Any and all feedback welcome.
I'm just posting a chunk of the ideas that have popped up in my head. No way to submit it to anywhere and not famous enough to be able to send it to game devs lol. I have more game/story themed ideas like locations, factions and such but figured I'd throw the exciting stuff out first. No point in dumping a ton of information for it to be never seen.
Setting:
Set in the fall season after the recapture of DC, the death of Keener and President Ellis and the defeat of Faye Lau.
Using the symbolism of fall to both describe the season and the situation the Division and by proxy the US government is in.
The muted colours will help with downtrodden situations being portrayed. Most areas can be covered with leaves making it easier to model the landscapes by covering lines and ground with leaves.
Theme: With the death of President Ellis at the hands of Faye Lau. The Division agents have to move quickly to secure the next person in line to be the president. Before either the Black Tusk find a new puppet to lead the U.S. or another tragedy befalls the country.
AI fellow Agents:
The new Ghost Recon Breakpoint AI teammate program in Amber Sky and the new AI Teamwork Experience works, to allow solo players to have companions (if wanted). I also have agents built up and backstoried to fit each AI agent
Working along the lines of:
Marksmen agent: deploys scan/pulse and fires a marksman rifle.
Technician agent: releases a combat drone/striker drone.
Medic agent works like the GRB Finka R6 teammate firing an adrenaline shot/chem launcher to heal you.
New Firearms:
Shotguns: Mossberg 590 shockwave, Mossberg 590M shotgun, lWI shotgun, Fabarm SDASS, Blackwater Iron Horse thumb
Handgun: Laugo Alien pistol, CZ Shadow, FN 57, Springfield Armory 2011, 1873 Cattleman
Marksman Rifle: Savage 110 Precision Marksman rifle, Q the Fix, Sig Sauer Cross, B&T SPR300
Light Machine Gun: Sig Sauer MG-338, FN EVOLYS
Rifle: Sig Spear, H&K M110-A1, B&T APC308
Submachine Gun: CZ Skorpion, B&T GHM9, B&T APC9 pro, B&T APC45 pro
AR: Sig Rattler, Sig MCX Virtus, CZ Bren 2, AK 12, Springfield Armory Saint, B&T APC556, IWI Carmel, FN SCAR 15P
Exotics:
Quake: Mossberg shockwave does extended stagger and .
Face Hugger: Laugo Alien pistol extra headshot damage and when you make a headshot there is a delayed damage spike to represent a chest burster.
Mechanic: a Q The Fix; the precision, fine tooling and craftsmanship of this marksmen rifle seems to make everything run smoother: any skills have a 5% cooldown reduction and extended duration.
Czechmate: CZ Bren 2, damage bonus goes up for each enemy level. 0 for regular, 10 for veteran, 20 elite, 30 named.
Unending: KelTec P50, stacks damage 5%/10 hits.
Judgement: Taurus Judge, ability: Judgement Call enemies within close range it fires shotgun rounds, past 20 ft fires .45 pistol ounds.
Golem: (clay coloured) IWI Tar 21, hits stack bonus armour, slows rate of fire.
Dreidel: T821, shown with a B drum magazine and the 4 symbols of the dreidel engraved on its 4 sides. It has 8x the magazine capacity of normal at 200 rounds per magazine.
Special Class Weapons:
Railgun: ignores armour to target health, charge up time. Batteries are special ammo
Steel Storm: shoulder mounted, projectile launcher that fires a cone of flechettes.
Sonic cannon: microwave dish looking device. large cone disorienting (confuse/disrupt), destroys weak points, disrupts electronics and causes damage.
New Skills:
Pepper spray/tear gas sticky bomb: works like sticky bomb with the effect of Division 1 tear gas grenades.
Pepper spray/tear gas duster drone: works like the duster drone only spraying tear gas instead.
Pepper spray/tear gas seeker mine: works like the airburst seeker mine only explodes in a cloud of tear gas.
Riot foam mortar turret: works like the cleaners burning tar turret only covers a large radius.
Riot foam spray turret: works like the flame turret only sprays riot foam.
Taser turret: Shock turret of Div 1 only single aimed at target. Higher shock think difference between assault turret and sniper turret.
Sonic pulse grenade: thrown grenade destroys weak points and disorientates within the blast radius.
Skeet turret: shotgun (KSG style) encased within the turret. Works like assault turret but has a to priority shoot down thrown and flying objects.
Palisade mobile cover: like the Division 1 mobile cover...only actually mobile. But unable to use skills or weapons while moving it on its wheels.
Firebat: drone sprays fire along a directed path like the bomber drone.
Snowball seeker mine: rolls past enemies and sprays icing mist. Causing frost damage and making the ground icy (slowing movement).
Duster drone: does fly bys along a pre set path, like the bomber drone, spraying armour eating gas.
Advanced Combination Skills:
Hitting end game allows for combining of skills:
Hive + shield= Hedgehog: Crusader shield when enemies are within the radius the Stinger hive attacks.
Shield + turret= Pallisade: the Bulwark shield has an sniper turret for added static firepower.
Pulse + shield= Echo: hits on the shield have a chance to pulse the enemy that shot it.
Hive + chem launcher= Termite: Stinger hive when thrown when an enemy moves into range the oxidizer gas attacks the armour then releases the stingers to bleed the weakened enemy.
Hive + chem launcher= Honeypot: Stinger hive when an enemy gets in range the foam imobilizes the target then launches the stingers.
Hive + chem launcher= Fire Ant: Stinger hive when thrown the ignitor gas flows out hovering when an enemy moves into range it releases the stingers which ignites the gas. Burning the enemy while the stingers bleed them.
Firefly + striker drone= Flashbang: every time the drone kills a target it a blinding light goes off blinding nearby enemies.
FarCry 5 gameplay & content updates, or new paid DLCs