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Quick Suggestions

  • Hugo-FOU
    Original poster 174 posts

    I fire up the PS5, (I don’t actually have one yet, but this is my daydream) and I start up the new GR game.

    The story looks good. It’s set between Wildlands and BP and features Bowman, Nomad and the team, including Weaver and it’s what I’d expect from Tom Clancy. It fits the charter.

    I am immediately directed to the settings menu. There’s default settings, but having come from BP, I’m pretty sure I’ll want to customise/fine tune my experience.

    The choice is extensive. I have all the choices I had in BP, but also many more.

    Temperature effects On/Off. On, obviously. I’ll need to dress my team appropriately to avoid penalties to stamina, awareness, accuracy or reload speed.

    Immersive Kit. On/Off. Again, On. Of course. My team can now only carry a realistic loadout.
    Backpacks and vests will have a capacity.
    The kit I equip will have stats like;
    Protection, weight and load capacity for vests.
    Protection and Weight for helmets.
    Glasses and goggles will vary between offering an increase in contrast, (which speeds up detection awareness) and protection from the blinding, disorientation effect of flashbangs and explosives.
    Active ear muffs reduce the ability to detect the direction of normal sounds, (like enemies moving), but provide great protection against the disorientation effect of flashbangs and explosives.
    In order to use night vis, I’ll have to have goggles equipped.
    Each item will also have a stealth rating.

    Weapon Weight. On/Off On. I never carry two primary weapons anyway.

    HUD tied to Crosscom. On/Off. I’ll go for this one too. I like to use some HUD and all the goggles and glasses offered, come with a Crosscom version.

    Soul swapping On/Off. Yep. On please.

    Equipment sharing. On/Off. I don’t need this so much if I have soul swapping on, but why not. I tend to prefer to play one character.

    Auto soul swap on being downed. On/Off. This means I swap to the closest team member and have to manage the revive. I’ll need to be careful how much trouble I get into. If it’s too hot, I could lose the whole team. Sounds like fun. On!

    After the settings I’m taken to the teams kit locker room. It’s an immersive experience from the off. I have a first person view to start, as I, as Nomad walk into the room. There is a soldier standing in the center of the room by some crates with a clipboard.
    They look up as Nomad enters. ‘Morning Boss.’ They say, ‘Time to kit up. I’m just taking inventory. Grab what you want deploy with and I’ll get the rest packed up.’
    Nomad Walks into the nearest kit cage and glances around. There’s a weapon rack. A selection of body armour and helmets. Racks of military and civilian clothing, boots, shoes, backpacks, glasses and goggles.
    Nomad walks towards a mirror.
    It’s here I choose the appearance of the entire team. I could take the default skins, but I prefer to choose for myself. I don’t just have the options from BP. I get to choose individual facial features, length and style of hair, (including an extensive selection of braids, all of which can be worn with baseball caps), shade of hair, skin and eyes. Build and height. I then select boots, pants (that’s trousers in the UK, but Nomad is American), a base layer top, outer layer, gloves, vest or harness, belt (or not) neck wear, face covering, glasses or goggles, ear piece or headset and head wear.
    Next I select a primary weapon, sidearm and knife. I have the opportunity to customise each and visit the range to try them out.
    Even though I don’t have access to every accessory from the off, I can see the level of customisation that will be available is extensive. Barrel options, gas adjustment, different suppressors. Every sight is available for every weapon. I get to choose not only what stock and foregrip I attach, but the positioning of those attachments on the weapon and how they are held.
    Next I choose my loadout.
    How much ammunition, how many grenades, flashbangs, C4 charges, med kits, the drone. I also choose what goes on my vest and what goes in the backpack. Interestingly, I get a bonus for items carried in the backpack. So I can carry more of an item in the backpack for the same weight, than I can on the vest. However, items in the backpack take longer to access. But this does mean that stowing a helmet in my backpack, whilst wearing a beanie, or boonie hat is worthwhile for the extra stealth I gain.
    My selection a this point is not too important. It’ll just allow me to get into the action sooner, without having to visit the FOB to switch up the loadout.
    I also meet the new member of the team. My pilot/driver. Vehicles are no longer a disposable commodity.

    Once all this is done and confirmed, an intro film plays, which sets the scene.

    After the cutscene there is a mission briefing that describes the teams overall objective and the first mission. It’s a hostage rescue. An asset has been captured. It’s believed they have vital information for the operation. The team is given a few places to start looking for intel. Here comes the first surprise. Any enemy soldier can be captured and brought for interrogation and any civilian can be spoken to. Any computer can be hacked, or have the hard drive taken, any mobile phone can be taken. Not all will have useful information, but more often than not you’ll get something, even if it just directs to where you can get the info you need.

    I make a start, quickly narrow the search and before I know it I’ve found where the hostage is being held.
    However, I don’t stop here. I know that I can keep going and build up a detailed intel picture.

    By the time I've finished I don’t just know which base, but the building in that base, the floor and room, access points to the building how many soldiers are there and a rough idea of patrol patterns, the shift changeover times, the substation that power is routed through, where ground and air support comes from and how long it takes to get there. All this is done away from the base.

    From the moment I knew the location I could have attempted the rescue. (And if the difficulty setting were low enough, I might even have succeeded).
    However, I want the full experience, so I enter the planning phase. From the mission info screen I can switch to a planning screen. Here I can create a plan, listing the resources I need, actions that need to be completed and their order. I can add details to a map of the location, including points for rebel forces to attack.

    The hostage is held on the top floor of a four storey building. There is access from the roof if I kit one of my team with breach kit. The base is heavily guarded, so my best bet is to create a diversion on the ground whilst the team goes in via roof.
    I need helicopter so I’ll have to steal one. If I steal the aircraft that is used for air support, that’ll kill two birds with one stone.
    I can block the route the ground support forces take. I can’t stop ground or air support completely, but I can delay it, by forcing it to come from further away or clear the route.
    I’ll need a rebel force to attack the base, preferably from two different points, so I will need to secure them some resources.
    I can set a charge on the substation to detonate remotely that will cut the power.
    And finally I need my attack to take place away from shift change over time.

    Having secured what I need and set everything in place on the planning screen I initiate the plan.

    At 0200hours the rebels attack the base from the North and West and the charge detonates cutting the power.

    Taking control of my pilot, a fly our stolen helo in from the South, revelling in the ‘Classic’ helicopter controls from Wildlands.
    I’ve already set the ROE to Cleared to fire and the team make quick work of the two snipers on the roof, as I bring the aircraft into a gentle hover just above the surface.

    I hit the exit aircraft button and am automatically switched back to Nomad, as his boots hit the roof. The pilot lifts off and goes into the holding pattern I have pre designated, just outside the action. If the aircraft takes too much fire, the pilot will bug out.

    Sprinting across the roof, I activate the command wheel and am presented with the option to order a breach on the door I’m heading toward. I select it and Holt places a charge on it. I set up by the door and trigger the charge. I pie the door, then move through and down the stairs with my gun up. A bad guy pops out and I drop him without pausing. Now on the floor below I direct two of the team toward the top of the stairs. They’ll hold that area and stop me being flanked. Holt sticks with me. That’s the way I’ve set up the fireteams for this mission. We set on the next door. Holt breaches and I chuck in a flashbang, following it in and knowing Holt will follow. I drop a couple of stunned bad guys, Holt drops another.
    The room is secure and hostage is here. I order Holt to escort and head out of the room. On the way back to the rooftop I initiate the second part of the plan. My pilot returns to the rooftop, arriving moments after I do. We board and once again I take control, lifting off and banking sharply away from the base, as the rebels break off their attack.

    Safely away, I return the hostage to the FOB, where I’m rewarded with an excellently written and animated cutscene.

    That’s my daydream for what I’d like from GR game.

    Thanks for reading.

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  • FcAc-No-Moe
    1229 posts
    @Hugo-FOU


    I'm sorry but, you forgot the link where one can send you the money in order for one to enjoy a proper GR experience? 😨

    Perhaps if you have some time or take a break you can give us that information? 😀

  • Hugo-FOU
    Original poster 174 posts

    @fcac-no-moe 😂 Sorry. Hit escape by accident and deleted the whole thing.

  • FcAc-No-Moe
    1229 posts

    @hugo-fou

    What!!!!!

    Nooooooooooooo.

    Now we're going to have to make do with the mediocre and half churn crap that Ubi will give us... Oh, the humanity! 🤕

  • Hugo-FOU
    Original poster 174 posts
  • Steven527
    381 posts

    damn Hugo, you need to share whatever is inducing this "daydream".

  • FcAc-No-Moe
    1229 posts

    @steven527

    For a second I thought he was going to say that Ground Branch was finally finish with PvE and Solo Campaign as well. 😖

  • ArgimonEd
    176 posts

    @hugo-fou
    Hugo, this is wonderful, I couldn't read all because the forum is weird on my phone right now.
    But this would be Open world?

  • Hugo-FOU
    Original poster 174 posts

    @argimoned
    That would be my preference. I’d throw in some linear elements and trips outside of the main map, but the core would be open world.

    @fcac-no-moe @steven527

    For a second I thought he was going to say that Ground Branch was finally finish with PvE and Solo Campaign as well. 😖

    Or maybe ZeroSix: Behind Enemy Lines! 🧐

    @steven527 damn Hugo, you need to share whatever is inducing this "daydream".


    Just the hope that one day someone makes a game like this. (Probably when I’m too blind to see it and I’ve got arthritis in my hands too bad to play it! 😬)

  • Virtual-Chris
    805 posts

    This is not a day dream, it's a wet dream 😛

  • Hugo-FOU
    Original poster 174 posts
  • Flanker1Six
    228 posts

    Great OP!

    I'd still like to see a branching campaign. You fail or partially fail a mission...........................you can choose to live with that, or replay the mission (as opposed to being made to replay until you get it right!) If you stay with the fail it affects campaign events, missions, ally relations downstream. Fallout New Vegas had that in 2010.

    Persistent destructable terrain/buildings. Though this would be a distant second seat to Hugo's OP and the branching campaign.

  • Hugo-FOU
    Original poster 174 posts

    @flanker1six Yes to all of that definitely. One of the ways I would like to disrupt ground support is by taking out bridges.

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