1. #11
    BS PALADIN's Avatar Senior Member
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    Ok lets say for example they have the cloak. How do they implement that in a semi realistic way but yet balance it?

    Because for me have it switch off when you fire is just cheap nonsense. Guille suits don't switch off. Firing wouldn't affect your power supply, that is even if this tech needs a power supply.

    Do you have as experimental tech that works via bending light due to physical properties or powered projection technology?

    Due you limit it's ability to update the image when moving?

    Do you lower the resolution of the suit's projection?

    Do you have it only working in certain light wavelengths?

    Or do you counter act it with thermal vision, electromagnetic vision, personal radar, movement sensors, sensitive fire direction indicators or complicated light sensing recorder with the necessary complex algorithms.?
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  2. #12
    shobhit7777777's Avatar Senior Member
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    I think we first need to identify the ROLE of the Ghosts before getting into this debate.

    Ghosts were always (IMO) an elite unit of soldiers meant for sharp end operations (killing tangos and dropping buildings) they were quasi-black ops unit you send in to rip an enemies guts out. They are not recon troops, not SF troops for FID, not Delta troops for UC work and prisoner snatches and not Rangers for capturing airfields.
    Ghosts are dropped deep behind enemy lines with a specialised mission and to project some force.
    In this regard I can see them armed to the teeth with cutting edge/experimental tech. OGR tech made mucho sense as the TACMAP and Battlefield computer tied in beautifully with behind enemy lines special ops action. It seemed like a natural part of their gear...yet they did not seem overtly futuristic (as in GRAW).

    It is THIS exact balance that I'd like to see in GRFS. Hard-hitting mobile troops armed with high tech gear to make them 'Force Multipliers'
    GRAW did get it right..somewhat...but the focus shifted on the TECH fom the SOLDIERS and their mission.

    The game should be focused on Ghosts, not the latest AR systems...tech is secondary, I don't know why the devs have made it such a big issue with GRAW and the following games.
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  3. #13
    BS PALADIN's Avatar Senior Member
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    I disagree completely. The Ghosts are about recon, hostage rescue and anything else considered special operations. That's my opinion anyway.
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  4. #14
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by atacms:
    The problem you feel with this issue in my opinion is DIRECTLY a function of you being a romantic...Some current USAF fighter pilots are having the same ambivalence towards drones. They say Predators could never take the place of the human...This argument was also made with tanks when they were beginning to replace horses in the US Army. </div></BLOCKQUOTE>
    You're making a fallacious comparison between real technology that actually exists (tanks & drones) and science fiction (cloaking devices and robo-skeletons). The technology that was shown in last year's demo was pure sci-fi. Maybe it was loosely based on something that the Army thinks it would someday like to have, but that's a very low bar to aim for.

    In prior GR games, the "future" technology that was fielded was for the most part based on real-world tech that was either in or close to prototype form. The GRFS demo abandoned that in favor of fantastical gadgets, neither of which exists in any form remotely resembling what was shown in the game. I defy anybody to even explain the physics behind the cloaking technology shown in the trailer and gameplay videos, let alone how to build one.

    They've toned that back to a large extent, but there is still a lot of tech in the game that would be more at home in Killzone or Halo - "intel grenades" are a new addition, and the magic cloak seems to still be there as well. These are purely there as game elements because somebody thought they might be fun - not because they're real technology today or in 20 years.
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  5. #15
    @MeanMF

    Well an invisibility cloak is underway in its prototype stages. And yes, I do realize that they only cloaked something as big as a red blood cell and cloaking a full human would require imense nanotechnology, but it's a start. They once said that the computer could never be scaled to mobile size because the computing algorithms and energy required was impossible. Also, twenty years ago it was thought that light could never be tricked because light was thought to be always constant. But this and many recent experiments prove otherwise. By the way, sure the cloak isn't what ubisoft detailed it was and I doubt the cloak will be around within 20 years but their developerts, not scientists.

    And as for the intel grenade, I think it is based on a gadget that real special forces use today. It is a cylinder camera that is launched into a room where it takes 3d pictures of the entire room and relays it back to the forces. It would show the locations and count of the enemy. I guess the intel grenade is just a small exaggeration of this gadget but it is pretty close especially coupled with the agumented helmet.
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  6. #16
    Dirtymurph's Avatar Senior Member
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    @ Justin-x

    Whats your point?
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  7. #17
    It looks like the heads-up/AR system that GRFS is obsessed with is also being abandoned in favor of issuing modified iPhones to soldiers:
    http://www.wired.com/dangerroo...le-computer-program/
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  8. #18
    I don't remember replying to you Dirtymurph. I was talking to MeanMF. Anyways, I was trying to get at that the invisibility cloak isn't pure sci-fi and that there is a little science behind it. As for the intel grenade, it is based off a real gadget and isn't unreal.
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  9. #19
    The forums are public - if you want to reply to me directly use a PM. I'm with Dirtymurph - what exactly is your point? The invisibility cloak that you linked to is nothing like what they show in the game. It relies on wrapping an object with a cover that has a very specific shape. So unless the Ghosts are going to run around in hamster balls, I'm not sure how much use it's going to be. Plus it's not powered, you can't turn it on and off, you can't see or fire out of it, and it doesn't even work for visible light.

    The "intel grenade" is very different from a throwable camera. Maybe at some level they can both help you spot enemies but that's where the similarity ends. Show me something throwable that can instantly identify all enemies (and only enemies) around it and then highlight and track them in real time.

    The fact remains that none of the technology we're talking about is anywhere near what's exists in the real world in prototype or any other form. It's purely made up for the game. And that's where the problem is - it's not that the stuff is too new or too radical as atacms presented in his straw-man argument. It's that the stuff is completely made up and destroys any semblance of immersion in a game based on real-world or near-future military technology.
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  10. #20
    shobhit7777777's Avatar Senior Member
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    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">The Ghosts are about recon, hostage rescue and anything else considered special operations. That's my opinion anyway. </div></BLOCKQUOTE>

    Even after OGR and GRAW? I mean the guys are sent for typical Direct Action missions....I dunno bro, Ghosts seem more like a heavyhitting elite force rather than a typical SF unit....a good example would be: Force Recon ID a bridge and a Tank column behind enemy lines...and a 6 man Ghost team is sent in to hammer it...all IMO.
    Anyway, Nevermind..I think I might derail the thread.

    OT:
    I dont ind the tech at all...but I do mind a majority of the gameplay being designed SOLELY around it. It should be a tool in the belt not the entire game itself. Subtlety.
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