Jump to content
lightspeed_aust

Original Ghost Recon Campaign - Released!!

Recommended Posts

4 hours ago, Imperator[TFD] said:

Lightspeed!  I miss you and our chats on TS!

 

If you need help mate you know where to find me.

I will jump on TS

Share this post


Link to post
Share on other sites

okies mission 4 is done, rdy for some MP testing to tweak the AI numbers.

 

and that means..... on to Castle night!

  • Like 2

Share this post


Link to post
Share on other sites

Halfway through Castle aka 'Witch Fire' and I think this could be the greatest remake of a GR mission I've ever done.

The castle is spectacular and with a night setting and a little ambient fog it is just incredible.

For any original Ghost Recon lovers who just wanted GR with better graphics - this is the mission to try.

I will get Jeza to take a vid for me or someone else just to show what has happened here.

  • Like 6

Share this post


Link to post
Share on other sites

Mission 6 is under way now, the infamous River aka Paper Angel. This will be a pure stealth mission for the key objective but won't look exactly like the original but gameplay very similar.

  • Like 4

Share this post


Link to post
Share on other sites

Hey lightspeed_aust , (trying not to sound like a broken disco player) is this GR campaign going to be released as a "proper SP campaign" (playable through campaign tab), or multiple singlemissions for both SP (scenarios) and MP?

 

Anxious for this sequel, you always deliver a blast of experience =)

 

Cheers! 

 

 

  • Like 1

Share this post


Link to post
Share on other sites

Sticking with multiple single missions playable through MP not as standalone sp campaign. A few reasons why including Revive which will work both sp and coop.

  • Like 3

Share this post


Link to post
Share on other sites

Just did a quick test of Paper Angel of the core part of that mission which revolves around stealth and I think I nailed the white knuckle feeling from the original.

Won't give away too much but I just had a 30+ minutes of staying low on infil and exfil to plant a satchel - definitely essence of GR in there.

  • Like 4

Share this post


Link to post
Share on other sites
20 minutes ago, lightspeed_aust said:

Just did a quick test of Paper Angel of the core part of that mission which revolves around stealth and I think I nailed the white knuckle feeling from the original.

Won't give away too much but I just had a 30+ minutes of staying low on infil and exfil to plant a satchel - definitely essence of GR in there.

Oh my god I am surely going to love this, it's going to bring back so many memories! This might have been asked but will this require mods or will it be vanilla.

Share this post


Link to post
Share on other sites

Lighty's original GR: IT2 campaign required just 4 mods:

 

  • CUP Terrains Core
  • CBA3
  • RHS USAF
  • RHS AFRF

 

So I think that it's fair to guess that this installment will have similar, if not, identical requirements.

 

Admitedly most of them are huge mods (several GB each) but it's well worth it as it allow players to travel 10 years back to a simpler battlefield with a healthy mix of high-tech (NVGs, satcoms, GPS, lasers, smart-bombs, etc.) without drowning the player with tacticool gadgets (drones, hacking, EMP grenades, HUD, RDT, augmented reality, etc.) like GR: Future Solider, The Division, etc.

 

  • Like 2

Share this post


Link to post
Share on other sites
5 minutes ago, domokun said:

Lighty's original GR: IT2 campaign required just 4 mods:

 

  • CUP Terrains Core
  • CBA3
  • RHS USAF
  • RHS AFRF

 

So I think that it's fair to guess that this installment will have similar, if not, identical requirements.

 

Admitedly most of them are huge mods (several GB each) but it's well worth it as it allow players to travel 10 years back time time to simpler battlefield with a good mix of high-tech (NVGs, satcoms, GPS, lasers, smart-bombs, etc.) without drowning the player with tacticool gadgets (drones, hacking, EMP grenades, HUD, RDT, augmented reality, etc.) like GR: Future Solider, The Division, etc.

 

I dont mind that i have RHS downloaded and up to date

 

Share this post


Link to post
Share on other sites

question for y'all -

Stick with 8 players/units or trim it back to the original 6 of Ghost Recon?

I feel 6 are a bit easier to control in SP, require very specialist roles, and little room for error.

8 feels like too many blufor running around.

  • Like 2

Share this post


Link to post
Share on other sites
15 minutes ago, lightspeed_aust said:

question for y'all -

Stick with 8 players/units or trim it back to the original 6 of Ghost Recon?

I feel 6 are a bit easier to control in SP, require very specialist roles, and little room for error.

8 feels like too many blufor running around.

Easy one. Six. :)

Share this post


Link to post
Share on other sites
18 minutes ago, lightspeed_aust said:

question for y'all -

Stick with 8 players/units or trim it back to the original 6 of Ghost Recon?

I feel 6 are a bit easier to control in SP, require very specialist roles, and little room for error.

8 feels like too many blufor running around.

Easier one.

8 but you can lower if you want.

IIRC you can disable AI in the MP lobby, right?
 

Share this post


Link to post
Share on other sites

I think you can disable all or none - but not choose how many to take with.

Which is a little disappointing coz I was thinking how cool it would be to have, say, 9 different specialists available but you can only take max 6 with you.

With Mission 6, Paper Angel, it was what got me thinking that there are just too many and how will I occupy them all. For the main objective, as you will realize, you may not wish to take all.

  • Like 3

Share this post


Link to post
Share on other sites

So I'm going to run with six Ghosts, it just feels like the right number.

Unlike Island Thunder where I copped some flak for not using enough RHS content, I will pack as much as I can into the kits.

  • Like 3

Share this post


Link to post
Share on other sites
Just now, lightspeed_aust said:

So I'm going to run with six Ghosts, it just feels like the right number.

Unlike Island Thunder where I copped some flak for not using enough RHS content, I will pack as much as I can into the kits.

Good to hear! I am really looking forward to this as you can kind of say "I grew up with Ghost Recon" and I still enjoy it to this day :)

Share this post


Link to post
Share on other sites

So I just ran a test on Mission 1 with 6 Ghosts, made a few tweaks here and there - and it was solid!

Doing the run through with 6 really hit home that the smaller numbers are what the Ghosts are all about - it's not 8 guys getting in each others way - it's 6 specialists doing what they do best.

 

The other great thing about going back to a mission is you see it with fresh eyes and you can really tighten up what the mission should play like. As such, it is much more like the original than it was on my first couple of drafts and really happy with it now - not loads of opfor but just the right smattering to keep you alert.

 

I would highly recommend for SP, this is for you Jeza :), that you keep your Ghosts on 'Hold Fire' until you as the leader spot the opfor - otherwise, your Ghosts will just be engaging stuff that you may not have spotted.

Much more enjoyable to conduct your own recon, spot the enemy, and organize your squad to maximize damage in minimum time.

 

  • Like 2

Share this post


Link to post
Share on other sites
1 minute ago, lightspeed_aust said:

So I just ran a test on Mission 1 with 6 Ghosts, made a few tweaks here and there - and it was solid!

Doing the run through with 6 really hit home that the smaller numbers are what the Ghosts are all about - it's not 8 guys getting in each others way - it's 6 specialists doing what they do best.

 

The other great thing about going back to a mission is you see it with fresh eyes and you can really tighten up what the mission should play like. As such, it is much more like the original than it was on my first couple of drafts and really happy with it now - not loads of opfor but just the right smattering to keep you alert.

 

I would highly recommend for SP, this is for you Jeza :), that you keep your Ghosts on 'Hold Fire' until you as the leader spot the opfor - otherwise, your Ghosts will just be engaging stuff that you may not have spotted.

Much more enjoyable to conduct your own recon, spot the enemy, and organize your squad to maximize damage in minimum time.

 

Man you always make me excited with every post you make about this! I knew that 6 was a better idea lol :)

Also if you need any extra testers I'd like to help, I'd do anything to play this early :D

Share this post


Link to post
Share on other sites

Happy to let you run the SP when I think they're ready for Beta - just have to sign the NDA. :)

I reckon I can send you Mission 1 by next weekend just as a quick test.

  • Like 2

Share this post


Link to post
Share on other sites
Just now, lightspeed_aust said:

Happy to let you run the SP when I think they're ready for Beta - just have to sign the NDA. :)

I reckon I can send you Mission 1 by next weekend just as a quick test.

Oh sounds perfect my dude! Thank you :)

Share this post


Link to post
Share on other sites

The new revive parameters - a positive change I think:

I'm still using Psycho's Revive for this because it's the only damn revive that seems to work for both SP and MP.

But what I want to do in the spirit of GR is make you work for success....

but also give each specialist his designate role....

in this case the Medic.

 

So previously, as in Island Thunder, Viper team could take 1.5 times damage compared to Vanilla to signify the extra armor plating and being more elite. :)

All units had some FAKs so could get injured units up a couple of times each but not do a full heal.

Only Medic had the Medikit and loads of FAKs so he could do healing 15+ times.

 

This time, only Medic can get the Ghosts up, but will only have enough medical packs for about 6 heals - so if you're clumsy you are going to lose Ghosts along the way.

Damage = 1.1 or 1.2 = so you can take a couple of rounds into the body before you're dropped, again so you need to be careful.

And Opfor has slightly improved accuracy so they will pick you off if you're not accurate with your shots, or don't position the Ghosts well to take down enemies fast.

 

I will test some more, but given that I'm not loading down the missions with as many opfor as Island Thunder, it feels like a good balance.

...............................

Note: I will be givng Island Thunder an overhaul after this campaign is done, to reduce number of enemy and accuracy so it feels more realistic I guess you could put it. Not that I wasn't going for realistic before but I think I could make some good tweaks so it feels closer to what you might expect going in to fight paramilitary. Anyways, that's for another thread.

 

  • Like 4

Share this post


Link to post
Share on other sites

Woah, I think I'm becoming a SP convert - I've gone full circle! It's great to be able to take a small squad through a mission and do all the planning.

I just ran through the 2nd mission, Eager Smoke, about four times to test the Revive levels and opfor performance at night.

At first a bit too easy, then a bit too hard - then got it right on the sweet spot.

 

For the original Ghost Recon fans who played the original campaign - you will like you just stepped back into the map. It's not exactly the same, but I picked a piece of terrain that felt a lot like the original in layout (except missing a river, something Cherno never had).

Once I added the features that made the original what it was, it really brought back memories and, of course, as per the original GR - you choose the order of the objectives so definitely several ways to tackle this mission.

  • Like 8

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×