Stealth Always Wins
I thought the COOP OCP was pretty well balanced, because one of the partners couldn't move in the time where he used the OCP. The time he could use it on one device was limited and you have to be pointing at that device the whole time. The OCP worked completely different there.
And this bothers us..how?
Because other people will rely on it..we need to curb it?
That's twisted IMO
Will you stick to ONE single tactic? or will you experiment.? Player choice
Well, it was too easy to switch between variable speeds and you could crouch ALL the time...it probably needs a stamina bar, replenished by food...../sarcasmJust as I thought, people might not like this.
The bold thing, that's why we had variable speed and the sound system.
:P
Players should be looking for challenges in other places...beyond the simple mechanical coordination required in most games.
Ever played the game Commandos?
It's an isometric RTT game which gives you command of a squad of 3-6 Commandos (Set in WW2) and gives you multiple objectives to be completed using Stealth. Stabbing and hiding bodies is a matter of a few clicks.....what really is challenging is figuring out the patrols, timing and planning EVERYTHING down to the T.
The focus is not on limiting the player abilities or making actions demanding to carry out......sniping, shooting, moving slowly or stealthily was simple as hell...but the game challenged you in beating the AI and insurmountable odds by being creative.
Players would stick to the beaten path and abuse a couple of the mechanics...that was inevitable..but for players looking for a cerebral challenge...it was a game second to none.
Would it be that bad to have some lights which the OCP doesn't have any effect on? As said it was only one suggestion... It doesn't have to be done, I can live with the normal one just fine.
Yes, I played the game, but I think I have never beaten the last mission. The mechanics in itself were easy to use that's right but it was balanced through all the stuff around you, through the patrol paths etc. You needed to use these gameplay mechanics at the right time. The focus wasn't on the gameplay features that much at all since they were all easy to use. Getting the right plan to achieve the objective was the big focus and challenge.Players should be looking for challenges in other places...beyond the simple mechanical coordination required in most games.
Ever played the game Commandos?
It's an isometric RTT game which gives you command of a squad of 3-6 Commandos (Set in WW2) and gives you multiple objectives to be completed using Stealth. Stabbing and hiding bodies is a matter of a few clicks.....what really is challenging is figuring out the patrols, timing and planning EVERYTHING down to the T.
The focus is not on limiting the player abilities or making actions demanding to carry out......sniping, shooting, moving slowly or stealthily was simple as hell...but the game challenged you in beating the AI and insurmountable odds by being creative.
Players would stick to the beaten path and abuse a couple of the mechanics...that was inevitable..but for players looking for a cerebral challenge...it was a game second to none.
In Splinter Cell that's a whole different case because it offers deep gameplay mechanics.
That's what I am saying. If you can run out of battery, than you won't be able to pass Co-op without alarms, since you help each other.I thought the COOP OCP was pretty well balanced, because one of the partners couldn't move in the time where he used the OCP. The time he could use it on one device was limited and you have to be pointing at that device the whole time. The OCP worked completely different there.
Stealth Always Wins
OCP in Single player - No.
OCP in Coop mode - Yes
As Andre said... use this gadget in Single Player mode from Chaos Theory was way too easy but if ubisoft modify it so that you could not use it so often then I don't mind, but in it's current form - No.
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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.
I know, that's why I agreed. The OCP is different there. I am completely fine with that.
I am also fine with the normal OCP I just thought I could give a suggestion, so it's not always the solution to your problem you are facing in the game. I am not saying at all it shouldn't come back. When they presented the new FiveSeven prototype in Conviction we had the whole discussion about the OCP and also why a newer version of the FiveSeven, a prototype, has "less functions" than the old one.
Last edited by Andre202; 08-09-2012 at 05:08 PM.
Now that would be funny.