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Mod ideas for making the game more mgs and less buggy


Mar123

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I thought up some mod ideas to make MGSV better, and more consistent in it's mechanics as well as the series' established gameplay elements.

 

Format:

0: Title

Further description

Justification as to why i think this would do the game good from a logical perspective.

Potential solutions to achieving it. Nothing means I haven't found anything yet. Red means impossible, Orange means it's partially achieved, Blue means it's done.

 

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1: Darker nights (partially complete)
Makes flashlights useful but dangerous, actually makes days have better visibility as the game claims they do, makes nights more dangerous, motivates more use of the phantom cigar because day and night now have different functions
Found a sweetFX preset that increases contrast. I'm looking into making nights even darker and disabling the effects that have an impact on fps.http://www.nexusmods.com/phantompain/mods/3/?
2: Enemies have longer "who's that guy?" vision.
Enemies have a wider cone of vision up close, both horizontally and vertically.
Makes the game more challenging in a way that makes sense without being annoying or obnoxious. There is a consequence for being seen from a distance but it's not an instant alarm state.
A mod on nexus that includes longer enemy vision. Pick the optional file "hardcore stealth" http://www.nexusmods.com/phantompain/mods/25/?
3: Female character creator
A good way to solve the lack of female characters
4: Better long distance detail
Ps1 quality models in the distance is horrible and they don't get swapped for high quality models when looking through the binoculars.
5: Prettier female face models
They don't look like the pictures on their profile (A common problem on the internet nowadays har har)
6: Playable scientist and other outfits/models
Peace walker had quite some outfits and scientists had a white coat on when you rescued them or when playing as them. To clarify I think all this needs is to link a certain category of motherbase staff to certain outfits. In this case the R&D members wearing scientist outfit instead of a soldier's outfit.
7: No red bloody screen when hit.
Just the blood splatters. or a health bar.
Having critical health and being smoked by some bosses makes you effectively blind. This is horrible game design at it's finest.
8: Non-context sensitive jump
Jumping is clumsy and it's much more fun to be able to jump anywhere you want. Bind the jump to a button or combination that works in any situation.
9: Cruise control for cars/Cars keep driving for longer when jumping out.
Cars brake very quickly when you jump out. Have the car keep driving at it's current speed by putting something on the gas pedal. This way you can hide behind the car as it drives past a base without being spotted. It will also allow some funny c4/decoy shenanigans.
10: 10x hp and lifebar (partially complete)
This one is important to me because I think the regenerating health is a bad fit for the way the rest of the game works and how unreliable some aspects of the gameplay are. in Short:
- Better fits mgs.
- Doesn't require you to run&hide for 25 seconds when hit by a boss to regenerate.
- Motivates long term caution for one's hp without being obnoxious.
- Bossfights get interrupted less by death and having to health regen but are still hard because almost no health regen.
- Allows for more experimentation during bossfights and alert phases.
- More fair for newbies and not relevant for hardcore because they will try and get perfect ranking screens anyway.
- No more 1hit kill attacks.
(Mod also includes "On Site Procurement/every mission subsistance" option)
11: 1% hp per 3 seconds health regen
Motivates a slower, more stealthy and intel acquiring gameplay. Obviously meant to work with the 10x hp mod.
12: Enemies have to radio in to sound an alarm.
If an enemy spots you he shouts, if shout is heard by his allies, they can radio an alarm as well. Shouting enemies being silenced halfway through their words still attract his allies but doesn't make them sound the alarm.
Makes being spotted/noisy a bit more fair while still having a clear consequence for your stupidity. Being spotted turns into a rush to disable potential radio calling enemies. Makes it exciting for a short moment when you don't know if anyone heard you.
13: No psychic Enemy A.I. during alarm mode.
Instead they try to anticipate where you are going if you vanish from sight. If one enemy sees you it doesn't mean all the others know where to start shooting without him signaling where you are. An "he's over there!" will suffice. following a short pause before an entire squad moves in to outflank and surround you.
The alarm state should be trouble, but it shouldn't be unrealistically unfair.
14: Unblock walkman tapes during FOB infiltrations
No music during infiltrations? Please
15: Disable Kaz's audio files for FOB intros and endings.
He's annoying and if you FOB a lot this will make that less so.
16: Quiet outfit replacers for the gold/silver reskins/more outfits
The reskins are cheap and look like a 3 year old found the paint bucket tool.
A brown haired version of the XOF outfit that replaces the naked outfit: http://www.nexusmods.com/phantompain/mods/38/?
17: Nude mod for Quiet/No more prostitute outfit
Wait! I know what you're thinking. "Ugh one of those guys." But hear me out.
The story implied that she was naked all the time. That would make more sense given her personality and photosynthetic abilities than the whorish clothes she wears normally that were obviously meant to be sexual. Either that or lighten up the sexy element by giving her the Sniper Wolf outfit from beginning.
A variety of outfits/head combinations: http://www.nexusmods.com/phantompain/mods/71/?
Switch default outfit with XOF outfit: http://www.nexusmods.com/phantompain/mods/74/?
18: Sound effects volume balancing. They need to be consistent with their loudness when heard from snake's perspective.
Crawling makes so much noise! It makes you fear you are being noisy while enemies can't even hear you. I think this needs volume adjusting.
19: Crawling is louder than crouch walking. But obviously less visible.
Makes both crouch walking and crawling have a more unique purpose and makes sneaking a bit more complex. Keep in mind that the sneaking suit has an impact on crouching volume.
20: More applications for D-horse's s***.
Using it on unconscious enemies has no effect. They don't smell it, they don't comment. nothing. I also would have liked to c4 a heap of horseshit and splatter it all over my enemies.
21: Manual Motherbase management.
The management aspect is fully automatic. And while I understand it could have be tedious otherwise it seems like a more manual approach could be interesting.
22: All unique characters roam the base at random
Like the trailers for the game, certain story characters should just walk around the base. This makes it more fun to actually visit the base.
23: Sheep and animals roam the base at random
This was also in early gameplay footage of the game and adds to the atmosphere of the motherbase.
24: Animals can be eaten to replenish health.
Good for the no health regeneration and 10x hp mod. Also a throwback to mgs3.
25: Collision for boxes/supply boxes
You can't place c4 on boxes. Putting one on a supply box makes it disappear completely. I hoped I could walk around with a box full of c4.
26: Bugfixes
There are a lot of small bugs in the game that randomly mess up your S-rank runs and such. Depending on how many are fixed in the coming months I think we need to consider doing it ourselves. I might post a list at some point.
27: Motherbase platforms get more crowded as you put more soldiers on them.
Putting a scientist on the R&D platform needs to make scientists walk around on that platform.
This will bring variety to the motherbase.
28: Killable Children (Complete)
I was under the impression that this was going to be possible before the game came out. I thought that was the taboo topic kojima was talking about. It seems that he pussied out.
Removes game over upon killing a child and adds a penalty of 500 points. http://www.nexusmods.com/phantompain/mods/11/?
29: visible exclamation mark even without markers enabled
Exclamation marks are only visible when markers are enabled. wth kojima?
30: Less sliding on rocks and containers when fultoning them
You slide off everything. Rocks especially. But also in early gameplay footage you could ride a container 10 meters into the sky and you wouldn't slide off. This could be used to get on high buildings. I assume it's the same value that solves both issues.
Edited by Mar123
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