More Control over AI teammates
Add ability to command individual teammatesCan place 1-2 teammates at a vantage point to act as sniper while 1-2 teammates are placed at other locations or follows playerAdd commands for AI teammates toBreach/Lock pick doorsNon-Lethal/Lethal MeleeDoes not require sync shotDrivingAI teammates can drive to a destination or tail a selected enemy in a vehicleAllows player to shoot out of vehicle while teammate drivesWill only drive on roads for destinations (off-roading will require player to drive)Will go off-road if vehicle being tailed goes off road (“simply” follows tailed vehicle’s pathing)Create rappelGive boostAllows higher walls/fences to be climbable with teammatesWill require player or other AI teammate to help last one over as well, or else the player/AI teammate will be stay behind or find another way around
Replace fireman carry with drag mechanic and/or increase fireman carry pickup speed
Allows teammates to shoot while being draggedSignificantly quicker to hide bodies
Hiding Bodies
Ability to permanently hide bodies in dumpstersLimit to four bodies per dumpsterPlayer can hide in dumpster as well, as long as body limit has not been reachedPossible ability to “prone camo” enemy bodiesThey can only be found if an enemy walks on top of "prone camo" body
Throw Bodies
Able to toss bodies off of cliffs and over railings
More Civilians
Have more civilians similar to Wildlands, giving more life to the country/land the game is set in, as well as forcing the player to be more aware of who they are shooting at
Crafting During Gameplay
Can only craft during gameplay, giving the action much more tension rather than pausing game safely to craft several grenades, mines, rocket launchers, sync shot drones, etc.
Improve Respawning
Fixes problem of infiltrating a base, completing one objective to a mission, dying while attempting to escape the base, and respawning outside of the base with that one objective still complete with no consequencesInstead have the player respawn outside of the base without said objective completed if they died before escaping, forcing the player to try againOnly respawn with an objective completed if the player escaped the base cleanly or with the Red Alert phase reaching Yellow Alert before the player diesSee Alert Phases
C4
Ability to detonate specific C4 when multiple are placedGives player much more control and more tactics to create diversions
Alert Phases
Green: No alertsEnemies follow their usual pathingYellow: SearchingWill approach gunfire, explosions, and flaresSome enemies will remain at baseAllows player to create a diversion to more easily enter baseEnemies that approached diversion will return to base shortly, giving player a limited time to complete objectivesCooldown lasts 1 minute if Red Alert was not reachedIf Red Alert was reached, cooldown for Yellow Alert will be 5 minutesIf unconscious body is found, enemies will search throughout base and cooldown will reset to 5 minutesEach body found will reset back to 5 minutesIf new dead body is found, base goes to Red AlertIf Red Alert was reached cooled down to Yellow Alert, any loud gunfire/explosions will immediately switch base back to Red Alert and rush the location of soundExploding multiple C4 one at a time can extend the diversion much longer than oneRed: Enemies know player’s location and is shootingWhen spotted and shot at by one enemy, only enemies within a 15 meter radius will immediately be aware of player’s location. Rest of enemies in base will become Yellow and approach gunfire, allowing player to break line of sight and escapeAfter line of sight is broken and guards have investigated player’s last location they were spotted and has not been found, Red Alert will change to Yellow Alert
Add non-lethal melee attack
Knocks out enemiesFaster than killingIf an unconscious body is found during Green or Yellow Alert, the body will be awokenIf found during Green, base will change to Yellow Alert
Melee Attack Variations
For both lethal and nonlethal attacks, have different variations depending on alert phase and how many enemies are left in the base, not slope angleGreen: All melee animations will be fastestYellow: Melee animations will be mediumRed: Non lethal will be longest and lethal will be mediumAny Alert phase with Final enemyMore intricate/hollywood type animation, earning the long drawn out animation rather than being punished for getting it randomly while being shot at
Grabbing Enemy
If grabbing enemy from behind, simply grab them rather than having an extended animation of the player punching and then grabbing enemyFastestIf grabbing enemy from front, have previous animation of player punching enemy then grabbing enemySlowestIf grabbing enemy from side, simply grab enemy with some twisting animationMediumWhen enemy is grabbed during Red alert, have enemies of same group and rank refuse to shoot if player is not shooting back, and have them attempt to circle player to get a clear shotEnemies of different groups (Sentinel vs Wolves vs Bodark) or higher ranks will shoot at player and grabbed enemy with no hesitation, even if player does not shoot backGives player more incentive to search for higher ranked enemies and use their rank against them
Interrogation
Can interrogate grabbed enemies for enemy locations, weapon stashes, or collectiblesEnemy locations will highlight all enemies within a 10 meter radius and gives player the total amount of enemies in baseAllows the player to then scout on their own and counting to see if they have each enemy scouted in baseInterrogating a scout enemy will highlight everyone outside of buildings in baseInterrogating the highest ranked official in base will highlight everyone outside of buildings and inside of buildings in baseWeapon stashes or collectibles will be highlightedOne itme highlighted per enemy interrogatedIf multiple weapon stashes and collectibles are in one base, interrogating another enemy will reveal the next at random until all are highlighted
Animation Canceling
Can cancel grabbing, melee, and chest opening animations by aiming gunIf attacking/grabbing an enemy and another enemy spots the player, aiming gun will cancel melee animation and gives the player control to try and contain the situation by shooting the two enemies
Shooting Weapon while Parachuting
Allows player to kill enemy when parachuting onto roofCannot reload while parachuting
Shooting While Sliding
Allows players to aim and shoot gun while sliding down sloped surfacesCannot reload while sliding
Improve Light & Shadow Stealth Mechanics
Have every light destructibleAdd EMP gun from Splinter Cell Chaos TheoryUnlimited ammo, but lasts only 10 seconds, has a 15 second cooldown, and replaces either a weapon slot or class itemDeep shadows will hide player regardless of camouflage/disguise, similar to hiding in bushesGives player much more incentive to create shadows and destroy base’s generator
Base Generator
Shutting off generator by handChanges enemies within 10 meters to Yellow Alert, with the closest enemy tasked to turn generator back onIf said enemy is killed/knocked out before turning generator back on, two closest guards will investigate after a couple minutesIf generator is shut off three times total, entire base will change to Red Alert and head to generatorDestroying generator by EMP or silenced gunshotsClosest enemy tasked to turn generator back on will discover generator’s condition then alert entire base to Yellow AlertDestroying generator by explosionEntire base will change to Red Alert and approach generator
Flashlights
New weapon attachment: flashlightWould be much more effective than night vision, but makes player visible to enemy regardless of shadow, camouflage, and disguiseAdd guards with flashlights as well, allowing stealth gameplay to not simply be shoot out all lights and waltz right into bases
Door Breaching/lockpicking Mechanics
Have option to breach or lock pick doorsAdd more opportunities to use than found in Breakpoint and its DLCs
Rappel Mechanic
New item, the rope, allows players to rappel off of roofs and cliffs for 10-15 metersCan be climbed up afterwards if not resetEach player/teammate has one rope to usePlayer/teammate that creates a new rope replaces their previously placed ropeHaving AI teammate stay with their placed rope allows a later escapeCan also act as sniping positionOnly one player/teammate can use the same rope at a timeCan rappel through skylights and crash into windows
Climbing Mechanic
Depending on weight, player can use their stamina to climb more harshly sloped terrain, certain textured rocks/cliffs, vines on trees, or pipes on buildingsPlayer can hang/shimmy from ledges until their stamina runs outHanging can be used to drop down to ledges below or hide from enemies above themCan be paired with the rappel system, having the player or AI teammate rock climb up a cliff then create a rappel, allowing the rest of the team to scale the cliff much quicker
Jumping
Allows player to jump from one cliff/roof to anotherMax height, distance, and landing sound effected by weight
Mechanics Able to Turn On/Off in Settings
Camouflage/disguise mechanic
For camouflage, have specific camouflage skins for each environment and only attainable in difficult bases in each province, forcing the player to earn themFor disguises, wearing a certain combination of clothes/gear will give a specific disguiseNo alerts while disguised and driving a carNo alerts if walking without aiming weapon and staying out of enemies’ radius of 4.5 metersDisguises with helmets reduces enemies’ radius to 1 meterAny suspicious activity such as running, sprinting, crouching, swimming, and aiming weapon will end disguise’s effectiveness until ending said actionIf any alert occurs, have the disguise’s effectiveness endCertain disguises are only effective in certain provincesProne camo is still necessary for drones/enemies with thermal visionThis makes collecting camouflage, clothing, and gear throughout the map much more rewarding, especially for times the player would not have worn without these mechanics
Weight mechanic
Items effecting weightArmorWeaponsMore body armor will give more protection, but significantly reduces agility/mobility, increases noises made, and drains stamina much quickerWeapon attachments add more weight, with some weighing more than othersLess weight makes player more of a stealth/glass cannon build, while more weight makes player more of a tankIf attempting to escape, dropping heavy weapons and/or armor onto the floor will open up more options but also increases damage taken
First Person Mode
Allows player to switch to first person mode, giving a much more immersive experience
Official Response 2022 Review of GR Breakpoint