2. Fireteam Objectives------------------------------------------------------------------------------------------------------
General
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Fireteam objectives need to consist of more than just Holding the interact key 24/7. We need minigames, similar to the bomb defusal, but without the time limit. They should be harder puzzles, and take longer than the bomb defusal, and have more than enough variety to keep them a bit varied.
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Objective locations should take the fireteam around the map, several times, as well as into the areas between the outposts (Drop pods are a good example)
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AI patrols should be spawned along the roads intersecting the map; All should have a radio, so that if the fireteam does not kill them quick enough, All of the bases around the map go on full alert, with AI reinforcing the bases, Or moving to retake them.
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Significantly Increase medical/ammo drops on the map, as well as possibly care package drop objectives that can refill the equipment of 2 FT members.
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New types of objectives should be created to split up the fireteam shortly. (Not really sure how to achieve this, but it should be looked into) Search area missions should cover larger grounds, forcing the FT to spread out more.
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Time to complete all objectives should be extended considerably, for all mission types and maps.
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Fireteam should have access to all extraction zones, and be able to choose which one to take by running to it.
- Helicopter should always directly cross the map to get to extraction
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More objectives about project stargazer and other predator related content.
Stealth (WIP)
The Far Cry -esque Stealth system is already in game. (Marking AI, Alarms that can be disabled, suppressors, etc. So this really only needs some tweaking to make work)
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Fireteam should be rewarded for taking an outpost stealthily, as well as disabling all of the alarms. Doing objectives in an outpost that was successfully taken stealthily should result in no AI spawning in on said objectives. This will give the FT time to focus on predator.
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Fireteam should be able to perform knife takedowns from behind on heavily armored enemies. (Possibly be able to drag the bodies as well, into foliage. Foliage should obscure bodies so AI dont react)
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With the surpressor damage reduction increased to 20-30% FT will now have to choose between going loud, and having to fight pred and AI at the same time, but with full damage, or use suppressors to clear camps stealthily, so they can focus on keeping pred at bay, but at the cost of their damage.
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Suppressors should be able to be equipped/unequipped mid match, however should take time to do. 4-5 seconds roughly.
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Suppressors should be able to break (somewhat like MGSV), that way getting caught with your suppressor still on can not only decrease damage, but damage your suppressor and cause it to break or come close to breaking.
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