More solid and diverse feedback (vibration). Climbing, jumping, shooting, fighting, explosions (including the cutscenes).
More solid and diverse feedback (vibration). Climbing, jumping, shooting, fighting, explosions (including the cutscenes).
30. Clever homing device that can be attached, for example to the chassis, important cars that can track a transmitter itself. Looks like a reduced version of the hockey puck that is magnetized, and turns on them by turning the upper part. When Manges adheres to metal, you can only hear a silent thud.
31. Flares alarm which, after throwing and firing into the sky, exploding and dramatically illuminates the darkness blinded soldiers who are detect and shooting at us, at this time we have literally a moment to disappear from their sight.
32. Splinter Cell agents can rotate 180 degrees to the ventilation shaft if there is enough space for such a maneuver, while the guards can see into such tight spaces, and light the torches them, if they see a spy in the ventilation shaft to automatically shoot him, and if are not sure whether target has been killed, to be sure, throw frag grenade to inside.
If you're looking something special from Splinter Cell videos, (last my project was called Tactical Espionage from Chaos Theory - advanced ghost style), visit my fansite channel at this address: http://www.youtube.com/user/jaruto7?feature=mhee
Our ideas should serve as an inspiration for Ubisoft Torronto with new and innovative features in the right direction for Blacklist: http://forums.ubi.com/showthread.php...e-in-Blacklist
We need a purist mode similar to what Hitman: Absolution have, but with our rules: http://forums.ubi.com/showthread.php...40#post8582940
http://forums.ubi.com/showthread.php...list-Checklist Please support the checklist and hopefully Ubisoft will see the massive amounts of people who want to see certain, key features implemented.
Ubisoft... please add in a true variable speed system with an integrated sound system and if you have the time...other abilities, gadgets, and things from the first SC games such as split jump, etc.
33: Interrogating hostiles not exclusively linked to obj's.
34: Audible objective parameter information as opposed to ":magic billboard info".
Last edited by x3c_Limerick; 08-04-2012 at 05:56 PM.
"He who forgets, will be destined to remember..." - Eddie Vedder, Nothingman
Uplay account: " Limerick_ " without quotes.
Not sure if these were already brought up here but I would like to see:
35. special coop moves (climb up your buddy, dual rappel, shoulder boost over a wall, etc.)
36. Multiple Objectives along with multiple ways to achieve them (hacking, eavesdropping, interrogating)
37. (eventually) DLC for coop story, not just maps
38. AI that is actually intelligent and difficult to avoid/flank.
39. HUMOR, some funny banter between guards or in hacked e-mails. Also, Sam is hilarious when messing with frightened goons.
40. a LENGTHY, ambitious, and challenging SINGLE PLAYER that is focused on STEALTH gameplay with a COMPLEX, changing plot,
// btw thanks for nixing the lame verification thing
Pumped for AC III
Stealththrough for SCBL was five kinds of sweet but I needs MORE!!!!!!!!!!
gradient crouching and medkits would be a nice start
Why did you guys start numbering from my wish list? Change to their score, from the beginning of each individual.
41. If an enemy AI sees our shadow in the light, starts to get interested in this place, even if we are completely hidden because the shadow betrays us.
Previously in SC series, the shadow didn't matter when AI looking for an spies, and this is surprise me that nobody had thought about this yet. This is really important feature which was shown in Splinter Cell: Chaos Theory, but only for a moment as a script in Bathouse mission between two guards but in the actual gameplay that was not there. It's a shame that the potential has not been used better. Maybe this time?
42. When the mission is a thunderstorm, this time during a thunder should not only illuminate the area, but also artificial intelligence must detect us in the brief moment when the sky grew lighter if we are in the open place where we don't hide behind the obstacle.
Last edited by JaRuTo; 08-06-2012 at 06:24 PM.
If you're looking something special from Splinter Cell videos, (last my project was called Tactical Espionage from Chaos Theory - advanced ghost style), visit my fansite channel at this address: http://www.youtube.com/user/jaruto7?feature=mhee
Our ideas should serve as an inspiration for Ubisoft Torronto with new and innovative features in the right direction for Blacklist: http://forums.ubi.com/showthread.php...e-in-Blacklist
We need a purist mode similar to what Hitman: Absolution have, but with our rules: http://forums.ubi.com/showthread.php...40#post8582940
http://forums.ubi.com/showthread.php...list-Checklist Please support the checklist and hopefully Ubisoft will see the massive amounts of people who want to see certain, key features implemented.
Ubisoft... please add in a true variable speed system with an integrated sound system and if you have the time...other abilities, gadgets, and things from the first SC games such as split jump, etc.
"Why did you guys start numbering from my wish list? Change to their score, from the beginning of each individual."
sorry dude. I didn't wade through 13 pages of responses and just felt like quick responding.
I thought the numbering thing was the norm and made it easier to list and reference peoples' wishes for the game.
Keeping a congruent numbered list for all that post here also makes reading aesthetically palatable
Pumped for AC III
Stealththrough for SCBL was five kinds of sweet but I needs MORE!!!!!!!!!!
gradient crouching and medkits would be a nice start
Well I did not go through all the pages, but I have to say that I disagree with having the player's approach to a mission be set/dictated by where it is set, as it will be dictated by the mission itself and that would not be true at all to one of the major things SC is/was about, which is the PLAYER'S CHOICE, otherwise we would have a linear system, which would be horrible (I hate linearity in a lot of things, linear progression systems, linear customization, linear rpg elements etc. I can explain them if it is not clear what they are)
You see SC has ALWAYS offered multiple ways of gameplay; action or stealth, with few exceptions(certain missions) This is even showed in the video that gets played in SCCT when you choose Solo, however it has always been a STEALTH game. Conviction on the other hand did the opposite and did kit very poorly and judging by the e3 vid, Blacklist seems to be doing the same ( I really hope not, but at this point I stopped caring, hoping and having any trust in game developers or the entire industry, which keeps on going downhill) I think soon game developers and even the publishers will realize that they have failed, that they have pissed off their actual, original fan base and all that they are left with, if any, are the casuals they wanted SO badly. I mean do you (devs) really think making a SC that is NOTHING like SCC is a bad idea? or that it will not sell well, heck or even as well?
P.S. JaRuTo I just wanted to tell you that I understand that english is not your first language, but I find it very hard to understand what you are saying. Just letting you know as perhaps others and the comdev etc may be in the same boat.
Last edited by Ka.Led; 08-06-2012 at 02:29 AM.
Q1. Have you played the entirety of the SC franchise?
If yes
Q2. Have you encountered more than 3 guards in an area [Definition: An area as large as the Police Station in T'blisi, Georgia (SC1) or say the sections in the Bank in SCCT]?
Q2. Upon encountering the guards did you have many options in silently killing them which were fast and fluid?
Q2. Did you feel the shooting mechanics in the legacy games were up to the task of quickly shooting down three guards within said area, without creating an alarm?
Q3. Do you feel that the Elbow KO was adequate as Sam's chosen method of close quarters combat? Did it facilitate quick and silent takedowns?
Q4. Did you fell that the environment was complex and large enough with several traversal options, providing fast but silent movement?
Q5. If you did get detected, did the guards put up a fair fight? Could Sam defend himself against more than 3-4 foes?
Q6. Didn't the MAJORITY of the mission parameters ENFORCE a no alarm system? Didn't SCPT cause mission failure after 3 alarms?
Q7. Was the narrative of the previous games linear?
Q8. Last but the most important one: Did you play Splinter Cell Conviction as you did the legacy games? Hardly killing and sneaking by using distractions?
If the answer to Q1 is No.....then I suggest you DO replay the legacy games.
A couple of screens from Conviction:
See the pipes above? you can move around using them.
The cells to in the background? You can move around there as well?
the railings are another obvious traversal zone. There are another dozen ways to move around the area..off screen...and this is one map section.
See the 3 guys, with SMGs and flashlights? there are 9 more around the same area..and probably on the other side as well
Another picture
and another:
Now lets see if you can get what I'm aiming at.
Last edited by shobhit7777777; 08-06-2012 at 07:48 AM.
Nice points Shobhit.
PS: I just realized I never purchased the DLC for Deniable Ops! Well at least I have something to do this week now,![]()