving off the cliff edge and falling into the water below.
    Last edited by michaelanjello; 04-20-2012 at 07:59 AM.
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  10. #10
    Senior Member SolidSage's Avatar
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    @michaelanjello
    I like the idea of being able to board a moving vehicle and hide in it. Having the Sun go down during the infiltration adventure would also be a dynamic occurence. Watching the day slip away in real time would seriously affect atmosphere.
    I agree that rappelling adds something, and would also include it in my own list of 'wants'.


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