So how can you appease gameplay elements from all the games? I'll do my best as a classic SC enthusiast to do so. I know there have been gameplay ideas for SC6 before but this was my attempt at mixing pretty much every aspect together ina seamless blend.
First of all. Let's put the game back into covert ops and not Bourne styled conspiracies and on-the-run mentality. He wasn't a Splinter Cell...don't call it Splinter Cell. As long as you keep the name it has to involve covert ops.
Okay. So we keep the PEC system of challenges (snap 10 guys necks from a hanging position, for example) and you can unlock upgrades and new weapons. Instead of picking up a weapon and having to carry it to a weapon ache...there won;t be any. If you want to switch weapons in-game you can and if you beat the mission with the new weapon it'll be added to your inventory. Alternatively....you can perform PEC challenges and purchase a weapon before you encounter it in the game. That reminds me...the game needs to have intricate levels that are plot-heavy and the length of the entire game needs to be looooong.
The krav maga will return albeit in a different function. If you are caught and the guards are currently attacking you/looking for you...you can krav maga to take them out. Alternatively you can equip the knife for your default loadout you can use that. Brutal interrogations would be in each mission or at least most and sometimes lutiple times but the majority of interrogations would be random guards again. The weapons you find will be pretty much 50/50 stealthy and assault. The stealth ones such as the SC-3000 will come with a silencer as a default thing while others will be an assault rifle with the ability to upgrade it into a silenced version. However by the end, the weapons will be 50/50. That means if you collect every weapon without upgrading them....it'd be closer to 30/70 stealth and assault respectively. Before each mission you can outfit yourself with varying weapons (not your skin during your first playthrough) but once you've beaten a mission, you can go back and play it with any skin.
Mark and execute would return. WHA? How can one of the major things that changes the difficulty return? Well the SC-3000 (the slimmed down cousin of the SC-20k) can now fire different types of NL and lethal rounds. This includes Ring Airfoils, sticky shockers, sticky cams (stealthy-gas or assault-explosive varieties depending on preference), grenades (gas, smoke, frag, emp, etc.), camera--hackers: provides an even stealthier, yet easier and perhaps slightly unrealistic way to take out cameras that is practically noiseless...simply fire one at an active camera and you can play the hacking mini-game to turn it offline permanently. This means rather than shooting one which creates a fairly noisy sound for guards nearby, it's is almost perfectly silent. Now to the M&E....trackers. What you do is you load the trackers into the SC-3000 and when you fire one at an enemy it'll track them. While you won't be able to execute them like you can in SCC it allows you to keep an eye on them easily even through walls.
Switching and taking out your weapon will be as quick as it is in SCC rather than the slowness of the originals. The cover system will also be similar. You hold down the left trigger and for as long as you hold it you will be against the wall. You can hug a wall either crouched or standing as well. Target reticule depending on difficulty will either be Conviction style where it has less spread even when fully running while on harder difficulties you have to have even better and better aim like you had to have in the originals. On the SC-3000 as well as the Five-SeveN, there is an emp jammer like in CT or DA for cameras. The attachments from CT return and can be used in place of a gadget. This also allows those who want to run and gun the ability to have multiple guns for different uses: sniping, shotgun, silenced assault, etc. As I said, the knife can be used or you can use krav maga depending on preference. the knife is extremely efficient and quick while krav maga is freaking badass but a little slower.
Alarms are present but will not fail you out of the mission. They will increase enemy alert levels but instead of sitting put, they will actively search for you for the rest of the mission, allowing for aggro-stealth cat and mouse gameplay.
When using a gun, you can easily run in third person as you can in SCC unlike the originals which dramatically slowed you down. LKP is present as it has been since the first game but there is no longer an LKP 'ghost' like in SCC...I mean have some faith in the players -- it's not that hard to figure out where they last saw you...or where they believe you're at. I didn't need it in the first, second, third, or fourth games...I don't need it now and it clutters the screen. Bring back the Y button as the atheletics option. Still have many surfaces that can be climbed on like SCC but slow the climbing to a realistic speed. If even young Ezio can;t climb across ledges as quickly as an older man like Sam Fisher and he has what is presumably alien ancestors? Then no. Stop that. Aiming mechanic should be like SCC but with scoped weapons instead of immediately going into the scope it does the "slight 3rd person zoom" present with every gun, clicking it again willzoom in, once more and it goes out. Every door can be bacshed down but some are locked and can be picked or the lock can be hacked in case you want to go stealthy. The A button will be the action again such as picking up weapons and equipment and items like soda cans, and Y will be to jump over things, vault, etc.



Reply With Quote




