One thing I dislike about open-world liberation games is that once you capture everything, there’s just nothing to do. If the enemy can’t capture back an outpost, there goes the main content of the game.
If Chief takes down an outpost, it should be able to taken again by the Banished. Like a Warning system “This outpost is being sieged” and when you reach it, a sizable amount of enemies are taking the base. If you don’t then it notifies the outpost been lost.
I don’t really want to stroll through a fully liberated map where only enemies able to fight are the ones waddling nowhere.
It would be great for something like this. There is for example when taking on outposts, it changes how you approach it, and what weapons vehicles you use, the enemy weapons change like if you use a wasp, they have more aa guns etc, not really seen that before, usually it’s been pretty generic with ai having same weapons etc.
I’ll probably spend 6 months skull hunting lol
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> It would be great for something like this. There is for example when taking on outposts, it changes how you approach it, and what weapons vehicles you use, the enemy weapons change like if you use a wasp, they have more aa guns etc, not really seen that before, usually it’s been pretty generic with ai having same weapons etc.
> I’ll probably spend 6 months skull hunting lol
Maybe every time it gets captured, the difficulty to reclaim it increases. Not by game difficulty, just by how many enemies or what arsenal the enemy holds?
Far Cry New Dawn had this cool system in which after you took an outpost you could choose to have the enemy faction reclaim it and return stronger but give better rewards, it’d be cool if Infinite followed a similar formula with FOBs.
That’s an interesting one. I think the community is getting excited but I think we should set expectations. We’re pulling a lot of different mechanics from different games.
I don’t dislike the idea of retaking bases but it’s going to get really annoying depending on the frequency. Maybe they are only able to be retaken by Banished if there is still a Banished presence in that section of the map/ring. Or if there’s an HVT in the area. But once the area has been secured, it either can’t be retaken or the likelihood is extremely low.
They want your effort to feel rewarding for you going out of yo it way to secure FOBs. It’d feel kinda bad just to have the Banished retake it within 20-60 minutes.
yeah i agree. that was an issue in farcry but i dont want to be immersed in exploring and then banished are raiding one of my outposts. I dont know what the solution to that is but maybe if you have enough weapons or troops there they can defend against the banished while you zip around like spiderman in a cave.
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> I hope not.
>
> If I capture a fortress I don’t want backtrack half a Halo-ring just to recapture it again
> while I’m in the middle of an important campaign-mission.
I think it would work for replayability however that would be after you beat the game. A plus mode would be nice.
no. After playing farcry 6 and going back to the division 2, the last thing I want is for Halo to try to force this weird meta game into the map management. There is no reward system here outside of spartan cores. A repeatable system just doesnt make sense to me and honestly, isnt fun. Ill replay the campaign if I want to redo everything
It could be an interesting mechanic, something perhaps that can be added to what I comment in this previous post of mine about the need for the marines we save to become permanent NPCs.
Is the open world like a hub world that we can constantly go back and forth through, that gradually opens up over time?
Or is it more like wide, semi-open world areas with optional objectives, that you can complete or ignore and then once you progress from the area, you can’t return? (Like Uncharted 4’s open world segments).
Out of those 2 options I really hope it’s more like the 2nd. Backtracking across the open world just to tick off generic side objectives isn’t anywhere near as enjoyable as a traditional Halo campaign where the content is really curated and directed.
This approach will all come down to the quality of the side content and how much variety there is. Otherwise, I could see it getting stale.