

@serge1024
I'm pretty sure that was originally intended to be used as part of their original story plan. However, their pivot in response to fan feedback has likely changed that element of the story. We will probably see something involving it next year, as they figure out how to incorporate that content into the game's new trajectory. It's kind of sad, really. I was looking forward to the posthumanistic content of their original story plan. I think a lot of "fans" have forgotten how futuristic Ghost Recon has always been, and that it likes to keep a decade or so ahead of existing technological trends. Today, that means autonomous combat drones, cyborgs, and sophisticated AI. Combat has come a long way since the 90s, and it is incredibly disappointing to see the fanbase unable to adapt to that reality.
I'd like to see the ghillie material, duster, neck protector, and shoulder pads found on the various Wolf armors become a separate cosmetic option for armor.
Also, how about adding a Rainbow Six Vegas 2-style armor system to the game? Mobility is already a stat in Breakpoint so it would be easy to implement.
For those of you unfamiliar with Rainbow Six Vegas 2, it had a really simple, but good, armor system. There were two stats, Protection and Mobility. Each would go up or down depending on the type pr armor you wore and how much you wore. Higher Protection meant a lower Mobility, which equated to better damage resistance but slower movement and sprint speed in game, and the opposite for high mobility and low protection.
This idea would work well if shoulder and leg armors were separate cosmetic options from vests and pants, and it would allow for even more gameplay customization, as players could tailor their armor (or lack there-of) to suit their gameplay style.
I want to see more of the original transhuman and posthuman ideas in the story. I think the ability to equip FS-style exoskeletons and cybernetics, and upgrade them with skill points or Exo/Cyber Points would be a really neat feature. There could even be perk trees and a limited points pool, meaning you have to choose how you want to build your Ghost. Exoskeletons could either be linked to class, or have perk slots like your character. Exoskeleton/cybernetic perks could be things like increased sprint speed, reduced stamina consumption, reduced falling damage, aim stabilization, etc. Exoskeletons are already in the cards for soldiers in the coming decades, so why not give them to the Ghosts?
@apexmandalorian
I disagree. Wildlands was everything a GR game should be, and Breakpoint DID make some improvements to it, particularly to the UI and active camo. However, the next game needs to be more like Wildlands, if not a direct sequel, while keeping the improvements from Breakpoint.
@horse-six-zero
I'm having the same issue.
@fcac-no-moe
A copy of Wildlands's AI would not a bad thing.
@apexmandalorian
I disagree. Wildlands was everything a GR game should be, and Breakpoint DID make some improvements to it, particularly to the UI and active camo. However, the next game needs to be more like Wildlands, if not a direct sequel, while keeping the improvements from Breakpoint.
@mikeweeks
As I said, there are a number of cases where such an image can be obtained in real life. Whether you believer or not is your choice. Maybe go out into the world and pay attention to your surroundings a bit more, and you'll see things like this.
I'd like to see the ghillie material, duster, neck protector, and shoulder pads found on the various Wolf armors become a separate cosmetic option for armor.
Also, how about adding a Rainbow Six Vegas 2-style armor system to the game? Mobility is already a stat in Breakpoint so it would be easy to implement.
For those of you unfamiliar with Rainbow Six Vegas 2, it had a really simple, but good, armor system. There were two stats, Protection and Mobility. Each would go up or down depending on the type pr armor you wore and how much you wore. Higher Protection meant a lower Mobility, which equated to better damage resistance but slower movement and sprint speed in game, and the opposite for high mobility and low protection.
This idea would work well if shoulder and leg armors were separate cosmetic options from vests and pants, and it would allow for even more gameplay customization, as players could tailor their armor (or lack there-of) to suit their gameplay style.
@mikeweeks
Yes, it looks natural. Having walked into similar structures in real life, I can tell you that is in fact what happens. Yes, there are windows, but they don't let in enough natural light to counteract the effect, mostly due to being in the walls, not the ceiling. That's why a lot of newer retail outlets rely more on skylights, rather than vertical windows to improve natural lighting.
Also, if you haven't experienced this effect driving into tunnels, then you've never driven into a tunnel.
@steven527
I'm not seeing anything out of the ordinary in that picture. I think the camo effect is distorting the background in such a way as to make the shadow look more harsh.
In the original image, the shadow looks perfectly natural and exactly what I would expect for a shadow during that time of day. Shadows are soft at dawn, sharp at midday, then soften again at dusk. Bright lighting of any kind can also cause sharp shadows.
@virtual-chris
No, I'm not. But then again, I actually pay attention to my surroundings when I'm out and about, so I notice things like this. You'd be surprised how harsh shadows can be. Of course, I'm also a photographer, so I am constantly aware of the light conditions in a given area.
@mikeweeks
Then you haven't driven through any tunnels. Blindness going into and out of them is a common problem for motorists, one that has caused more than a few fatal accidents. Even well-lit tunnels have this problem, as they are not as brightly lit as the outside world. I would know, there are quite a few tunnels in Colorado. Any transition from bright natural light to a more dimly-lit interior will cause this. I've encountered it going into older buildings with sub-optimal lighting, darkened motel rooms, cabins, and even my parents' camping trailer. Hence why pirates wore eye patches - the idea was to keep one eye adjusted to the dark, so they could see better below decks than they normally would upon going below. The only way you can avoid even a slight decrease in acuity is for the interior to be as brightly lit as the exterior, or to use a lot of natural lighting. It is worth noting that the opposite occurs when going from a bright interior to a dark exterior.